win7+vs2015配置GLFW和GLAD

1. 首先确保安装好VS2015。我在后面CMAKE过程中遇到错误Error in configuration process,原因是VS2015安装有问题,缺少cl.exe。

win7+vs2015配置GLFW和GLAD_第1张图片

2. 下载GLFW源码,建议下载源代码包source package,再用CMAKE生成兼容你的CPU和系统的文件。下载完成后解压。

     https://www.glfw.org/download.html

win7+vs2015配置GLFW和GLAD_第2张图片

3. 下载CMAKE,CMake是一个工程文件生成工具。用户可以使用预定义好的CMake脚本,根据自己的选择(像是Visual Studio, Code::Blocks, Eclipse)生成不同IDE的工程文件。

下载完成后,解压,打开bin文件夹,双击cmake-gui,点击where is the source code后的Browse Source按钮,选择刚刚解压的GLFW文件,点击where to build the binaries后的Browse Source按钮,在刚才解压后的文件夹下新建一个名为build的文件夹,并选中。

接着,点击Configure按钮,在弹出的页面选择VS2015,点击Finish。接着出现下图有红色高亮区域,注意这不是发生错误,接着点击Generate按钮,完成编译。

win7+vs2015配置GLFW和GLAD_第3张图片

 

win7+vs2015配置GLFW和GLAD_第4张图片

4. 点击CMAKE上的Open Project按钮,选择用VS2015打开,或者是打开刚刚cmake where to build the binaries中配置的文件目录,glfw下的build文件夹,里面有个GLFW.sln,用vs2015打开。点击解决方案资源管理器里的GLFW,右键点击生成。完成后可以看到在build/src/Debug文件夹中有一个glfw3.lib文件。

注意,此时把下载的GLFW解压包里的include文件夹拷贝到build文件夹下

5. 现在安装GLAD。打开GLAD的在线服务,将语言(Language)设置为C/C++,在API选项中,选择3.3以上的OpenGL(gl)版本(我们的教程中将使用3.3版本,但更新的版本也能正常工作)。之后将模式(Profile)设置为Core,并且保证生成加载器(Generate a loader)的选项是选中的。现在可以先(暂时)忽略拓展(Extensions)中的内容。都选择完之后,点击生成(Generate)按钮来生成库文件。

GLAD现在应该提供给你了一个zip压缩文件,包含两个头文件目录,和一个glad.c文件。将两个头文件目录(gladKHR)复制到你的build文件下的include文件夹中(或者增加一个额外的项目指向这些目录)。

6. 配置项目。在VS2015下新建一个win32控制台应用程序,记住选择空项目。项目名右击选择属性,在弹出的属性页面中,VC++目录下添加build文件夹下的include目录,在库目录下添加刚刚生成的lib文件夹名。在链接器 输入选项附加依赖项添加glfw3.lib, opengl32.lib

win7+vs2015配置GLFW和GLAD_第5张图片

 

将上一步中解压的glad.c添加到当前工程,并且右击解决方案资源管理器的头文件,选择添加现有项,找到该文件。(我第一次操作时只把glad.c拷贝到工程目录下,但没有添加到VS工程的头文件下,结果出错:LNK2001    无法解析的外部符号 _glad_glClear。)

新建一个main.cpp, 贴上测试代码,接着右键工程名,选择生成,得到结果

#include 
#include 

#include 

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif

														 // glfw window creation
														 // --------------------
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}


	// build and compile our shader program
	// ------------------------------------
	// vertex shader
	int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	// check for shader compile errors
	int success;
	char 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
	int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragmentShader);
	// check for shader compile 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
	int 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 configure vertex attributes
	// ------------------------------------------------------------------
	float vertices[] = {
		-0.5f, -0.5f, 0.0f, // left  
		0.5f, -0.5f, 0.0f, // right 
		0.0f,  0.5f, 0.0f  // top   
	};

	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
	// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
	glBindVertexArray(0);


	// uncomment this call to draw in wireframe polygons.
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		// draw our first triangle
		glUseProgram(shaderProgram);
		glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
		glDrawArrays(GL_TRIANGLES, 0, 3);
		// glBindVertexArray(0); // no need to unbind it every time 

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}

win7+vs2015配置GLFW和GLAD_第6张图片

你可能感兴趣的:(软件安装及问题处理)