#define _CRT_SECURE_NO_WARNINGS #include #include "glew.h" #include #include #pragma comment(lib,"opengl32.lib") #pragma comment(lib, "glew32.lib") struct Vertex { float pos[3]; float color[4]; }; /** * @hwnd 发起消息的窗口 * @msg 消息类型 */ LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CLOSE: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam);//其他消息调用window默认处理函数 } char* LoadFileContent(const char *path) { char* fileContent = nullptr; int filesize = 0; FILE*pFile = fopen(path, "rb"); if (pFile) { fseek(pFile, 0, SEEK_END); int nLen = ftell(pFile); if (nLen > 0) { rewind(pFile); fileContent = new char[nLen + 1]; fread(fileContent, sizeof(char), nLen, pFile); fileContent[nLen] = '\0'; filesize = nLen; } fclose(pFile); } return fileContent; } /** * 创建一个GPU程序 */ GLuint CreateGPUProgram(const char* vsShaderPath, const char* fsShaderPath) { //创建program GLuint program = glCreateProgram(); //创建shader GLuint vsShader = glCreateShader(GL_VERTEX_SHADER); GLuint fsShader = glCreateShader(GL_FRAGMENT_SHADER); //读取shader代码 const char* vsCode = LoadFileContent(vsShaderPath); const char* fsCode = LoadFileContent(fsShaderPath); //把shader代码 从内存传到显存 glShaderSource(vsShader, 1, &vsCode, nullptr); glShaderSource(fsShader, 1, &fsCode, nullptr); //编译shader glCompileShader(vsShader); glCompileShader(fsShader); //绑定shader glAttachShader(program, vsShader); glAttachShader(program, fsShader); //连接 glLinkProgram(program); //解绑shader glDetachShader(program, vsShader); glDetachShader(program, fsShader); //删除shader glDeleteShader(vsShader); glDeleteShader(fsShader); return program; } /** * @hinstance 本应用程序启动实例 * @hPrevInstance 上一次应用程式的实例 * @IpCmdLine 命令行的参数 * @ShowCmd 怎么显示窗口 */ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { /*注册窗口*/ WNDCLASSEX wndclass; wndclass.cbClsExtra = 0; //窗口类型的额外空间,这里不需要 wndclass.cbSize = sizeof(WNDCLASSEX); //窗口实际占用的内存 wndclass.cbWndExtra = 0; //窗口的额外空间,这里不需要 wndclass.hbrBackground = NULL; //窗口背景 wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //定义鼠标类型 wndclass.hIcon = NULL; //应用程序exe文件显示图标 wndclass.hIconSm = NULL; //应用程序运行时左上角图标 wndclass.hInstance = hinstance; //本应用程序实例 wndclass.lpfnWndProc = GLWindowProc; //如果用户操作了窗口,本函数会被调用 wndclass.lpszClassName = L"GLWindow";//窗口名称 wndclass.lpszMenuName = NULL;//菜单名称 wndclass.style = CS_VREDRAW | CS_HREDRAW;//窗口更新时的重绘方式,这里使用垂直重绘和水平重绘 ATOM atom = RegisterClassEx(&wndclass); if (!atom) { MessageBox(NULL, L"Register failed", L"Error", MB_OK); return 0; } /*创建窗口*/ //调整窗口大小 RECT rect; rect.left = 0; rect.right = 800; rect.top = 0; rect.bottom = 600; AdjustWindowRect(&rect, WS_EX_OVERLAPPEDWINDOW, NULL); int windowWidth = rect.right - rect.left; int windowHeight = rect.bottom - rect.top; //窗口名称一定要和刚才注册窗口的保持一致 HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hinstance, NULL); //设置渲染环境 HDC dc = GetDC(hwnd);//获取设备上下文 PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nVersion = 1; pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); pfd.cColorBits = 32; //颜色缓冲区每个像素为32比特4通道RGBA pfd.cDepthBits = 24; //深度缓冲区每个像素大小,24比特表示一个浮点数 pfd.cStencilBits = 8; //蒙板缓冲区每像素为8比特 pfd.iPixelType = PFD_TYPE_RGBA; //设置像素类型为RGBA pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; //表示像素最后输出到窗口 //设置像素格式 int pixelFormat = ChoosePixelFormat(dc, &pfd); SetPixelFormat(dc, pixelFormat, &pfd); //创建OpenGL渲染环境 HGLRC rc = wglCreateContext(dc); wglMakeCurrent(dc, rc);//设置OpenGL渲染环境生效 /*glew初始化*/ glewInit(); /*创建program*/ GLuint program = CreateGPUProgram("test.vs", "test.fs"); /*创建vbo*/ Vertex vertex[3]; vertex[0].pos[0] = 0; vertex[0].pos[1] = 0; vertex[0].pos[2] = -100.0f; vertex[0].color[0] = 1.0f; vertex[0].color[1] = 1.0f; vertex[0].color[2] = 1.0f; vertex[0].color[3] = 1.0f; vertex[1].pos[0] = 10; vertex[1].pos[1] = 0; vertex[1].pos[2] = -100.0f; vertex[1].color[0] = 1.0f; vertex[1].color[1] = 1.0f; vertex[1].color[2] = 1.0f; vertex[1].color[3] = 1.0f; vertex[2].pos[0] = 0; vertex[2].pos[1] = 10; vertex[2].pos[2] = -100.0f; vertex[2].color[0] = 1.0f; vertex[2].color[1] = 1.0f; vertex[2].color[2] = 1.0f; vertex[2].color[3] = 1.0f; GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*7*3, vertex, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); /*显示窗口*/ ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); /*监听并处理用户请求*/ MSG msg; while (true) { if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) { if (msg.message == WM_QUIT) { break; } TranslateMessage(&msg); DispatchMessage(&msg); } glClear(GL_COLOR_BUFFER_BIT); SwapBuffers(dc); } return 0; }