我正在尝试学习如何在第 4 版 OpenGL Super Bible 中使用 OpenGL,但每当我尝试在 Visual Studio 2010 中复制其中一个示例代码时,我都会收到“Open_GL.exe -System Error: The program can't start因为您的计算机中缺少 libGLESv2.dll”。 我的计算机上确实有这个 .dll,但不知道如何使它可用于 VS。但是,该站点上的预构建二进制文件确实可以工作。
我使用的代码,供参考:
// Block.cpp
// OpenGL SuperBible, Chapter 1
// Demonstrates an assortment of basic 3D concepts
// Program by Richard S. Wright Jr.
#include "../../shared/gltools.h" // OpenGL toolkit
#include "../../shared/math3d.h"
#include <math.h>
// Keep track of effects step
int nStep = 0;
// Lighting data
GLfloat lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat lightDiffuse[] = { 0.7f, 0.7f, 0.7f, 1.0f };
GLfloat lightSpecular[] = { 0.9f, 0.9f, 0.9f };
GLfloat materialColor[] = { 0.8f, 0.0f, 0.0f };
GLfloat vLightPos[] = { -80.0f, 120.0f, 100.0f, 0.0f };
GLfloat ground[3][3] = { { 0.0f, -25.0f, 0.0f },
{ 10.0f, -25.0f, 0.0f },
{ 10.0f, -25.0f, -10.0f } };
GLuint textures[4];
// Called to draw scene
void RenderScene(void)
{
M3DMatrix44f mCubeTransform;
M3DVector4f pPlane;
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
glPushMatrix();
// Draw plane that the cube rests on
glDisable(GL_LIGHTING);
if(nStep == 5)
{
glColor3ub(255,255,255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-100.0f, -25.3f, -100.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-100.0f, -25.3f, 100.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(100.0f, -25.3f, 100.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(100.0f, -25.3f, -100.0f);
glEnd();
}
else
{
glColor3f(0.0f, 0.0f, 0.90f); // Blue
glBegin(GL_QUADS);
glVertex3f(-100.0f, -25.3f, -100.0f);
glVertex3f(-100.0f, -25.3f, 100.0f);
glVertex3f(100.0f, -25.3f, 100.0f);
glVertex3f(100.0f, -25.3f, -100.0f);
glEnd();
}
// Set drawing color to Red
glColor3f(1.0f, 0.0f, 0.0f);
// Enable, disable lighting
if(nStep > 2)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_COLOR_MATERIAL);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_SPECULAR,lightSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
glMateriali(GL_FRONT, GL_SHININESS,128);
}
// Move the cube slightly forward and to the left
glTranslatef(-10.0f, 0.0f, 10.0f);
switch(nStep)
{
// Just draw the wire framed cube
case 0:
glutWireCube(50.0f);
break;
// Same wire cube with hidden line removal simulated
case 1:
// Front Face (before rotation)
glBegin(GL_LINES);
glVertex3f(25.0f,25.0f,25.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glVertex3f(-25.0f,-25.0f,25.0f);
glVertex3f(-25.0f,-25.0f,25.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();
// Top of cube
glBegin(GL_LINES);
// Front Face
glVertex3f(25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glVertex3f(-25.0f,25.0f,-25.0f);
glVertex3f(-25.0f,25.0f,-25.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();
// Last two segments for effect
glBegin(GL_LINES);
glVertex3f(25.0f,25.0f,-25.0f);
glVertex3f(25.0f,-25.0f,-25.0f);
glVertex3f(25.0f,-25.0f,-25.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glEnd();
break;
// Uniform colored surface, looks 2D and goofey
case 2:
glutSolidCube(50.0f);
break;
case 3:
glutSolidCube(50.0f);
break;
// Draw a shadow with some lighting
case 4:
glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);
glutSolidCube(50.0f);
glPopMatrix();
// Disable lighting, we'll just draw the shadow as black
glDisable(GL_LIGHTING);
glPushMatrix();
m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
//MakeShadowMatrix(ground, lightpos, cubeXform);
glMultMatrixf(mCubeTransform);
glTranslatef(-10.0f, 0.0f, 10.0f);
// Set drawing color to Black
glColor3f(0.0f, 0.0f, 0.0f);
glutSolidCube(50.0f);
break;
case 5:
glColor3ub(255,255,255);
glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);
// Front Face (before rotation)
glBindTexture(GL_TEXTURE_2D, textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(25.0f,25.0f,25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glEnd();
// Top of cube
glBindTexture(GL_TEXTURE_2D, textures[2]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f);
glVertex3f(25.0f,25.0f,25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-25.0f,25.0f,-25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-25.0f,25.0f,25.0f);
glEnd();
// Last two segments for effect
glBindTexture(GL_TEXTURE_2D, textures[3]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(25.0f,25.0f,-25.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(25.0f,-25.0f,-25.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(25.0f,-25.0f,25.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(25.0f,25.0f,25.0f);
glEnd();
glPopMatrix();
// Disable lighting, we'll just draw the shadow as black
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
glMultMatrixf(mCubeTransform);
glTranslatef(-10.0f, 0.0f, 10.0f);
// Set drawing color to Black
glColor3f(0.0f, 0.0f, 0.0f);
glutSolidCube(50.0f);
break;
}
glPopMatrix();
// Flush drawing commands
glutSwapBuffers();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
GLbyte *pBytes;
GLint nWidth, nHeight, nComponents;
GLenum format;
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE);
glGenTextures(4, textures);
// Load the texture objects
pBytes = gltLoadTGA("floor.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
pBytes = gltLoadTGA("Block4.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
pBytes = gltLoadTGA("block5.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
pBytes = gltLoadTGA("block6.tga", &nWidth, &nHeight, &nComponents, &format);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
format, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
}
void KeyPressFunc(unsigned char key, int x, int y)
{
if(key == 32)
{
nStep++;
if(nStep > 5)
nStep = 0;
}
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
// Calculate new clipping volume
GLfloat windowWidth;
GLfloat windowHeight;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
// Keep the square square
if (w <= h)
{
windowHeight = 100.0f*(GLfloat)h/(GLfloat)w;
windowWidth = 100.0f;
}
else
{
windowWidth = 100.0f*(GLfloat)w/(GLfloat)h;
windowHeight = 100.0f;
}
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the clipping volume
glOrtho(-100.0f, windowWidth, -100.0f, windowHeight, -200.0f, 200.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightfv(GL_LIGHT0,GL_POSITION, vLightPos);
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(330.0f, 0.0f, 1.0f, 0.0f);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("3D Effects Demo");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
glDeleteTextures(4,textures);
return 0;
}