linux下使用sdl2和opengl简单绘制出四棱椎
头文件
#ifndef APPLICATION_H_
#define APPLICATION_H_
#include <GL/glew.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_video.h>
class Application{
public:
bool quit;
SDL_Window* window;
SDL_GLContext glContext;
SDL_Event sdlEvent;
GLfloat rtri;
public:
Application();
bool Run();
void Draw();
};
#endif /* APPLICATION_H_ */
cpp文件
#include "Application.h"
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_timer.h>
#include <cstdio>
Application::Application()
{
quit = false;
window = NULL;
glContext = NULL;
rtri = 0;
}
bool Application::Run()
{
//Use OpenGL 3.1 core
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
// Initialize video subsystem
if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
// Display error message
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
return false;
}
else
{
// Create window
window = SDL_CreateWindow("SDL+OpenGL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,400,300,SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
if( window == NULL )
{
// Display error message
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
return false;
}
else
{
// Create OpenGL context
glContext = SDL_GL_CreateContext(window);
if( glContext == NULL )
{
// Display error message
printf( "OpenGL context could not be created! SDL Error: %s\n", SDL_GetError() );
return false;
}
else
{
SDL_GL_SetSwapInterval(1);
// Initialize glew
glewInit();
}
}
}
// Game loop
while (!quit)
{
while(SDL_PollEvent(&sdlEvent))
{
if(sdlEvent.type == SDL_QUIT)
{
quit = true;
}
}
Draw();
SDL_Delay(16);
}
//Destroy window
SDL_DestroyWindow(window);
window = NULL;
//Quit SDL subsystems
SDL_Quit();
return true;
}
void Application::Draw()
{
rtri++;
if(rtri==360)
rtri=0;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glScaled(1.0f/10,1.0f/10,1.0f/10);
glRotatef(rtri,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 4.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-4.0f,-4.0f, 4.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 4.0f,-4.0f, 4.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 4.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 4.0f,-4.0f, 4.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 4.0f,-4.0f, -4.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 4.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 4.0f,-4.0f, -4.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-4.0f,-4.0f, -4.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 4.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-4.0f,-4.0f,-4.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-4.0f,-4.0f, 4.0f);
glEnd();
SDL_GL_SwapWindow(window);
}
main函数
#include "Application.h"
int main(int argc, char *argv[])
{
Application* app = new Application();
app->Run();
return 0;
}
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