一、準(zhǔn)備資料

資料.png
二、配置 openGL 環(huán)境
-
打開(kāi)Xcode -> macOS -> Cocoa App1.png
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AppDelegate.h、AppDelegate.m、main.m、ViewController.h、 ViewController.m ; 2.png
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創(chuàng)建 main.cpp文件3.png
4.png -
添加OpenGl.framework 和 GLUT.framework 兩個(gè)系統(tǒng)庫(kù)5.png
-
添加資料6.png
三、測(cè)試環(huán)境是否搭建成功
在main.cpp中復(fù)制一下代碼:
//
// main.cpp
// OpenGLTest0
//
// Created by 鄧亞洲 on 2019/4/24.
// Copyright ? 2019年 dengyazhou. All rights reserved.
//
#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;
}
四、重點(diǎn)
#include<文件名.h> 修改為 #include"文件名"
編譯,將文件“< >”系統(tǒng)引入,改為" "普通引入
五、效果圖

效果圖.png





