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#dasd
#include<Windows.h>
#include <glad/glad.h>
#include <iostream>
#include <GLFW/glfw3.h>
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXT)(HDC);
PFNWGLCREATECONTEXT wglCreateContextPtr;
typedef BOOL (WINAPI * PFNWGLMAKECURRENT)(HDC, HGLRC);
PFNWGLMAKECURRENT wglMakeCurrentPtr;
///显示在屏幕上
int main(){
HMODULE hOpenGL = LoadLibrary("OpenGL32.dll");
wglCreateContextPtr = (PFNWGLCREATECONTEXT)GetProcAddress(hOpenGL, "wglCreateContext");
wglMakeCurrentPtr = (PFNWGLMAKECURRENT)GetProcAddress(hOpenGL, "wglMakeCurrent");
// 像素表格描述器
PIXELFORMATDESCRIPTOR pfd;
pfd.nSize=40;
pfd.nVersion=1;
//
pfd.dwFlags=PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_SUPPORT_GDI;
pfd.iPixelType=PFD_TYPE_RGBA;
pfd.cColorBits=0;
//
pfd.cRedBits=0;
pfd.cRedShift=0;
pfd.cGreenBits=0;
pfd.cGreenShift=0;
pfd.cBlueBits=0;
pfd.cBlueShift=0;
pfd.cAlphaBits=0;
pfd.cAlphaShift=0;
//
pfd.cAccumBits=0;
pfd.cAccumRedBits=0;
pfd.cAccumBlueBits=0;
pfd.cAccumGreenBits=0;
pfd.cAccumAlphaBits=0;
//
pfd.cDepthBits=0;
pfd.cStencilBits=0;
pfd.cAuxBuffers=0;
pfd.iLayerType=PFD_MAIN_PLANE;
pfd.bReserved=0;
pfd.dwLayerMask=0;
pfd.dwVisibleMask=0;
pfd.dwDamageMask=0;
// glfwInit();
// glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
// GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
// glfwMakeContextCurrent(window);
// 获取设备屏幕
HDC hdc=GetDC(NULL);
int pixelFormat=ChoosePixelFormat(hdc,&pfd);
SetPixelFormat(hdc,pixelFormat,&pfd);
HGLRC hglrc=wglCreateContextPtr(hdc);
wglMakeCurrentPtr(hdc,hglrc);
// 绘制
if (!gladLoadGL()) {
std::cout << "GLAD failed to load" << std::endl;
return -1;
}
int i=1;
while (i<100){
++i;
glViewport(0,0,800,800);
glColor3f(1.0f,0.0f,0.0f);
glBegin(GL_TRIANGLES);
glVertex2f(-0.5f,-0.5f);
glVertex2f(0.0f,0.5f);
glVertex2f(0.5f,-0.5);
glEnd();
glFlush();
}
std::cout<<"normal end"<<std::endl;
// glfwTerminate();
return 0;
}
// glad
// int i =0;
// while(i<1000){
// ++i;
// glDrawArrays( GL_LINES, 0, 2 );
// }
// return 0;
// }
// #include <glad/glad.h>
// #include <Windows.h>
// #include <iostream>
// int main(){
// if (!gladLoadGL()) {
// std::cout << "GLAD failed to load" << std::endl;
// return -1;
// }
// // 绘制三角形
// float vertices[] = {
// -0.5f, -0.5f, 0.0f,
// 0.5f, -0.5f, 0.0f,
// 0.0f, 0.5f, 0.0f
// };
// unsigned int VBO, VAO;
// glGenVertexArrays(1, &VAO);
// glGenBuffers(1, &VBO);
// glBindVertexArray(VAO);
// glBindBuffer(GL_ARRAY_BUFFER, VBO);
// glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindVertexArray(0);
// glDeleteVertexArrays(1, &VAO);
// glDeleteBuffers(1, &VBO);
// // 在屏幕上绘制
// glFinish();
// HDC hdc = GetDC(NULL);
// glReadBuffer(GL_FRONT);
// glDrawBuffer(GL_BACK);
// glBlitFramebuffer(0, 0, 640, 480, 0, 0, 640, 480, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// SwapBuffers(hdc);
// ReleaseDC(NULL, hdc);
// std::cout << "finish" << std::endl;
// return 0;
// }
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上次更新: 2024/04/16, 00:35:21