go语言OpenGL编程 go语言 opencv

如何使用Opengl

你既可以建立Win32项目使用API,也可以建立MFC工程

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(一般不用MFC框架直接用API)

我给你一个例子吧,建立Win32空项目,添加一个cpp文件,编译执行就行了

(这是一个经典的opengl框架了)代码如下:

#pragma comment(lib,"opengl32.lib")

#pragma comment(lib,"glu32.lib")

#pragma comment(lib,"glaux.lib")

#include windows.h

#include gl/gl.h

#include gl/glu.h

#include gl/glaux.h

HDC hDC=NULL;

HGLRC hRC=NULL;

HWND hWnd=NULL;

HINSTANCE hInstance;

BOOL keys[256];

BOOL active=TRUE;

BOOL fullscreen=TRUE;

GLfloat rtri;

GLfloat rquad;

LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);

GLvoid ResizeGLScene(GLsizei width,GLsizei height)

{

if(height==0)

height=1;

glViewport(0,0,width,height);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

}

int InitGL(GLvoid)

{

glShadeModel(GL_SMOOTH);

glClearColor(0.0f,0.0f,0.0f,0.5f);

glClearDepth(1.0f);

glEnable(GL_DEPTH_TEST);

glDepthFunc(GL_LEQUAL);

glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);

return TRUE;

}

int DrawGLScene(GLvoid)

{

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glLoadIdentity();

glTranslatef(-1.5f,0.0f,-6.0f);

glRotatef(rtri,0.0f,1.0f,0.0f);

glBegin(GL_TRIANGLES);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f(0.0f,1.0f,0.0f);

glColor3f(0.0f,1.0f,0.0f);

glVertex3f(-1.0f,-1.0f,1.0f);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f(0.0f,1.0f,0.0f);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(0.0f,1.0f,0.0f);

glVertex3f(1.0f,-1.0f,-1.0f);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f(0.0f,1.0f,0.0f);

glColor3f(0.0f,1.0f,0.0f);

glVertex3f(1.0f,-1.0f,-1.0f);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f(-1.0f,-1.0f,-1.0f);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f(0.0f,1.0f,0.0f);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f(-1.0f,-1.0f,-1.0f);

glColor3f(0.0f,1.0f,0.0f);

glVertex3f(-1.0f,-1.0f,1.0f);

glEnd();

glLoadIdentity();

glTranslatef(1.5f,0.0f,-7.0f);

glRotatef(rquad,1.0f,1.0f,1.0f);

glBegin(GL_QUADS);

glColor3f(0.0f,1.0f,0.0f);

glVertex3f(1.0f,1.0f,-1.0f);

glVertex3f(-1.0f,1.0f,-1.0f);

glVertex3f(-1.0f,1.0f,1.0f);

glVertex3f(1.0f,1.0f,1.0f);

glColor3f(1.0f,0.5f,0.0f);

glVertex3f(1.0f,-1.0f,1.0f);

glVertex3f(-1.0f,-1.0f,1.0f);

glVertex3f(-1.0f,-1.0f,-1.0f);

glVertex3f(1.0f,-1.0f,-1.0f);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f(1.0f,1.0f,1.0f);

glVertex3f(-1.0f,1.0f,1.0f);

glVertex3f(-1.0f,-1.0f,1.0f);

glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(1.0f,1.0f,0.0f);

//glVertex3f(1.0f,-1.0f,-1.0f);

//glVertex3f(-1.0f,-1.0f,-1.0f);

//glVertex3f(-1.0f,1.0f,-1.0f);

//glVertex3f(1.0f,1.0f,-1.0f);

glVertex3f(-1.0f,1.0f,-1.0f);

glVertex3f(1.0f,1.0f,-1.0f);

glVertex3f(1.0f,-1.0f,-1.0f);

glVertex3f(-1.0f,-1.0f,-1.0f);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f(-1.0f,1.0f,1.0f);

glVertex3f(-1.0f,1.0f,-1.0f);

glVertex3f(-1.0f,-1.0f,-1.0f);

glVertex3f(-1.0f,-1.0f,1.0f);

glColor3f(1.0f,0.0f,1.0f);

glVertex3f(1.0f,1.0f,-1.0f);

glVertex3f(1.0f,1.0f,1.0f);

glVertex3f(1.0f,-1.0f,1.0f);

glVertex3f(1.0f,-1.0f,-1.0f);

glEnd();

rtri+=0.2f;

rquad-=0.15f;

return TRUE;

}

GLvoid KillGLWindow(GLvoid)

{

if(fullscreen)

{

ChangeDisplaySettings(NULL,0);

ShowCursor(TRUE);

}

if(hRC)

{

if(!wglMakeCurrent(NULL,NULL))

MessageBox(NULL,"释放DC或RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);

if(!wglDeleteContext(hRC))

MessageBox(NULL,"释放RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);

hRC=NULL;

}

if(hDC !ReleaseDC(hWnd,hDC))

{

MessageBox(NULL,"释放DC失败","关闭错误",MB_OK|MB_ICONINFORMATION);

hDC=NULL;

}

if(hWnd !DestroyWindow(hWnd))

{

MessageBox(NULL,"释放窗口句柄失败","关闭错误",MB_OK|MB_ICONINFORMATION);

hWnd=NULL;

}

if(!UnregisterClass("OpenG",hInstance))

{

MessageBox(NULL,"不能注销窗口类","关闭错误",MB_OK|MB_ICONINFORMATION);

hInstance=NULL;

}

}

BOOL CreateGLWindow(char* title,int width,int height,int bits,BOOL fullscreenflag)

{

GLuint PixelFormat;

WNDCLASS wc;

DWORD dwExStyle;

DWORD dwStyle;

RECT WindowRect;

WindowRect.left=(long)0;

WindowRect.right=(long)width;

WindowRect.top=(long)0;

WindowRect.bottom=(long)height;

fullscreen=fullscreenflag;

hInstance=GetModuleHandle(NULL);

wc.style=CS_HREDRAW|CS_VREDRAW|CS_OWNDC;

wc.lpfnWndProc=(WNDPROC)WndProc;

wc.cbClsExtra=0;

wc.cbWndExtra=0;

wc.hInstance=hInstance;

wc.hIcon=LoadIcon(NULL,IDI_WINLOGO);

wc.hCursor=LoadCursor(NULL,IDC_ARROW);

wc.hbrBackground=NULL;

wc.lpszMenuName=NULL;

wc.lpszClassName="OpenG";

if(!RegisterClass(wc))

{

MessageBox(NULL,"注册窗口失败","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

if(fullscreen)

{

DEVMODE dmScreenSettings;

memset(dmScreenSettings,0,sizeof(dmScreenSettings));

dmScreenSettings.dmSize=sizeof(dmScreenSettings);

dmScreenSettings.dmPelsWidth=width;

dmScreenSettings.dmPelsHeight=height;

dmScreenSettings.dmBitsPerPel=bits;

dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

if(ChangeDisplaySettings(dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)

{

if(MessageBox(NULL,"全屏模式设置失败!\n使用窗口模式?","OpenGL 3D游戏编程",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)

{

fullscreen=FALSE;

}

else

{

MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

}

}

if(fullscreen)

{

dwExStyle=WS_EX_APPWINDOW;

dwStyle=WS_POPUP;

ShowCursor(FALSE);

}

else

{

dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;

dwStyle=WS_OVERLAPPEDWINDOW;

}

AdjustWindowRectEx(WindowRect,dwStyle,FALSE,dwExStyle);

if(!(hWnd=CreateWindowEx(dwExStyle,"OpenG",title,

dwStyle|WS_CLIPSIBLINGS|WS_CLIPCHILDREN,0,0,

WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,

NULL,NULL,hInstance,NULL)))

{

KillGLWindow();

MessageBox(NULL,"窗口创建失败","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

static PIXELFORMATDESCRIPTOR pfd=

{

sizeof(PIXELFORMATDESCRIPTOR),1,

PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,

PFD_TYPE_RGBA,bits,

0,0,0,0,0,0,

0,

0,

0,

0,0,0,0,

16,

0,

0,

PFD_MAIN_PLANE,

0,

0,0,0

};

if(!(hDC=GetDC(hWnd)))

{

KillGLWindow();

MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

if(!(PixelFormat=ChoosePixelFormat(hDC,pfd)))

{

KillGLWindow();

MessageBox(NULL,"不能创建一个匹配的像素格式","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

if(!SetPixelFormat(hDC,PixelFormat,pfd))

{

KillGLWindow();

MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

if(!(hRC=wglCreateContext(hDC)))

{

KillGLWindow();

MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

if(!wglMakeCurrent(hDC,hRC))

{

KillGLWindow();

MessageBox(NULL,"不能激活当前的OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

ShowWindow(hWnd,SW_SHOW);

SetForegroundWindow(hWnd);

SetFocus(hWnd);

ResizeGLScene(width,height);

if(!InitGL())

{

KillGLWindow();

MessageBox(NULL,"初始化失败","错误",MB_OK|MB_ICONINFORMATION);

return FALSE;

}

return TRUE;

}

LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)

{

switch(uMsg)

{

case WM_ACTIVATE:

{

if(!HIWORD(wParam))

active=TRUE;

else

active=FALSE;

return 0;

}

case WM_SYSCOMMAND:

{

switch(wParam)

{

case SC_SCREENSAVE:

case SC_MONITORPOWER:

return 0;

}

break;

}

case WM_CLOSE:

{

PostQuitMessage(0);

return 0;

}

case WM_KEYDOWN:

{

keys[wParam]=TRUE;

return 0;

}

case WM_KEYUP:

{

keys[wParam]=FALSE;

return 0;

}

case WM_SIZE:

{

ResizeGLScene(LOWORD(lParam),HIWORD(lParam));

return 0;

}

}

return DefWindowProc(hWnd,uMsg,wParam,lParam);

}

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)

{

MSG msg;

BOOL done=FALSE;

if(MessageBox(NULL,"你想在全屏模式下运行吗?","设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)

{

fullscreen=FALSE;

}

if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))

return 0;

while(!done)

{

if(PeekMessage(msg,NULL,0,0,PM_REMOVE))

{

if(msg.message==WM_QUIT)

done=TRUE;

else

{

TranslateMessage(msg);

DispatchMessage(msg);

}

}

else

{

if(active)

{

if(keys[VK_ESCAPE])

done=TRUE;

else

{

DrawGLScene();

SwapBuffers(hDC);

}

}

if(keys[VK_F1])

{

keys[VK_F1]=FALSE;

KillGLWindow();

fullscreen=!fullscreen;

if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))

return 0;

}

}

}

KillGLWindow();

return msg.wParam;

}

OpenGL编程

1.将开发库中的.h文件拷贝到Visual C++2008的\Include\GL目录中

2.将.lib文件拷贝到Visual C++2008的\lib目录中

3.将.dll文件拷贝到操作系统的system32目录中

先看一下里面有没有对应的 glaux.h glaux.lib 没有的话网上下一个,或者给我邮箱我发给你也行

如何用Go语言开发Android应用

Go 语言是一个试图结合动态类型和静态类型,编译效率和安全性以及语言的易用性等众多特性与一体的一种尝试。他的另一个目标是支持现代的基于网络的、基于多核的计算。最后,Go 还是非常快的,他可以在单个计算机上仅仅花费几秒时间构建一个庞大的应用程序。使用GO语言开发android语言步骤如下:

1. 下载安装Go语言(版本1.5+)

Golang链接

回到顶部

2. 下载安装 gomobile

下载

$ go get golang.org/x/mobile/cmd/gomobile

安装(需要等待几分钟)

gomobile init

回到顶部

3. Golang开发手机应用有两种方式

a. 原生应用开发

$ go get -d golang.org/x/mobile/example/basic

主要应用领域:

应用控制管理与配置

OpenGL ES 2 绑定

Asset 管理

Event 管理

试验中的包,含有OpenAL 绑定、音频、字体、图形以及运动传感器

Android开发

$ gomobile build -target=android golang.org/x/mobile/example/basic

此命令会生成名为basic的apk安装包

$ gomobile install golang.org/x/mobile/example/basic

此命令将安装apk包到已连接的android设备

golang调用gpu

Golang提供了一些GPU编程库,例如CUDA、OpenCL和OpenACC等等。这些库允许您使用Golang编写并发的GPU应用程序。下面是使用Golang调用GPU的步骤:

1. 确保您已经安装了CUDA、OpenCL或OpenACC。

2. 使用Golang编写相应的GPU程序,例如使用CUDA编写的程序可以使用GoCudnn库。这个库提供了一系列用于GPU深度学习的函数,并且可以在Golang中轻松调用CUDA加速的算法。另外,还有Gorgonia库,该库使用了CUDA,OpenCL和TensorFlow等库,使得Golang具有快速计算张量的能力。

3. 编写能够与GPU通信的代码,例如在CUDA中,你需要将Golang数据转换为相应的CUDA数据类型。

4. 将代码编译为可执行文件。

5. 运行程序并使用GPU执行计算操作。

请注意,GPU编程需要一定的专业知识。如果您没有GPU编程经验,可以参考一些在线学习资源来了解相关的技术。


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