[转] visual studio 2010 的openGL环境的搭建

具体步骤如下:

一. 首先你要有一个glut包。

如果没有请到网上下载一个:http://download.csdn.net/download/jingshuang/272930

二. 接下来的事情就是你要把对应的文件放到对应的位置:

(1) glut.h

这个文件放目目录C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include\gl

这个目录不用你考虑你的软件安装在哪个文件夹

(2)glut.dll,glut32.dll

这两个dll放在目录
C:\Windows\SysWOW64(64位)
C:\Windows\System32(32位)

这个目录也不用你考虑你的软件安装在哪个文件夹

(3)glut.lib,glut32.lib

这两个文件放在目录 (XXXXXXXXXXX)\VC\lib

请注意,这两个文件放的位置跟你vs2010安装在哪里有关,比如我的安装在G:\编程工具\VS 2010 旗舰版\vs2010安装
这个目录下那么就放在目录
G:\编程工具\VS 2010 旗舰版\vs2010安装\VC\lib目录下面

三.在vs2010中的设置:

打开VS2010 ,按照下面的步骤新建一个win32控制台程序我们来测试一下我们刚刚配置的环境
新建项目win32控制台应用程序-->输入名称为:openGL(如图)

点击“确定”--->“下一步”--->“空项目”--->“完成”

这样一个空的控制台项目就建好了

2.按ctrl+Shift+A,添加一个cpp文件到该解决方案,名称为openGL(如下图)

3.设置目录

①包含目录:

点项目—>openGL属性(根据工程名不同)--->配置属性(点开)--->VC++目录-->包含目录(用鼠标选中它,然后最右边会有一个向下的三角形,点它)--->编辑--->点

图标,输入 你刚刚放入 glut.h文件的目录 即C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include\gl(如下图)

②库目录:

就在包含目录下面,点开“库目录”,输入你刚刚放入glut.lib,glut32.lib的目录即(XXXXXXXXXXX)\VC\lib

向我的就是G:\编程工具\VS 2010 旗舰版\vs2010安装\VC\lib

四.运行测试程序

把下面这个简单的程序输入到刚刚新建的openGL.cpp中,然后运行,成功的话就会一个正方形移动的图:

// Bounce.cpp

#include<windows.h>

#include<glut.h>

#include<GLU.h>

#include<GL.h>

 

 

// Initial square position and size

GLfloat x = 0.0f;

GLfloat y = 0.0f;

GLfloat rsize = 25;

 

// Step size in x and y directions

// (number of pixels to move each time)

GLfloat xstep = 1.0f;

GLfloat ystep = 1.0f;

 

// Keep track of windows changing width and height

GLfloat windowWidth;

GLfloat windowHeight;

 

///////////////////////////////////////////////////////////

// Called to draw scene

void RenderScene(void)

    {

    // Clear the window with current clearing color

    glClear(GL_COLOR_BUFFER_BIT);

 

   // Set current drawing color to red

    //         R G     B

    glColor3f(1.0f, 0.0f, 0.0f);

 

    // Draw a filled rectangle with current color

    glRectf(x, y, x + rsize, y - rsize);

 

    // Flush drawing commands and swap

    glutSwapBuffers();

    }

 

///////////////////////////////////////////////////////////

// Called by GLUT library when idle (window not being

// resized or moved)

void TimerFunction(int value)

    {

    // Reverse direction when you reach left or right edge

    if(x > windowWidth-rsize || x < -windowWidth)

        xstep = -xstep;

 

    // Reverse direction when you reach top or bottom edge

    if(y > windowHeight || y < -windowHeight + rsize)

        ystep = -ystep;

 

    // Actually move the square

    x += xstep;

    y += ystep;

 

    // Check bounds. This is in case the window is made

    // smaller while the rectangle is bouncing and the

    // rectangle suddenly finds itself outside the new

    // clipping volume

    if(x > (windowWidth-rsize + xstep))

        x = windowWidth-rsize-1;

    else if(x < -(windowWidth + xstep))

        x = -windowWidth -1;

 

    if(y > (windowHeight + ystep))

        y = windowHeight-1;

    else if(y < -(windowHeight - rsize + ystep))

        y = -windowHeight + rsize - 1;

 

 

 

     // Redraw the scene with new coordinates

    glutPostRedisplay();

    glutTimerFunc(33,TimerFunction, 1);

    }

 

 

///////////////////////////////////////////////////////////

// Setup the rendering state

void SetupRC(void)

    {

    // Set clear color to blue

    glClearColor(0.0f, 0.0f, 1.0f, 1.0f);

    }

 

 

///////////////////////////////////////////////////////////

// Called by GLUT library when the window has chanaged size

void ChangeSize(int w, int h)

    {

    GLfloat aspectRatio;

 

    // Prevent a divide by zero

    if(h == 0)

        h = 1;

       

    // Set Viewport to window dimensions

    glViewport(0, 0, w, h);

 

    // Reset coordinate system

    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

 

    // Establish clipping volume (left, right, bottom, top, near, far)

    aspectRatio = (GLfloat)w / (GLfloat)h;

    if (w <= h)

        {

        windowWidth = 100;

        windowHeight = 100 / aspectRatio;

        glOrtho (-100.0, 100.0, -windowHeight, windowHeight, 1.0, -1.0);

        }

    else

        {

        windowWidth = 100 * aspectRatio;

        windowHeight = 100;

        glOrtho (-windowWidth, windowWidth, -100.0, 100.0, 1.0, -1.0);

        }

 

    glMatrixMode(GL_MODELVIEW);

    glLoadIdentity();

    }

 

///////////////////////////////////////////////////////////

// Main program entry point

int main(int argc, char* argv[])

    {

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);

    glutInitWindowSize(800,600);

    glutCreateWindow("Bounce");

    glutDisplayFunc(RenderScene);

    glutReshapeFunc(ChangeSize);

    glutTimerFunc(33, TimerFunction, 1);

 

    SetupRC();
    glutMainLoop();
    return 0;

    }

以上转自:http://www.cnblogs.com/Linkliu/articles/leanC.html

但我在编译的时候出错,提示:

LINK:fatal error LNK1123: 转换到 COFF 期间失败: 文件无效或损坏

参考这篇文章得以解决:

http://blog.csdn.net/kevin_mqj/article/details/22981873

标签: C++, opengl

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