opengl初学者寻求大神帮助,在运行opengl程序时出现如下图所示的错误
运行环境:win10 64位,visual studio2010 32位
程序如下:
// main.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <iostream>
#define GLEW_STATIC
#include <glew.h>
#include <glfw3.h>
//键盘回调函数
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode);
const GLuint WIDTH = 800, HEIGHT = 600;
//着色器
const GLchar *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 positon;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\n\0";
const GLchar *fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
int _tmain(int argc, _TCHAR* argv[])
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
//创建一个glfw窗口对象,从而能够使用glfw的函数
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
//设置回调函数
glfwSetKeyCallback(window, key_callback);
//设置glew能够使用现代方法去检索函数指针及扩展
glewExperimental = GL_TRUE;
glewInit();
//定义视图位置
glViewport(0, 0, WIDTH, HEIGHT);
//构建和编译着色程序
//定点着色
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//检查编译错误
GLint success;
GLchar 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;
}
//分段着色器
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
//链接着色器
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//检查连接错误
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);
//设置顶点数据(或缓存)和顶点属性
/*GLfloat vertices[] = {
//第一个三角形
0.5f, 0.f,
0.5f, -0.5f,
-0.5f, 0.5f,
//第二个三角形
0.5f, -0.5f,
-0.5f, -0.5f,
-0.5f, 0.5f
};*/
//定义顶点数组
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
//定义索引数组
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
//VBO顶点缓存对象,VAO顶点数组对象,EBO索引缓冲对象
//EBO是一个想顶点缓冲对象VBO一样的缓冲,它专门储存索引,
//OpenGL调用这些顶点的索引来绘制
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);//生成VAO
glGenBuffers(1, &VBO);//创建VBO
glGenBuffers(1, &EBO);
//首先绑定顶点数组对象,然后绑定和设置顶点缓存和属性指针
glBindVertexArray(VAO);//绑定VAO
//复制顶点数组到缓冲中提供给OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//复制索引数组到缓冲中提供给OpenGL使用
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//解绑VBO和EBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
//解绑VAO
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//画第一个三角形
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
是因为链接的库的原因,建议在使用opengl其他库时,如glfw,glew,soil等,下载这些包的源代码,然后用visual stdio构建,将其生成的.lib库复制到你opengl所需链接库的文件夹里