利用GLFW和GLEW搭建OpenGL开发环境

参考了原来老师分享的安装方法的链接https://blog.csdn.net/iloveyoumj/article/details/52717258

但资源不一样了,唉,版本不一样了,不懂得变通,浪费了好长时间,最后男朋友远程连接,才搞定(日常向男朋友学习)。

工具使用的:2019 visual studio+glew安装包+glfw的安装包。

                     把VS的安装方式和glew安装包还有glfw的安装包放在博客的资源里,只需要一点点下载积分。

                     也可以参考上面的链接自己下载最新的

步骤:

①新建一个OpenGL的文件夹,里面创建两个小文件夹,分别叫做include和lib,然后把下载的glew和glfw的include文件家里的东西都放进新建的OpenGL文件夹中的include里面,lib文件夹也同理,这样有助于分类,类似于下面那样:

利用GLFW和GLEW搭建OpenGL开发环境_第1张图片

利用GLFW和GLEW搭建OpenGL开发环境_第2张图片

 

 

 

②新建-项目-控制台应用-(勾选小对号,将解决方案和项目放在同一文件夹中)-创建完成

利用GLFW和GLEW搭建OpenGL开发环境_第3张图片

③右击项目名,选择属性,更改包含目录和库目录,就是添加进去之前新建的OpenGL文件夹下的include和lib,结果如图

利用GLFW和GLEW搭建OpenGL开发环境_第4张图片

④更改链接器-输入-附加依赖项-添加进去需要的lib,如图所示

利用GLFW和GLEW搭建OpenGL开发环境_第5张图片

利用GLFW和GLEW搭建OpenGL开发环境_第6张图片

⑤点击确定

⑥源文件里面找到自己建的文件

复制代码运行,代码引用了上面链接里面的代码,测试一下是不是搭建成功

#include 
 
// GLEW
#define GLEW_STATIC
#include 
 
// GLFW
#include 
 
 
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
 
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
 
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
 
// The MAIN function, from here we start the application and run the game loop
int main()
{
	std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
	// Init GLFW
	glfwInit();
	// Set all the required options for GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
 
	// Create a GLFWwindow object that we can use for GLFW's functions
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
	glfwMakeContextCurrent(window);
 
	// Set the required callback functions
	glfwSetKeyCallback(window, key_callback);
 
	// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
	glewExperimental = GL_TRUE;
	// Initialize GLEW to setup the OpenGL Function pointers
	glewInit();
 
	// Define the viewport dimensions
	int width, height;
	glfwGetFramebufferSize(window, &width, &height);
	glViewport(0, 0, width, height);
 
 
	// Build and compile our shader program
	// Vertex shader
	GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// Check for compile time errors
	GLint success;
	GLchar infoLog[512];
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// Fragment shader
	GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// Check for compile time errors
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
	if (!success)
	{
		glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	// Link shaders
	GLuint shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glLinkProgram(shaderProgram);
	// Check for linking errors
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
	}
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);
 
 
	// Set up vertex data (and buffer(s)) and attribute pointers
	//GLfloat vertices[] = {
	//  // First triangle
	//   0.5f,  0.5f,  // Top Right
	//   0.5f, -0.5f,  // Bottom Right
	//  -0.5f,  0.5f,  // Top Left 
	//  // Second triangle
	//   0.5f, -0.5f,  // Bottom Right
	//  -0.5f, -0.5f,  // Bottom Left
	//  -0.5f,  0.5f   // Top Left
	//}; 
	GLfloat vertices[] = {
		0.5f, 0.5f, 0.0f,  // Top Right
		0.5f, -0.5f, 0.0f,  // Bottom Right
		-0.5f, -0.5f, 0.0f,  // Bottom Left
		-0.5f, 0.5f, 0.0f   // Top Left 
	};
	GLuint indices[] = {  // Note that we start from 0!
		0, 1, 3,  // First Triangle
		1, 2, 3   // Second Triangle
	};
	GLuint VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
	glBindVertexArray(VAO);
 
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
 
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
 
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
 
	glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
 
	glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
 
 
	// Uncommenting this call will result in wireframe polygons.
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 
	// Game loop
	while (!glfwWindowShouldClose(window))
	{
		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();
 
		// Render
		// Clear the colorbuffer
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
 
		// Draw our first triangle
		glUseProgram(shaderProgram);
		glBindVertexArray(VAO);
		//glDrawArrays(GL_TRIANGLES, 0, 6);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glBindVertexArray(0);
 
		// Swap the screen buffers
		glfwSwapBuffers(window);
	}
	// Properly de-allocate all resources once they've outlived their purpose
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	// Terminate GLFW, clearing any resources allocated by GLFW.
	glfwTerminate();
	return 0;
}
 
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);
}

⑦运行之前先检查一下是不是debug状态并且是64位,检查好了运行,如下图:

不过,这个运行结果是有错误的,显示错误是下面这个

利用GLFW和GLEW搭建OpenGL开发环境_第7张图片

⑧改正一下,把属性-链接器-附加依赖项(就按照下图的顺序,不改动)-确定

利用GLFW和GLEW搭建OpenGL开发环境_第8张图片

⑨再运行一下,成功显示

利用GLFW和GLEW搭建OpenGL开发环境_第9张图片

总结:总会有这样那样的小问题出现,不过发现问题,及时解决,总是好的。

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