在这种环境下,我编译了一个在线发布的c ++ / openGL示例:
[C0中的代码:
codeincodeblock.com
我为使用glfw3而制作的变更版本:
#define GLEW_STATIC
// third-party libraries
#include <windows.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <cassert>
#include <iostream>
#include <stdexcept>
GLuint gVAO = 0;
GLuint gVBO = 0;
GLuint programId;
const glm::vec2 SCREEN_SIZE(800, 600);
static void LoadTriangle() {
// make and bind the VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// make and bind the VBO
glGenBuffers(1, &gVBO);
glBindBuffer(GL_ARRAY_BUFFER, gVBO);
// Put the three triangle verticies into the VBO
GLfloat vertexData[] = {
// X Y Z
0.0f, 0.8f, 0.0f,
-0.8f,-0.8f, 0.0f,
0.8f,-0.8f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
// connect the xyz to the "vert" attribute of the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// draws a single frame
static void Render() {
// clear everything
glClearColor(0, 0, 0, 1); // black
glClear(GL_COLOR_BUFFER_BIT);
// bind the VAO (the triangle)
glBindVertexArray(gVAO);
// draw the VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
// unbind the VAO
glBindVertexArray(0);
// swap the display buffers (displays what was just drawn)
glfwSwapBuffers();
}
// the program starts here
void AppMain() {
// initialise GLFW
if(!glfwInit())
throw std::runtime_error("glfwInit failed");
// open a window with GLFW
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE);
if(!glfwOpenWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y, 8, 8, 8, 8, 0, 0, GLFW_WINDOW))
throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?");
// initialise GLEW
glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
if(glewInit() != GLEW_OK)
throw std::runtime_error("glewInit failed");
// print out some info about the graphics drivers
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
// make sure OpenGL version 3.2 API is available
if(!GLEW_VERSION_3_2)
throw std::runtime_error("OpenGL 3.2 API is not available.");
// create buffer and fill it with the points of the triangle
LoadTriangle();
// run while the window is open
while(glfwGetWindowParam(GLFW_OPENED)){
// draw one frame
Render();
}
// clean up and exit
glfwTerminate();
}
int main(int argc, char *argv[]) {
try {
AppMain();
} catch (const std::exception& e){
std::cerr << "ERROR: " << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
[我在链接器选项中添加了-mwindows,否则按照Dinesh在#define GLEW_STATIC
// third-party libraries
#include <windows.h>
#include <GL/glew.h>
#include <GL/glfw3.h> // --- changed
#include <glm/glm.hpp>
#include <cassert>
#include <iostream>
#include <stdexcept>
GLuint gVAO = 0;
GLuint gVBO = 0;
GLuint programId;
const glm::vec2 SCREEN_SIZE(800, 600);
GLFWwindow *window; // --- added
static void LoadTriangle() {
// make and bind the VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// make and bind the VBO
glGenBuffers(1, &gVBO);
glBindBuffer(GL_ARRAY_BUFFER, gVBO);
// Put the three triangle verticies into the VBO
GLfloat vertexData[] = {
// X Y Z
0.0f, 0.8f, 0.0f,
-0.8f,-0.8f, 0.0f,
0.8f,-0.8f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
// connect the xyz to the "vert" attribute of the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// draws a single frame
static void Render(GLFWwindow *win) { // --- changed
// clear everything
glClearColor(0, 0, 0, 1); // black
glClear(GL_COLOR_BUFFER_BIT);
// bind the VAO (the triangle)
glBindVertexArray(gVAO);
// draw the VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
// unbind the VAO
glBindVertexArray(0);
// swap the display buffers (displays what was just drawn)
glfwSwapBuffers(win); // --- changed
}
// the program starts here
void AppMain() {
// initialise GLFW
if(!glfwInit())
throw std::runtime_error("glfwInit failed");
// open a window with GLFW
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // --- changed
glfwWindowHint(GLFW_VERSION_MAJOR, 3); // --- changed
glfwWindowHint(GLFW_VERSION_MINOR, 2); // --- changed
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // --- changed
window = glfwCreateWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y,"Test window",0,0); // --- changed
if(window == NULL)
throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?");
// initialise GLEWuj
glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
if(glewInit() != GLEW_OK)
throw std::runtime_error("glewInit failed");
// print out some info about the graphics drivers
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
// make sure OpenGL version 3.2 API is available
if(!GLEW_VERSION_3_2)
throw std::runtime_error("OpenGL 3.2 API is not available.");
// create buffer and fill it with the points of the triangle
LoadTriangle();
// run while the window is open
while(!glfwWindowShouldClose(window)){ // --- changed
// draw one frame
Render(window); // --- changed
}
// clean up and exit
glfwTerminate();
}
int main(int argc, char *argv[]) {
try {
AppMain();
} catch (const std::exception& e){
std::cerr << "ERROR: " << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
上的说明设置了我的openGL环境。>
请注意,Dinesh使用了较早的glfw构建,因此提示我进行更改以使代码得以编译和执行。
无论如何,构建都会产生此输出:
Setup Modern OpenGL page所以,我的全部疑问是:警告是什么意思,我应该关注什么?
在这种环境下,我编译了一个在线发布的c ++ / openGL示例:Windows 7代码:: Blocks v 13.12 MinGW build 2013年10月(不确定版本)mingw32-g ++ v 4.8.1来自codeincodeblock的代码。...
当我遇到这个问题时,是因为我要链接到不兼容的MSVC库。 keltar的评论帮助我解决了这个问题。