With this environment, I have compiled a c++/openGL example posted online:
- Windows 7
- Code::Blocks v 13.12
- MinGW build Oct 2013 (not sure on version)
- mingw32-g++ v 4.8.1
The code from codeincodeblock.com:
#define GLEW_STATIC
// third-party libraries
#include <windows.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <cassert>
#include <iostream>
#include <stdexcept>
GLuint gVAO = 0;
GLuint gVBO = 0;
GLuint programId;
const glm::vec2 SCREEN_SIZE(800, 600);
static void LoadTriangle() {
// make and bind the VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// make and bind the VBO
glGenBuffers(1, &gVBO);
glBindBuffer(GL_ARRAY_BUFFER, gVBO);
// Put the three triangle verticies into the VBO
GLfloat vertexData[] = {
// X Y Z
0.0f, 0.8f, 0.0f,
-0.8f,-0.8f, 0.0f,
0.8f,-0.8f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
// connect the xyz to the "vert" attribute of the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// draws a single frame
static void Render() {
// clear everything
glClearColor(0, 0, 0, 1); // black
glClear(GL_COLOR_BUFFER_BIT);
// bind the VAO (the triangle)
glBindVertexArray(gVAO);
// draw the VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
// unbind the VAO
glBindVertexArray(0);
// swap the display buffers (displays what was just drawn)
glfwSwapBuffers();
}
// the program starts here
void AppMain() {
// initialise GLFW
if(!glfwInit())
throw std::runtime_error("glfwInit failed");
// open a window with GLFW
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE);
if(!glfwOpenWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y, 8, 8, 8, 8, 0, 0, GLFW_WINDOW))
throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?");
// initialise GLEW
glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
if(glewInit() != GLEW_OK)
throw std::runtime_error("glewInit failed");
// print out some info about the graphics drivers
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
// make sure OpenGL version 3.2 API is available
if(!GLEW_VERSION_3_2)
throw std::runtime_error("OpenGL 3.2 API is not available.");
// create buffer and fill it with the points of the triangle
LoadTriangle();
// run while the window is open
while(glfwGetWindowParam(GLFW_OPENED)){
// draw one frame
Render();
}
// clean up and exit
glfwTerminate();
}
int main(int argc, char *argv[]) {
try {
AppMain();
} catch (const std::exception& e){
std::cerr << "ERROR: " << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
The altered version I made to work with glfw3:
#define GLEW_STATIC
// third-party libraries
#include <windows.h>
#include <GL/glew.h>
#include <GL/glfw3.h> // --- changed
#include <glm/glm.hpp>
#include <cassert>
#include <iostream>
#include <stdexcept>
GLuint gVAO = 0;
GLuint gVBO = 0;
GLuint programId;
const glm::vec2 SCREEN_SIZE(800, 600);
GLFWwindow *window; // --- added
static void LoadTriangle() {
// make and bind the VAO
glGenVertexArrays(1, &gVAO);
glBindVertexArray(gVAO);
// make and bind the VBO
glGenBuffers(1, &gVBO);
glBindBuffer(GL_ARRAY_BUFFER, gVBO);
// Put the three triangle verticies into the VBO
GLfloat vertexData[] = {
// X Y Z
0.0f, 0.8f, 0.0f,
-0.8f,-0.8f, 0.0f,
0.8f,-0.8f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
// connect the xyz to the "vert" attribute of the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// draws a single frame
static void Render(GLFWwindow *win) { // --- changed
// clear everything
glClearColor(0, 0, 0, 1); // black
glClear(GL_COLOR_BUFFER_BIT);
// bind the VAO (the triangle)
glBindVertexArray(gVAO);
// draw the VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
// unbind the VAO
glBindVertexArray(0);
// swap the display buffers (displays what was just drawn)
glfwSwapBuffers(win); // --- changed
}
// the program starts here
void AppMain() {
// initialise GLFW
if(!glfwInit())
throw std::runtime_error("glfwInit failed");
// open a window with GLFW
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // --- changed
glfwWindowHint(GLFW_VERSION_MAJOR, 3); // --- changed
glfwWindowHint(GLFW_VERSION_MINOR, 2); // --- changed
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // --- changed
window = glfwCreateWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y,"Test window",0,0); // --- changed
if(window == NULL)
throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?");
// initialise GLEWuj
glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
if(glewInit() != GLEW_OK)
throw std::runtime_error("glewInit failed");
// print out some info about the graphics drivers
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
// make sure OpenGL version 3.2 API is available
if(!GLEW_VERSION_3_2)
throw std::runtime_error("OpenGL 3.2 API is not available.");
// create buffer and fill it with the points of the triangle
LoadTriangle();
// run while the window is open
while(!glfwWindowShouldClose(window)){ // --- changed
// draw one frame
Render(window); // --- changed
}
// clean up and exit
glfwTerminate();
}
int main(int argc, char *argv[]) {
try {
AppMain();
} catch (const std::exception& e){
std::cerr << "ERROR: " << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
I added -mwindows to the linker options and otherwise set up my openGL environment as per Dinesh's instructions on his Setup Modern OpenGL page.
Note please that Dinesh uses an earlier glfw build and as such prompted me to make the changes to get the code to compile and execute.
At any rate, the build produces this output:
=== Build: Debug in OpenGLTest (compiler: GNU GCC Compiler) ===
Warning: corrupt .drectve at end of def file
=== Build finished: 0 error(s), 1 warning(s) (0 minute(s), 5 second(s)) ===
=== Run: Debug in OpenGLTest (compiler: GNU GCC Compiler) ===
So my question(s) after all of that is: what does the warning mean and should I be concerned?