一、准备资料
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二、搭建开始
1. 创建工程
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2. 选择Cocoa App类型
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3. 添加依赖库
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4. 加入准备的库,配置路径
(1) 将下载好的 include 文件夹直接拖入项目工程中,将 libGLTools.a 静态库直接拖入到项目的 Frameworks 中。
(2) 在 Build Settings 中搜索 “Header search” ,在 Header Search Paths 添加上 include 的路径,不想敲的话直接把项目工程里的include文件夹拖过来就会出现路径。
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5. 创建main.cpp
创建一个 c++ 类型的文件,命名为 main,创建的时候去掉勾选同时创建头文件的对勾。
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6. 删除AppDelegate.h、AppDelegate.m、main.m 、ViewController.h 和 ViewController.m
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三、运行测试代码
1.在main.cpp中加入下面的测试代码:
#include "GLShaderManager.h"
#include "GLTools.h"
#include <GLUT/GLUT.h>
GLShaderManager shaderManager;
GLBatch triangleBatch;
void changeSize(int w,int h)
{
glViewport(0, 0, w, h);
}
void RenderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = {1.0,0.0,0.0,1.0f};
shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed);
triangleBatch.Draw();
glutSwapBuffers();
}
void setupRC()
{
glClearColor(0.98f, 0.40f, 0.7f, 1);
shaderManager.InitializeStockShaders();
GLfloat vVerts[] = {
-0.5f,0.0f,0.0f,
0.5f,0.0f,0.0f,
0.0f,0.5f,0.0f
};
triangleBatch.Begin(GL_TRIANGLES, 3);
triangleBatch.CopyVertexData3f(vVerts);
triangleBatch.End();
}
int main(int argc,char *argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Triangle");
glutReshapeFunc(changeSize);
glutDisplayFunc(RenderScene);
GLenum status = glewInit();
if (GLEW_OK != status) {
printf("GLEW Error:%s\n",glewGetErrorString(status));
return 1;
}
setupRC();
glutMainLoop();
return 0;
}
2.编译发现报错,原因
#include<文件名.h> 修改为 #include"文件名"
编译,将文件“< >”系统引入,改为" "普通引入,编译成功
3.运行结果如下,恭喜环境搭建成功
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