Bonjour,
Jusque la j’utilisai glew mais j'aivais des problème pour compiler en c++11 et d'autres trucs.
J'ai donc essayé d'utiliser glad mais ça me met "undefined reference to `glad_gltruc" pour toutes les fonctions opengl,comme si il me manquait un lib,alors qu'en theorie glad et juste un loader généré par cet outil
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#ifndef BUFFER_OFFSET
    #define BUFFER_OFFSET(offset) ((char*)NULL+(offset))
#endif // BUFFER_OFFSET
#include <glad/glad.h>
#include <SDL2/SDL.h>
#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <fstream>
#include <sstream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/transform.hpp>
using namespace glm;
void addVec3(std::vector<GLfloat> &vect,GLfloat v1,GLfloat v2,GLfloat v3){
    vect.push_back(v1);
    vect.push_back(v2);
    vect.push_back(v3);
}
void addUv(std::vector<GLfloat> &vect,GLfloat v1,GLfloat v2){
    vect.push_back(v1);
    vect.push_back(v2);
}
GLuint load_texture(const char* path){
    SDL_Surface *imageSDL = SDL_LoadBMP(path);
    if(imageSDL == 0)
    {
 
        std::cout << "Erreur : " << SDL_GetError() << std::endl;
 
        return 0;
 
    }
    GLuint m_id;
    glGenTextures(1, &m_id);
    glBindTexture(GL_TEXTURE_2D, m_id);
    GLenum formatInterne=0;
    GLenum format=0;
    if(imageSDL->format->BytesPerPixel == 3)
    {
        // Format interne
        formatInterne = GL_RGB;
        // Format
        if(imageSDL->format->Rmask == 0xff)
            format = GL_RGB;
        else
            format = GL_BGR;
    }
    // Détermination du format et du format interne pour les images à 4 composantes
    else if(imageSDL->format->BytesPerPixel == 4)
    {
        // Format interne
        formatInterne = GL_RGBA;
        // Format
        if(imageSDL->format->Rmask == 0xff)
            format = GL_RGBA;
        else
            format = GL_BGRA;
    }
    // Dans les autres cas, on arrête le chargement
    else
    {
        std::cout << "Erreur, format interne de l'image inconnu" << std::endl;
        SDL_FreeSurface(imageSDL);
        return 0;
    }
    // Copie des pixels
    glTexImage2D(GL_TEXTURE_2D, 0, formatInterne, imageSDL->w, imageSDL->h, 0, format, GL_UNSIGNED_BYTE, imageSDL->pixels);
    // Application des filtre
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_NEAREST);
    glGenerateMipmap(GL_TEXTURE_2D);
    // Déverrouillage
    glBindTexture(GL_TEXTURE_2D, 0);
    // Fin de la méthode
    SDL_FreeSurface(imageSDL);
    return m_id;
};
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
 
	// Create the shaders
	GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
	GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
 
	// Read the Vertex Shader code from the file
	std::string VertexShaderCode;
	std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
	if(VertexShaderStream.is_open()){
		std::stringstream sstr;
		sstr << VertexShaderStream.rdbuf();
		VertexShaderCode = sstr.str();
		VertexShaderStream.close();
	}else{
		printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
		getchar();
		return 0;
	}
 
	// Read the Fragment Shader code from the file
	std::string FragmentShaderCode;
	std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
	if(FragmentShaderStream.is_open()){
		std::stringstream sstr;
		sstr << FragmentShaderStream.rdbuf();
		FragmentShaderCode = sstr.str();
		FragmentShaderStream.close();
	}
 
	GLint Result = GL_FALSE;
	int InfoLogLength;
 
 
	// Compile Vertex Shader
	printf("Compiling shader : %s\n", vertex_file_path);
	char const * VertexSourcePointer = VertexShaderCode.c_str();
	glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
	glCompileShader(VertexShaderID);
 
	// Check Vertex Shader
	glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
	glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if ( InfoLogLength > 0 ){
		std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
		glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
		printf("%s\n", &VertexShaderErrorMessage[0]);
	}
 
 
 
	// Compile Fragment Shader
	printf("Compiling shader : %s\n", fragment_file_path);
	char const * FragmentSourcePointer = FragmentShaderCode.c_str();
	glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
	glCompileShader(FragmentShaderID);
 
	// Check Fragment Shader
	glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
	glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if ( InfoLogLength > 0 ){
		std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
		glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
		printf("%s\n", &FragmentShaderErrorMessage[0]);
	}
 
 
 
	// Link the program
	printf("Linking program\n");
	GLuint ProgramID = glCreateProgram();
	glAttachShader(ProgramID, VertexShaderID);
	glAttachShader(ProgramID, FragmentShaderID);
	glLinkProgram(ProgramID);
 
	// Check the program
	glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
	glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
	if ( InfoLogLength > 0 ){
		std::vector<char> ProgramErrorMessage(InfoLogLength+1);
		glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
		printf("%s\n", &ProgramErrorMessage[0]);
	}
 
 
	glDetachShader(ProgramID, VertexShaderID);
	glDetachShader(ProgramID, FragmentShaderID);
 
	glDeleteShader(VertexShaderID);
	glDeleteShader(FragmentShaderID);
 
	return ProgramID;
}
void updateVBO(GLuint vbo,void* donnees,int taille,int offset)
{
    glBindBuffer(GL_ARRAY_BUFFER,vbo);
    void* adresseVbo=glMapBuffer(GL_ARRAY_BUFFER,GL_WRITE_ONLY);
    memcpy((char*)adresseVbo+offset,donnees,taille);
    glUnmapBuffer(GL_ARRAY_BUFFER);
    adresseVbo=0;
    glBindBuffer(GL_ARRAY_BUFFER,0);
}
int main(int argc, char **argv)
{
    // Notre fenêtre
    SDL_Window* fenetre=0;
    SDL_GLContext contexteOpenGL=0;
    SDL_Event evenements;
    bool terminer(false);
    // Initialisation de la SDL
    if(SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
        SDL_Quit();
        return -1;
    }
    // Version d'OpenGL
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE);
    // Double Buffer
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    // Création de la fenêtre
    fenetre = SDL_CreateWindow("Test SDL 2.0", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
    if(fenetre == 0)
    {
        std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
        SDL_Quit();
        return -1;
    }
    // Création du contexte OpenGL
    contexteOpenGL = SDL_GL_CreateContext(fenetre);
    if(contexteOpenGL == 0)
    {
        std::cout << SDL_GetError() << std::endl;
        SDL_DestroyWindow(fenetre);
        SDL_Quit();
        return -1;
    }
    gladLoadGLLoader(SDL_GL_GetProcAddress);
    GLuint texID=load_texture("textures\\img.bmp");
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    // Vertices et coordonnées
    double px=0,py=0,a1,a2,speed=0.5,height=0.5;
    Uint32 temps1,temps2;SDL_GetTicks();
    int xm,ym;
    unsigned int i,j,k,random;
    srand(4654325);
    char world[20][20][20],w1,w2;
    for(i=0;i<20;i++){
        for(j=0;j<20;j++){
            random=rand()%2+3;
            for(k=0;k<20;k++){
                if(k<random)
                    world[i][k][j]=1;
                else world[i][k][j]=0;
            }
        }
    }
    world[15][15][15]=1;
    std::vector <GLfloat> vertices;
    std::vector <GLfloat> coordTexture;
    size_t fsize=sizeof(GLfloat);
    for(i=0;i<20;i++){
        for(j=0;j<20;j++){
            for(k=0;k<20;k++){
                w1=world[i][j][k];
                if(i<19){
                    w2=world[i+1][j][k];
                    if(w1!=w2){
                        if(w1==1){
                            addVec3(vertices,i+1,j,k);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i+1,j+1,k+1);
                            addVec3(vertices,i+1,j,k+1);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,1.0,1.0);
                            addUv(coordTexture,0.0,1.0);
                        }
                        else{
                            addVec3(vertices,i+1,j,k);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i+1,j+1,k+1);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,1.0);
                        }
                    }
                }
                if(j<19){
                    w2=world[i][j+1][k];
                    if(w1!=w2){
                        if(w1==1){
                            addVec3(vertices,i,j+1,k);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j+1,k+1);
                            addVec3(vertices,i+1,j+1,k);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                        }
                        else{
                            addVec3(vertices,i,j+1,k);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j+1,k);
                            addVec3(vertices,i+1,j+1,k+1);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,1.0,1.0);
                        }
                    }
                }
                if(k<19){
                    w2=world[i][j][k+1];
                    if(w1!=w2){
                        if(w1==1){
                            addVec3(vertices,i,j,k+1);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i+1,j+1,k+1);
                            addVec3(vertices,i,j+1,k+1);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,1.0,1.0);
                            addUv(coordTexture,0.0,1.0);
                        }
                        else{
                            addVec3(vertices,i,j,k+1);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i+1,j,k+1);
                            addVec3(vertices,i,j+1,k+1);
                            addVec3(vertices,i+1,j+1,k+1);
                            addUv(coordTexture,0.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,1.0,0.0);
                            addUv(coordTexture,0.0,1.0);
                            addUv(coordTexture,1.0,1.0);
                        }
                    }
                }
            }
        }
    }
    GLuint vaoID=0;
    GLuint vboID;
    mat4 projection;
    mat4 modelview;
    projection = perspective(70.0, (double)800 / 600, 0.01, 1000.0);
 
    GLuint programID = LoadShaders( "Shaders\\vertex.glsl", "Shaders\\fragment.glsl" );
    glGenBuffers(1,&vboID);
    glBindBuffer(GL_ARRAY_BUFFER,vboID);
        glBufferData(GL_ARRAY_BUFFER,vertices.size()*fsize+coordTexture.size()*fsize,0,GL_STATIC_DRAW);
        glBufferSubData(GL_ARRAY_BUFFER,0,vertices.size()*fsize,vertices.data());
        glBufferSubData(GL_ARRAY_BUFFER,vertices.size()*fsize,coordTexture.size()*fsize,coordTexture.data());
    glBindBuffer(GL_ARRAY_BUFFER,0);
    glGenVertexArrays(1,&vaoID);
    glBindVertexArray(vaoID);
        glBindBuffer(GL_ARRAY_BUFFER,vboID);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,BUFFER_OFFSET(0));
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,BUFFER_OFFSET(vertices.size()*fsize));
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER,0);
    glBindVertexArray(0);
 
 
    while(!terminer)
    {
        // Gestion des évènements
        temps1=temps2;
        SDL_PollEvent(&evenements);
        switch(evenements.type)
        {
            case SDL_WINDOWEVENT: // Événement de la fenêtre
                if ( evenements.window.event == SDL_WINDOWEVENT_CLOSE ) // Fermeture de la fenêtre
                {
                    terminer = true;
                }
                break;
            case SDL_KEYDOWN:
                switch(evenements.key.keysym.sym)
                {
                    case SDLK_z:
                        px+=speed*cos(a1);
                        py+=speed*sin(a1);
                        break;
                    case SDLK_s:
                        px-=speed*cos(a1);
                        py-=speed*sin(a1);
                        break;
                    case SDLK_q:
                        px+=speed*sin(a1);
                        py-=speed*cos(a1);
                        break;
                    case SDLK_d:
                        px-=speed*sin(a1);
                        py+=speed*cos(a1);
                        break;
                    case SDLK_SPACE:
                        height+=1;
                        break;
                    case SDLK_r:
                        height-=1;
                        break;
                }
                break;
            case SDL_MOUSEMOTION :
                 SDL_GetMouseState(&xm, &ym);
                 break;
        }
        a1=(double)(xm-400)/100;
        a2=(double)(ym-300)/300+1.55;
        modelview = lookAt(vec3(px,height, py), vec3(px+sin(a2)*cos(a1),cos(a2)+height,py+sin(a2)*sin(a1)), vec3(0, 1, 0));
        // Nettoyage de l'écran
        glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
        glUseProgram(programID);
 
        glUniformMatrix4fv(glGetUniformLocation(programID, "projection"), 1, GL_FALSE, value_ptr(projection));
        glUniformMatrix4fv(glGetUniformLocation(programID, "modelview"), 1, GL_FALSE, value_ptr(modelview));
        glBindVertexArray(vaoID);
        glBindTexture(GL_TEXTURE_2D,texID);
        glDrawArrays(GL_TRIANGLES, 0,vertices.size()/3);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindVertexArray(0);
        glUseProgram(0);
        // Actualisation de la fenêtre
        SDL_GL_SwapWindow(fenetre);
        temps2=SDL_GetTicks();
        if(temps2-temps1<16)
            SDL_Delay(16-temps2+temps1);
    }
    // On quitte la SDL
    glDeleteBuffers(1,&vboID);
    glDeleteVertexArrays(1,&vaoID);modelview=translate(modelview,vec3(0.0f,-40.0f,0.0f));
    SDL_GL_DeleteContext(contexteOpenGL);
    SDL_DestroyWindow(fenetre);
    SDL_Quit();
    return 0;
}