OpenGL环境配置 和 测试代码(GLEW/GLFW VS2019)

1.配置

 

2.测试代码:

2.1 在黑板色的窗口上画一个三角形

  1 #include <iostream>
  2 
  3 // GLEW
  4 #define GLEW_STATIC
  5 #include <GL/glew.h>
  6 
  7 // GLFW
  8 #include <GLFW/glfw3.h>
  9 
 10 
 11 // Function prototypes
 12 void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
 13 
 14 // Window dimensions
 15 const GLuint WIDTH = 800, HEIGHT = 600;
 16 
 17 // Shaders
 18 const GLchar* vertexShaderSource = "#version 330 core\n"
 19 "layout (location = 0) in vec3 position;\n"
 20 "void main()\n"
 21 "{\n"
 22 "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
 23 "}\0";
 24 const GLchar* fragmentShaderSource = "#version 330 core\n"
 25 "out vec4 color;\n"
 26 "void main()\n"
 27 "{\n"
 28 "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
 29 "}\n\0";
 30 
 31 // The MAIN function, from here we start the application and run the game loop
 32 int main()
 33 {
 34     // Init GLFW
 35     glfwInit();
 36     // Set all the required options for GLFW
 37     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 38     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 39     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 40     glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
 41 
 42     // Create a GLFWwindow object that we can use for GLFW's functions
 43     GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
 44     glfwMakeContextCurrent(window);
 45 
 46     // Set the required callback functions
 47     glfwSetKeyCallback(window, key_callback);
 48 
 49     // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
 50     glewExperimental = GL_TRUE;
 51     // Initialize GLEW to setup the OpenGL Function pointers
 52     glewInit();
 53 
 54     // Define the viewport dimensions
 55     int width, height;
 56     glfwGetFramebufferSize(window, &width, &height);
 57     glViewport(0, 0, width, height);
 58 
 59 
 60     // Build and compile our shader program
 61     // Vertex shader
 62     GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
 63     glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
 64     glCompileShader(vertexShader);
 65     // Check for compile time errors
 66     GLint success;
 67     GLchar infoLog[512];
 68     glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
 69     if (!success)
 70     {
 71         glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
 72         std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
 73     }
 74     // Fragment shader
 75     GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
 76     glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
 77     glCompileShader(fragmentShader);
 78     // Check for compile time errors
 79     glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
 80     if (!success)
 81     {
 82         glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
 83         std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
 84     }
 85     // Link shaders
 86     GLuint shaderProgram = glCreateProgram();
 87     glAttachShader(shaderProgram, vertexShader);
 88     glAttachShader(shaderProgram, fragmentShader);
 89     glLinkProgram(shaderProgram);
 90     // Check for linking errors
 91     glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
 92     if (!success) {
 93         glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
 94         std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
 95     }
 96     glDeleteShader(vertexShader);
 97     glDeleteShader(fragmentShader);
 98 
 99 
100     // Set up vertex data (and buffer(s)) and attribute pointers
101     GLfloat vertices[] = {
102         -0.5f, -0.5f, 0.0f, // Left  
103          0.5f, -0.5f, 0.0f, // Right 
104          0.0f,  0.5f, 0.0f  // Top   
105     };
106     GLuint VBO, VAO;
107     glGenVertexArrays(1, &VAO);
108     glGenBuffers(1, &VBO);
109     // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
110     glBindVertexArray(VAO);
111 
112     glBindBuffer(GL_ARRAY_BUFFER, VBO);
113     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
114 
115     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
116     glEnableVertexAttribArray(0);
117 
118     glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
119 
120     glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
121 
122     // Game loop
123     while (!glfwWindowShouldClose(window))
124     {
125         // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
126         glfwPollEvents();
127 
128         // Render
129         // Clear the colorbuffer
130         glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
131         glClear(GL_COLOR_BUFFER_BIT);
132 
133         // Draw our first triangle
134         glUseProgram(shaderProgram);
135         glBindVertexArray(VAO);
136         glDrawArrays(GL_TRIANGLES, 0, 3);
137         glBindVertexArray(0);
138 
139         // Swap the screen buffers
140         glfwSwapBuffers(window);
141     }
142     // Properly de-allocate all resources once they've outlived their purpose
143     glDeleteVertexArrays(1, &VAO);
144     glDeleteBuffers(1, &VBO);
145     // Terminate GLFW, clearing any resources allocated by GLFW.
146     glfwTerminate();
147     return 0;
148 }
149 
150 // Is called whenever a key is pressed/released via GLFW
151 void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
152 {
153     if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
154         glfwSetWindowShouldClose(window, GL_TRUE);
155 }
View Code

3.ps: glew32s.lib 和  glew32.dll 区别:

I haven't looked at any of the documentation, but I believe glew32s.lib is
the static version and glew32.lib is the dynamically linked DLL version --
the static version links the lib into the .exe, while the dynamic version
requires the glew32.dll at runtime. You can use #define GLEW_STATIC before
#include <GL/glew.h> to use the static version

posted @ 2023-07-02 11:40  三岁玩童  阅读(254)  评论(0编辑  收藏  举报