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;
/*
v -1.000000 0.000000 1.000000
v 1.000000 0.000000 0.526007
v -1.000000 0.000000 -1.000000
v 1.000000 0.000000 -0.526007*/
float vertices[] = {
-0.5f, 0.5f, 0.0f, // 左下
0.5f, 0.5f, 0.0f, // 顶部
0.0f, -0.5f, 0.0f, // 右下
};
const char* soctext1 =
"#version 330 core \n"
"layout (location = 0) in vec3 aPos; \n"
"out vec3 ourColor; \n"
"void main() { \n"
" gl_Position = vec4(aPos, 1.0); \n"
"} \n ";
const char* soctext2 =
"#version 330 core \n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n"
"void main(){ \n"
" FragColor = ourColor;\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, 800, "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, 800);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //元图 框线
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 * sizeof(float)));
glEnableVertexAttribArray(0);
while (!glfwWindowShouldClose(window))
{
pressImport(window);
glClearColor(.2, 0, .3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
float timeValue = glfwGetTime();
float greenValue = sin(timeValue) / 2.0f + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}