跨平臺 OpenGL 上下文建立(使用 SDL2)
使用 OpenGL 上下文建立視窗(通過 GLEW 載入擴充套件 ):
#define GLEW_STATIC
#include <GL/glew.h>
#include <SDL2/SDL.h>
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO); /* Initialises Video Subsystem in SDL */
/* Setting up OpenGL version and profile details for context creation */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
/* A 800x600 window. Pretty! */
SDL_Window* window = SDL_CreateWindow
(
"SDL Context",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600,
SDL_WINDOW_OPENGL
);
/* Creating OpenGL Context */
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
/* Loading Extensions */
glewExperimental = GL_TRUE;
glewInit();
/* The following code is for error checking.
* If OpenGL has initialised properly, this should print 1.
* Remove it in production code.
*/
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
printf("%u
", vertex_buffer);
/* Error checking ends here */
/* Main Loop */
SDL_Event window_event;
while(1) {
if (SDL_PollEvent(&window_event)) {
if (window_event.type == SDL_QUIT) {
/* If user is exiting the application */
break;
}
}
/* Swap the front and back buffer for flicker-free rendering */
SDL_GL_SwapWindow(window);
}
/* Freeing Memory */
glDeleteBuffers(1, &vertex_buffer);
SDL_GL_DeleteContext(gl_context);
SDL_Quit();
return 0;
}