注意:需要在Windows 窗口程序下,而不能是控制台程序,Windows平台的VS下已经包含了OpenGL相关的API,可以直接引用
#include <windows.h>
#include<gl/GL.h>
#include<gl/GLU.h>#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{switch (msg){case WM_CLOSE:PostQuitMessage(0);break;}return DefWindowProc(hwnd, msg, wParam, lParam);
}INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{//register windowWNDCLASSEX wndclass;wndclass.cbClsExtra = 0;wndclass.cbSize = sizeof(WNDCLASSEX);wndclass.cbWndExtra = 0;wndclass.hbrBackground = NULL;wndclass.hCursor = LoadCursor(NULL,IDC_ARROW);wndclass.hIcon = NULL;wndclass.hIconSm = NULL;wndclass.hInstance = hInstance;wndclass.lpfnWndProc = GLWindowProc;wndclass.lpszClassName = L"GLWindow";wndclass.lpszMenuName = NULL;wndclass.style = CS_VREDRAW | CS_HREDRAW;ATOM atom = RegisterClassEx(&wndclass);if (!atom){return 0;}//create windowHWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW,100, 100, 800, 600, NULL, NULL, hInstance, NULL);//create opengl render context HDC是Windows的设备描述表句柄。//在Windows环境中,句柄是用来标识被应用程序所建立或使用的对象的唯一整数HDC dc = GetDC(hwnd);//颜色描述符,渲染的像素格式PIXELFORMATDESCRIPTOR pfd;memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));pfd.nVersion = 1;pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);pfd.cColorBits = 32;//颜色缓冲区pfd.cDepthBits = 24;//深度缓冲区pfd.cStencilBits = 8;//pfd.iPixelType = PFD_TYPE_RGBA;//像素格式pfd.iLayerType = PFD_MAIN_PLANE;//分层式pfd.dwFlags = PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER;//渲染到窗口上,支持OPENGL像素格式,双缓冲//选择像素格式int pixelFormat = ChoosePixelFormat(dc,&pfd);SetPixelFormat(dc, pixelFormat, &pfd);//创建OPenGL的渲染设备,HGLRC rc = wglCreateContext(dc);//把rc和dc设置成当前的渲染设备wglMakeCurrent(dc, rc);//初始化OpenGL的//glClearColor:red、green、blue、alpha分别是红、绿、蓝、不透明度,值域均为[0,1]。即设置颜 色,为后面的glClear做准备,默认值为(0,0,0,0)。切记:此函数仅仅设定颜色,并不执行清除工作。glClearColor(0.1, 0.4, 0.6, 1.0);//设置清除缓冲区背景颜色//show windowShowWindow(hwnd, SW_SHOW);UpdateWindow(hwnd);MSG msg;while (true){if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)){if (msg.message == WM_QUIT){break;}TranslateMessage(&msg);DispatchMessage(&msg);}//draw scene绘制场景/*glClear:参数可为下列四个之一或多个,若多个之间用“ | ”隔开,如 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)。即用glClearClolr设定的颜色值清 除缓存区。参数:GL_COLOR_BUFFER_BIT当前可写的颜色缓冲GL_DEPTH_BUFFER_BIT深度缓冲GL_ACCUM_BUFFER_BIT累积缓冲GL_STENCIL_BUFFER_BIT模板缓冲*/glClear(GL_COLOR_BUFFER_BIT);//present scene 前面缓冲区//后缓冲区交换到前缓冲区SwapBuffers(dc);}return 0;
}