0.写在前面的话
本文参考于:learnopenglCN特别感谢此项目维护者们的辛勤付出。觉得有帮助可以给项目点个Star
由于上述项目是从英文版本翻译而来,在观看时总会有一种不太流畅的感觉,同时因为上述文章内的介绍过于详尽,并且有部分地方描述存在较模糊的情况,故编写此文章。
此篇文章将专注于快速配置好开发环境,对于部分概念不予解释,如需详尽了解请参考上述链接。
本文章仅介绍基于Visual Studio2022+glfw+glad(64位)+c++的快速配置,且是基于项目的,也就是每个项目都需要重新配置一次。个人不推荐直接修改整个生产环境,因为你不知道会在其他开发时会遇到什么别的问题(也可能是我多虑),如果不符合您的预期请另寻其他教程,或评论区留言。
1.环境及资料准备
环境:
- Windows11电脑
- c/c++
- glfw
- glad
- Visual Studio2022
资料准备:
- 下载glfw
- 下载glad
- 安装配置vs2022请参考我早期文章,这里不过多赘述VS studio2022通俗易懂的安装及使用教程
先进行第一步下载glfw
百度搜索glfw进入官网或直接点击glfw官网
点击右上角Download
选择64位并下载
下载后类似下图
解压备用。
下载glad
百度搜索glad或直接点击Glad在线服务
无法打开或加载缓慢请尝试更换您的网络环境。
- 将语言(Language)设置为C/C++。
- 在API选项中,选择3.3以上的OpenGL(gl)版本最新版本也可。
- 将模式(Profile)设置为Core,并且保证选中了生成加载器(Generate a loader)选项。
- 先暂时忽略扩展(Extensions)中的内容。点击生成(Generate)按钮来生成库文件。
如下图:
您将被跳转到如下界面:
点击下载glad.zip即可,同样解压备用。
2.项目配制
创建项目
打开vs2022,点击创建新项目,选择空项目,和正常创建c++项目一致,并且为您的项目取名字(建议不要带有中文),我们这里取为opengltest
接下来打开项目目录(在解决方案资源管理器中右键项目名称,选择在文件资源管理器中打开文件夹)。
在项目文件夹内新建一个文件夹,并重新命名(同样建议不要使用中文),我这里使用Dependances
文件复制
将我们先前解压好的glfw文件夹内的include和lib-vc2022复制到刚刚创建的Dependances文件夹内。
如下图
同时,我们将刚刚准备好的glad文件夹内的include内的两个文件夹(分别为KHR和glad)复制到我们刚刚在项目中创建的Dependances里的include里。
项目属性配置
现在,我们回到vs2022编辑器内,右键项目名称,选择属性
选择VC++目录(VC++ Directories),
将包含目录(Include Directories)填写上我们刚刚在项目里创建的Dependances的include文件夹完全路径
在库目录(Library Directories)填写Depnedances里的lib-vc2022文件夹路径
可以直接点击填写,点击填写,但在结束之后需要加上引文的;
分号
也可以点击后面的下拉箭头,选择编辑
一行一个链接填写即可。
最后需要在链接器(Linker)选项卡里的输入(Input)选项卡里添加glfw3.lib和opengl32.lib
使用分号隔开。
如下图:
最后我们将刚刚下载的glad文件夹内的src里的glad.c添加到项目目录里
添加方法(写给不会添加现有代码的同学)
右键源文件,添加,现有项,在新窗口中找到解压的glad.c即可。
请将vs2022上方的运行平台改为x64,如果opengl配好后不报错,但不能运行的请重启电脑
如果出现“无法打开文件“opengl32.lib“,请勾选以下三个目录的从父级或项目默认设置继承
测试
现在,新建一个.cpp输入以下代码来尝试一下吧。
#include <glad/glad.h>#include <GLFW/glfw3.h>#include <iostream>void framebuffer_size_callback(GLFWwindow* window, int width, int height);void processInput(GLFWwindow* window);// settingsconst unsigned int SCR_WIDTH = 800;const unsigned int SCR_HEIGHT = 600;const char* vertexShaderSource = "#version 330 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 330 core\n""out vec4 FragColor;\n""void main()\n""{\n"" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n""}\n\0";int main(){// glfw: initialize and configure// ------------------------------glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);#ifdef __APPLE__glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);#endif// glfw window creation// --------------------GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);if (window == NULL){std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);// glad: load all OpenGL function pointers// ---------------------------------------if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout << "Failed to initialize GLAD" << std::endl;return -1;}// build and compile our shader program// ------------------------------------// vertex shaderunsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);// check for shader compile errorsint success;char infoLog[512];glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;}// fragment shaderunsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glCompileShader(fragmentShader);// check for shader compile errorsglGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;}// link shadersunsigned int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);// check for linking errorsglGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);if (!success) {glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;}glDeleteShader(vertexShader);glDeleteShader(fragmentShader);// set up vertex data (and buffer(s)) and configure vertex attributes// ------------------------------------------------------------------float vertices[] = {0.5f, 0.5f, 0.0f, // top right0.5f, -0.5f, 0.0f, // bottom right-0.5f, -0.5f, 0.0f, // bottom left-0.5f, 0.5f, 0.0f // top left};unsigned int indices[] = { // note that we start from 0!0, 1, 3, // first Triangle1, 2, 3 // second Triangle};unsigned int VBO, VAO, EBO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);glGenBuffers(1, &EBO);// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbindglBindBuffer(GL_ARRAY_BUFFER, 0);// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.glBindVertexArray(0);// uncomment this call to draw in wireframe polygons.//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);// render loop// -----------while (!glfwWindowShouldClose(window)){// input// -----processInput(window);// render// ------glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// draw our first triangleglUseProgram(shaderProgram);glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized//glDrawArrays(GL_TRIANGLES, 0, 6);glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);// glBindVertexArray(0); // no need to unbind it every time// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}// optional: de-allocate all resources once they've outlived their purpose:// ------------------------------------------------------------------------glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteBuffers(1, &EBO);glDeleteProgram(shaderProgram);// glfw: terminate, clearing all previously allocated GLFW resources.// ------------------------------------------------------------------glfwTerminate();return 0;}// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly// ---------------------------------------------------------------------------------------------------------void processInput(GLFWwindow* window){if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);}// glfw: whenever the window size changed (by OS or user resize) this callback function executes// ---------------------------------------------------------------------------------------------void framebuffer_size_callback(GLFWwindow* window, int width, int height){// make sure the viewport matches the new window dimensions; note that width and// height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);}#include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char* vertexShaderSource = "#version 330 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 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // build and compile our shader program // ------------------------------------ // vertex shader unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 3, // first Triangle 1, 2, 3 // second Triangle }; unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound. //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized //glDrawArrays(GL_TRIANGLES, 0, 6); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glDeleteProgram(shaderProgram); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); }#include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char* vertexShaderSource = "#version 330 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 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // build and compile our shader program // ------------------------------------ // vertex shader unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 3, // first Triangle 1, 2, 3 // second Triangle }; unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound. //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized //glDrawArrays(GL_TRIANGLES, 0, 6); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glDeleteProgram(shaderProgram); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); }
如果没问题的话应该会显示出一个矩形。
接下来,开启你的opengl之旅。
建议学习网站:learnopenglCN,链接在文章开头。
我们下个教程见,拜!
再次更新,部分笔记本外接显示器时设置为仅外接显示器显示会导致opengl无法正常绘制,解决办法是用笔记本自己的显示器或者是将显示模式更改为复制,即都亮的情况下。我也还不知道为什么外接显示器不会正常绘制。

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