本来还想直接开一个2D游戏的专栏,但是暂时资历不够。
之前的几篇博客是配置环境,这里就是配置环境后写一段测试代码了。
建议是把glew32d.dll这个文件放到和exe同一个目录下,如果是release版本的就是glew32.dll文件。
先别管代码是什么意思,先试试环境是不是配置好了,成功的效果是运行代码后会出现一个窗口,黑色背景里面有个白色方块。
#include<iostream>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<glm/vec3.hpp>
#include<glm/glm.hpp>
#include<soil/SOIL.h>
#define WIDTH 768.0
#define HEIGHT 1024.0
#define BLOCK_SIZE 32
using namespace std;
GLuint VAO, VBO,EBO;
GLfloat box[] =
{
BLOCK_SIZE /HEIGHT, BLOCK_SIZE /WIDTH, 0.0, 0.0, 0.0,
-BLOCK_SIZE / HEIGHT, BLOCK_SIZE / WIDTH, 0.0, 1.0, 0.0,
-BLOCK_SIZE / HEIGHT, -BLOCK_SIZE / WIDTH, 0.0, 1.0, 1.0,
BLOCK_SIZE / HEIGHT, -BLOCK_SIZE / WIDTH, 0.0, 0.0, 1.0
};
GLuint boxIndex[] =
{
0, 1, 2,
2, 3, 0
};
void CreateVertex()
{
//申请VAO,VBO
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
//绑定VAO,VBO
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 20, box, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * 6, boxIndex, GL_STATIC_DRAW);
//设置顶点格式
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(0);
//解绑
glBindVertexArray(0);
}
void RenderSence()
{
//清空屏幕
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
int main()
{
//初始化glfw
glfwInit();
//设置glfw参数
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//设置OpenGL版本
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//OPENGL核心模式
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);//窗口大小不可调整
GLFWwindow * window = glfwCreateWindow(HEIGHT, WIDTH, "OpenGL", nullptr, nullptr);
if (window == nullptr)
{
cout << "错误0001:创建窗口失败" << endl;
return -1;
}
glfwMakeContextCurrent(window);//设置窗口上下文
//输出GL版本和当前使用着色器
cout << glGetString(GL_VERSION) << endl;
cout << glGetString(GL_RENDERER) << endl;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (glewInit() != GLEW_OK)
{
cout << "错误1001:glew初始化错误;" << endl;
return -1;
}
//定义视觉范围大小
glViewport(0, 0, HEIGHT, WIDTH);
CreateVertex();
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
RenderSence();
glfwSwapBuffers(window);
}
return 0;
}