C-GLFW窗口不';无法在Debian上打开
我试图在Debian上开始使用GLFW,我尝试编译并运行一个示例程序,但它拒绝运行。在几个printf语句的帮助下,我发现当程序试图打开GLFW窗口时失败,然后退出——但我不知道为什么。任何帮助都将是惊人的C-GLFW窗口不';无法在Debian上打开,c,opengl,debian,C,Opengl,Debian,我试图在Debian上开始使用GLFW,我尝试编译并运行一个示例程序,但它拒绝运行。在几个printf语句的帮助下,我发现当程序试图打开GLFW窗口时失败,然后退出——但我不知道为什么。任何帮助都将是惊人的 #include <stdlib.h> // For malloc() etc. #include <stdio.h> // For printf(), fopen() etc. #include <math.h> // For s
#include <stdlib.h> // For malloc() etc.
#include <stdio.h> // For printf(), fopen() etc.
#include <math.h> // For sin(), cos() etc.
#include <GL/glfw.h> // For GLFW, OpenGL and GLU
//----------------------------------------------------------------------
// Draw() - Main OpenGL drawing function that is called each frame
//----------------------------------------------------------------------
void Draw( void )
{
int width, height; // Window dimensions
double t; // Time (in seconds)
int k; // Loop counter
// Get current time
t = glfwGetTime();
// Get window size
glfwGetWindowSize( &width, &height );
// Make sure that height is non-zero to avoid division by zero
height = height < 1 ? 1 : height;
// Set viewport
glViewport( 0, 0, width, height );
// Clear color and depht buffers
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Set up projection matrix
glMatrixMode( GL_PROJECTION ); // Select projection matrix
glLoadIdentity(); // Start with an identity matrix
gluPerspective( // Set perspective view
65.0, // Field of view = 65 degrees
(double)width/(double)height, // Window aspect (assumes square pixels)
1.0, // Near Z clipping plane
100.0 // Far Z clippling plane
);
// Set up modelview matrix
glMatrixMode( GL_MODELVIEW ); // Select modelview matrix
glLoadIdentity(); // Start with an identity matrix
gluLookAt( // Set camera position and orientation
0.0, 0.0, 10.0, // Camera position (x,y,z)
0.0, 0.0, 0.0, // View point (x,y,z)
0.0, 1.0, 0.0 // Up-vector (x,y,z)
);
// **** Draw a circle of points ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the points to the upper left of the display
glTranslatef( -4.0f, 3.0f, 0.0f );
// Rotate the points about the z-axis and the x-axis
glRotatef( 35.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 60.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the points - we use a for-loop to build a circle
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_POINTS );
for( k = 0; k < 20; k ++ )
{
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a circle of lines ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the lines to the upper right of the display
glTranslatef( 4.0f, 3.0f, 0.0f );
// Rotate the points about the z-axis and the x-axis
glRotatef( 45.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 55.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the lines - we use a for-loop to build a circle
glBegin( GL_LINE_LOOP );
for( k = 0; k < 20; k ++ )
{
glColor3f( 1.0f, 0.05f * (float)k, 0.0f );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a disc using trinagles ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the triangles to the lower left of the display
glTranslatef( -4.0f, -3.0f, 0.0f );
// Rotate the triangles about the z-axis and the x-axis
glRotatef( 25.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 75.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the triangles - we use a for-loop to build a disc
// Since we are building a triangle fan, we also specify a first
// vertex for the centre point of the disc.
glBegin( GL_TRIANGLE_FAN );
glColor3f( 0.0f, 0.5f, 1.0f );
glVertex3f( 0.0f, 0.0f, 0.0f );
for( k = 0; k < 21; k ++ )
{
glColor3f( 0.0f, 0.05f * (float)k, 1.0f );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a disc using a polygon ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the polygon to the lower right of the display
glTranslatef( 4.0f, -3.0f, 0.0f );
// Rotate the polygon about the z-axis and the x-axis
glRotatef( 65.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( -35.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the polygon - we use a for-loop to build a disc
glBegin( GL_POLYGON );
for( k = 0; k < 20; k ++ )
{
glColor3f( 1.0f, 0.0f, 0.05f * (float)k );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a single quad ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Rotate the quad about the y-axis
glRotatef( 60.0f * (float)t, 0.0f, 1.0f, 0.0f );
// Now draw the quad
glBegin( GL_QUADS );
glColor3f( 1.0f, 0.0f, 0.0f );
glVertex3f( -1.5f, -1.5f, 0.0f );
glColor3f( 1.0f, 1.0f, 0.0f );
glVertex3f( 1.5f, -1.5f, 0.0f );
glColor3f( 1.0f, 0.0f, 1.0f );
glVertex3f( 1.5f, 1.5f, 0.0f );
glColor3f( 0.0f, 0.0f, 1.0f );
glVertex3f( -1.5f, 1.5f, 0.0f );
glEnd();
// Restore modelview matrix
glPopMatrix();
}
//----------------------------------------------------------------------
// main() - Program entry point
//----------------------------------------------------------------------
int main( int argc, char **argv )
{
int ok; // Flag telling if the window was opened
int running; // Flag telling if the program is running
// Initialize GLFW
glfwInit();
// Open window
ok = glfwOpenWindow(
100, 100, // Width and height of window
8, 8, 8, // Number of red, green, and blue bits for color buffer
8, // Number of bits for alpha buffer
24, // Number of bits for depth buffer (Z-buffer)
0, // Number of bits for stencil buffer
GLFW_WINDOW // We want a desktop window (could be GLFW_FULLSCREEN)
);
printf("here");
// If we could not open a window, exit now
if( !ok )
{
glfwTerminate();
return 0;
}
printf("not here");
// Set window title
glfwSetWindowTitle( "My OpenGL program" );
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Main rendering loop
do
{
// Call our rendering function
Draw();
// Swap front and back buffers (we use a double buffered display)
glfwSwapBuffers();
// Check if the escape key was pressed, or if the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
while( running );
// Terminate GLFW
glfwTerminate();
// Exit program
return 0;
}
#包括//用于malloc()等。
#包括//用于printf()、fopen()等。
#包括//用于sin()、cos()等。
#包括//用于GLFW、OpenGL和GLU
//----------------------------------------------------------------------
//Draw()-调用每个帧的主要OpenGL绘图函数
//----------------------------------------------------------------------
作废取款(作废)
{
int宽度,高度;//窗口尺寸
双t;//时间(秒)
int k;//循环计数器
//获取当前时间
t=glfwGetTime();
//获取窗口大小
GLFWGetWindowsSize(宽度和高度);
//确保高度不为零,以避免被零除
高度=高度<1?1:高度;
//设置视口
glViewport(0,0,宽度,高度);
//清除颜色和深度缓冲区
glClearColor(0.0f、0.0f、0.0f、0.0f);
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
//建立投影矩阵
glMatrixMode(GL_投影);//选择投影矩阵
glLoadIdentity();//从一个标识矩阵开始
gluPerspective(//设置透视视图
65.0,//视野=65度
(双)宽/(双)高,//窗宽(假定为正方形像素)
1.0,//近Z剪裁平面
100.0//远Z剪切平面
);
//设置模型视图矩阵
glMatrixMode(GL_MODELVIEW);//选择MODELVIEW矩阵
glLoadIdentity();//从一个标识矩阵开始
gluLookAt(//设置相机位置和方向
0.0,0.0,10.0,//摄像机位置(x,y,z)
0.0,0.0,0.0,//视点(x,y,z)
0.0,1.0,0.0//上方向向量(x,y,z)
);
//****画一个点圆***
//将当前modelview矩阵保存在堆栈上
glPushMatrix();
//将点平移(移动)到显示屏的左上角
GLTRANSTEF(-4.0f,3.0f,0.0f);
//围绕z轴和x轴旋转点
glRotatef(35.0f*(浮动)t、0.0f、0.0f、1.0f);
glRotatef(60.0f*(浮动)t、1.0f、0.0f、0.0f);
//现在画点-我们使用for循环来构建一个圆
GL3F(1.0f,1.0f,1.0f);
glBegin(总分);
对于(k=0;k<20;k++)
{
glVertex3f(2.0f*(浮动)cos(0.31416*(双)k),
2.0f*(浮动)sin(0.31416*(双)k),
0.0f);
}
格伦德();
//恢复模型视图矩阵
glPopMatrix();
//****画一圈线***
//将当前modelview矩阵保存在堆栈上
glPushMatrix();
//将线平移(移动)到显示屏的右上角
GLTRANSTEF(4.0f、3.0f、0.0f);
//围绕z轴和x轴旋转点
glRotatef(45.0f*(浮动)t、0.0f、0.0f、1.0f);
glRotatef(55.0f*(浮动)t、1.0f、0.0f、0.0f);
//现在画线-我们使用for循环来构建一个圆
glBegin(GL_线_环);
对于(k=0;k<20;k++)
{
glColor3f(1.0f,0.05f*(浮动)k,0.0f);
glVertex3f(2.0f*(浮动)cos(0.31416*(双)k),
2.0f*(浮动)sin(0.31416*(双)k),
0.0f);
}
格伦德();
//恢复模型视图矩阵
glPopMatrix();
//****使用trinagles绘制光盘***
//将当前modelview矩阵保存在堆栈上
glPushMatrix();
//将三角形平移(移动)到显示屏的左下角
GLTRANSTEF(-4.0f,-3.0f,0.0f);
//围绕z轴和x轴旋转三角形
glRotatef(25.0f*(浮动)t、0.0f、0.0f、1.0f);
glRotatef(75.0f*(浮动)t、1.0f、0.0f、0.0f);
//现在绘制三角形-我们使用for循环来构建光盘
//因为我们正在构建一个三角形风扇,所以我们还指定了第一个
//圆盘中心点的顶点。
glBegin(GLU三角形风扇);
GL3F(0.0f、0.5f、1.0f);
glVertex3f(0.0f,0.0f,0.0f);
对于(k=0;k<21;k++)
{
glColor3f(0.0f,0.05f*(浮动)k,1.0f);
glVertex3f(2.0f*(浮动)cos(0.31416*(双)k),
2.0f*(浮动)sin(0.31416*(双)k),
0.0f);
}
格伦德();
//恢复模型视图矩阵
glPopMatrix();
//****使用多边形绘制光盘***
//将当前modelview矩阵保存在堆栈上
glPushMatrix();
//将多边形平移(移动)到显示器的右下角
GLTRANSTEF(4.0f,-3.0f,0.0f);
//围绕z轴和x轴旋转多边形
glRotatef(65.0f*(浮动)t、0.0f、0.0f、1.0f);
glRotatef(-35.0f*(浮动)t、1.0f、0.0f、0.0f);
//现在绘制多边形-我们使用for循环来构建光盘
glBegin(GL_多边形);
对于(k=0;k<20;k++)
{
glColor3f(1.0f、0.0f、0.05f*(浮动)k);
glVertex3f(2.0f*(浮动)cos(0.31416*(双)k),
2.0f*(浮动)sin(0.31416*(双)k),
0.0f);
}
格伦德();
//恢复模型视图矩阵
glPopMatrix();
//****绘制单个四边形***
//将当前modelview矩阵保存在堆栈上
glPushMatrix();
//围绕y轴旋转四边形
glRotatef(60.0f*(浮动)t、0.0f、1.0f、0.0f);
//现在画正方形
glBegin(GL_QUADS);
GL3F(1.0f,0.0f,0.0f);
glVertex3f(-1.5f,-1.5f,0.0f);
GL3F(1.0f,1.0f,0.0f);
glVertex3f(1.5f,-1.5f,0.0f);
GL3F(1.0f,0.0f,1.0f);
glVertex3f(1.5f,1.5f,0.0f);
GL3F(0.0f、0.0f、1.0f);
glVertex3f(-1.5f,1.5f,0.0f);
格伦德();
//恢复模型视图矩阵
glPopMatrix();
}
//----------------------------------------------------------------------
//main()-程序入口点
//----------------------------------------------------------------------
int main(int argc,字符**argv
GLFWvidmode dvm;
glfwGetDesktopMode(&dvm);
glfwOpenWindow(winWidth, winHeight, dvm.RedBits, dvm.GreenBits, dvm.BlueBits, 0, 0, 0, GLFW_WINDOW);