1、OpenGL入门 我的第一个窗口【Win32+VS2019】亲测代码可用

在这里插入图片描述

配置和下载lib文件请前往

https://blog.csdn.net/weixin_37615774/article/details/120679105

// ConsoleApplication1.cpp : 此文件包含 "main" 函数。程序执行将在此处开始并结束。
//

#include <iostream>

#define GLEW_STATIC
#include <GL/glew.h>
#include <glfw/glfw3.h>

int selrgb = 0;

float vertices[] = {
	-0.5f, -0.5f, 0.0f,
	 0.5f, -0.5f, 0.0f,
	 0.0f,  0.5f, 0.0f
};

const char* soctext1 =
"#version 330 core                                    \n"
"layout (location = 0) in vec3 aPos;                  \n"
"void main(){                                         \n"
"    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); \n"
"}                                                      ";

const char* soctext2 =
"#version 330 core                            \n"
"out vec4 FragColor;                          \n"
"void main(){                                 \n"
"    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}                                            \n";

void pressImport(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
}

int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(800,600,"TextWindow", 0, 0);

	if (window == NULL) {
		printf("Err Create Window");
		glfwTerminate();
	}

	glfwMakeContextCurrent(window);

	glewExperimental = true;

	if (glewInit() != GLEW_OK)
	{
		printf("30:Error");
		glfwTerminate();
		return -1;
	}

	glViewport(0, 0, 800, 600);
	GLclampf fr=0, fg=0, fb=0, ff =0;
	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	unsigned int VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);


	unsigned int vertexShader;
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &soctext1, NULL);
	glCompileShader(vertexShader);

	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &soctext2, NULL);
	glCompileShader(fragmentShader);

	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE	, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	while (!glfwWindowShouldClose(window))
	{
		pressImport(window);
		glClearColor(.2, 0, .3, 1.0);
		glClear(GL_COLOR_BUFFER_BIT);

		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glfwTerminate();


	return 0;
}


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