视频地址: https://www.bilibili.com/video/BV11W411N7b9?p=3
#include <iostream>
#include <Windows.h>
//#define GLEW_STATIC
#include <gl/glew.h>
#include <GLFW/glfw3.h>
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(linker, "/subsystem:\"windows\"")
int WinMain(
	HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPSTR     lpCmdLine,
	int       nShowCmd
)
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Test", NULL, NULL);
	if (!window)
	{
		printf("create window failure\n");
		glfwTerminate();
	}
	glfwMakeContextCurrent(window);
	glewExperimental = true;
	if (glewInit() != GLEW_OK)
	{
		printf("Init GLEW failed");
		glfwTerminate();
		return -1;
	}
	glViewport(0, 0, 640, 480);
	while (!glfwWindowShouldClose(window))
	{
		glfwSwapBuffers(window);
		glfwPollEvents();
		Sleep(20);
	}
	return 0;
}VC2017工程本站下载: vc2017_glfw_opengl_demo2.7z
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#include <iostream>
#include <Windows.h>
//#define GLEW_STATIC
#include <gl/glew.h>
#include <GLFW/glfw3.h>
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(linker, "/subsystem:\"windows\"")
float vertices[] = {
	-0.5f, -0.5f, 0.0f,
	 0.5f, -0.5f, 0.0f,
	 0.0f,  0.5f, 0.0f
};
void processInput(GLFWwindow* window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
}
int WinMain(
	HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPSTR     lpCmdLine,
	int       nShowCmd
)
{
	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"
		"} ";
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Test", NULL, NULL);
	if (!window)
	{
		printf("create window failure\n");
		glfwTerminate();
	}
	glfwMakeContextCurrent(window);
	glewExperimental = true;
	if (glewInit() != GLEW_OK)
	{
		printf("Init GLEW failed");
		glfwTerminate();
		return -1;
	}
	glViewport(0, 0, 640, 480);
	unsigned int VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);
	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, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	unsigned int fragmentShader;
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	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;
	}
	unsigned int shaderProgram;
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	glUseProgram(shaderProgram);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		glClearColor(0.2, 0.3, 0.3, 1);
		glClear(GL_COLOR_BUFFER_BIT);
		glBindVertexArray(VAO);
		glUseProgram(shaderProgram);
		glDrawArrays(GL_TRIANGLES, 0, 3);
		glfwSwapBuffers(window);
		glfwPollEvents();		
		Sleep(20);
	}
	return 0;
}VC2017工程本站下载: vc2017_glfw_opengl_demo3.7z
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