Windows窗口中创建OpenGL上下文并调用OpenGL函数
#include <Windows.h>
#include <iostream>
#include <GL/GL.h>
#pragma comment (lib, "opengl32.lib")
enum {GL_VERTEX_SHADER=0x8B31, GL_COMPILE_STATUS=0x8B81, GL_FRAGMENT_SHADER=0x8B30, GL_LINK_STATUS=0x8B82, GL_ARRAY_BUFFER=0x8892, GL_STATIC_DRAW=0x88E4};
void* GetGLFuncAddress(const char* name);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
typedef GLuint(__stdcall *hGlCreateShader)(GLenum shaderType);
hGlCreateShader glCreateShader;
typedef void (__stdcall *hGlShaderSource)(GLuint shader, GLsizei count, const char** string, const GLint* length);
hGlShaderSource glShaderSource;
typedef void (__stdcall *hGlCompileShader)(GLuint shader);
hGlCompileShader glCompileShader;
typedef void (__stdcall *hGlGetShaderiv)(GLuint shader, GLenum pname, GLint* params);
hGlGetShaderiv glGetShaderiv;
typedef void (__stdcall *hGlGetShaderInfoLog)(GLuint shader, GLsizei maxLength, GLsizei* length, char* infoLog);
hGlGetShaderInfoLog glGetShaderInfoLog;
typedef GLuint (__stdcall *hGlCreateProgram)(void);
hGlCreateProgram glCreateProgram;
typedef void (__stdcall *hGlAttachShader)(GLuint program, GLuint shader);
hGlAttachShader glAttachShader;
typedef void (__stdcall *hGlLinkProgram)(GLuint program);
hGlLinkProgram glLinkProgram;
typedef void (__stdcall *hGlGetProgramiv)(GLuint program, GLenum pname, GLint* params);
hGlGetProgramiv glGetProgramiv;
typedef void (__stdcall * hGlGetProgramInfoLog)(GLuint program, GLsizei maxLength, GLsizei* length, char* infoLog);
hGlGetProgramInfoLog glGetProgramInfoLog;
typedef void (__stdcall *hGlDeleteShader)(GLuint shader);
hGlDeleteShader glDeleteShader;
typedef void (__stdcall * hGlGenVertexArrays)(GLsizei n, GLuint* arrays);
hGlGenVertexArrays glGenVertexArrays;
typedef void (__stdcall *hGlGenBuffers)(GLsizei n, GLuint* buffers);
hGlGenBuffers glGenBuffers;
typedef void (__stdcall *hGlBindVertexArray)(GLuint array);
hGlBindVertexArray glBindVertexArray;
typedef void (__stdcall * hGlBindBuffer)(GLenum target, GLuint buffer);
hGlBindBuffer glBindBuffer;
typedef signed int GLsizeiptr;
typedef void (__stdcall *hGlBufferData)(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
hGlBufferData glBufferData;
typedef void (__stdcall *hGlVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);
hGlVertexAttribPointer glVertexAttribPointer;
typedef void (__stdcall *hGlEnableVertexAttribArray)(GLuint index);
hGlEnableVertexAttribArray glEnableVertexAttribArray;
typedef void (__stdcall * hGlUseProgram)(GLuint program);
hGlUseProgram glUseProgram;
const char* vertexShaderSource = "#version 450 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 450 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
GLuint vertexShader, fragmentShader;
GLuint shaderProgram;
GLuint VAO, VBO;
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
HGLRC glContext;
HDC hdc;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
const WCHAR* lpszClassName = L"glsample";
HWND hWnd;
MSG msg = { 0 };
WNDCLASS wc = {0};
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.lpszClassName = lpszClassName;
if (!RegisterClass(&wc))
return -1;
hWnd = CreateWindow(lpszClassName, L"我的第一个OpenGL窗口", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, hInstance, 0);
ShowWindow(hWnd, nShowCmd);
UpdateWindow(hWnd);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24,
8,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
hdc = GetDC(hWnd);
int iPixelFormat = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, iPixelFormat, &pfd);
glContext = wglCreateContext(hdc);
wglMakeCurrent(hdc, glContext);
glCreateShader = (hGlCreateShader)GetGLFuncAddress("glCreateShader");
glShaderSource = (hGlShaderSource)GetGLFuncAddress("glShaderSource");
glCompileShader = (hGlCompileShader)GetGLFuncAddress("glCompileShader");
glGetShaderiv = (hGlGetShaderiv)GetGLFuncAddress("glGetShaderiv");
glGetShaderInfoLog = (hGlGetShaderInfoLog)GetGLFuncAddress("glGetShaderInfoLog");
glCreateProgram = (hGlCreateProgram)GetGLFuncAddress("glCreateProgram");
glAttachShader = (hGlAttachShader)GetGLFuncAddress("glAttachShader");
glLinkProgram = (hGlLinkProgram)GetGLFuncAddress("glLinkProgram");
glGetProgramiv = (hGlGetProgramiv)GetGLFuncAddress("glGetProgramiv");
glGetProgramInfoLog = (hGlGetProgramInfoLog)GetGLFuncAddress("glGetProgramInfoLog");
glDeleteShader = (hGlDeleteShader)GetGLFuncAddress("glDeleteShader");
glGenVertexArrays = (hGlGenVertexArrays)GetGLFuncAddress("glGenVertexArrays");
glGenBuffers = (hGlGenBuffers)GetGLFuncAddress("glGenBuffers");
glBindVertexArray = (hGlBindVertexArray)GetGLFuncAddress("glBindVertexArray");
glBindBuffer = (hGlBindBuffer)GetGLFuncAddress("glBindBuffer");
glBufferData = (hGlBufferData)GetGLFuncAddress("glBufferData");
glVertexAttribPointer = (hGlVertexAttribPointer)GetGLFuncAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (hGlEnableVertexAttribArray)GetGLFuncAddress("glEnableVertexAttribArray");
glBindVertexArray = (hGlBindVertexArray)GetGLFuncAddress("glBindVertexArray");
glUseProgram = (hGlUseProgram)GetGLFuncAddress("glUseProgram");
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
MessageBoxA(hWnd, infoLog, "顶点着色器编译错误!", 0);
return -1;
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
MessageBoxA(hWnd, infoLog, "片段着色器编译错误!", 0);
return -1;
}
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
MessageBoxA(hWnd, infoLog, "着色器程序连接错误!", 0);
return -1;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return 0;
}
break;
case WM_PAINT:
{
if (glContext)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
SwapBuffers(hdc);
}
return 0;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void* GetGLFuncAddress(const char* name)
{
void* p = (void*)wglGetProcAddress(name);
if (p == 0 ||
(p == (void*)0x1) || (p == (void*)0x2) || (p == (void*)0x3) ||
(p == (void*)-1))
{
HMODULE module = LoadLibraryA("opengl32.dll");
p = (void*)GetProcAddress(module, name);
}
return p;
}
最终效果