大家好,欢迎来到听风的OpenGL日常。本文代码
写在之前
之前因为使用红宝书调用了gl3w
库,今天我们仅使用glew
和glfw
配置一个纯opengl
的开发环境。有想使用gl3w
的请参看这篇 glfw/glew/gl3w与Mac的纠葛
其实就是省去了添加gl3w
的部分,测试代码不使用gl3w
;
glfw/glew
首先通过homebrew
安装这两个工具,
brew install glew
brew install glfw
安装完成后,库文件会在你的Mac系统目录下,
/usr/local/Cellar
接下来就是将这两个库的目录添加到Xcode
工具设置里;
点击Command+.
,在设置中Locations->Custom Path
中添加,
glew_header
/usr/local/Cellar/glew/2.1.0/include
glew_lib
/usr/local/Cellar/glew/2.1.0/lib
glfw_header
/usr/local/Cellar/glfw/3.3/include
glfw_lib
/usr/local/Cellar/glfw/3.3/lib
工程中头文件与库查找配置
将文章开头使用python
下载的gl3w.c
以及头文件引入工程文件中,并配置头文件搜索目录:
.c
文件则直接引入工程中(这里也可以将.c
编译成动态库或者静态库,我们这里不多作讨论);
接下来配置glfw
和glew
搜索,Header search paths
中添加:
$(glew_header)
$(glfw_header)
Library search paths
中添加:
$(glew_lib)
$(glfw_lib)
配置测试
#include
// GLEW
#define GLEW_STATIC
#include
// GLFW
#include
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void display(GLFWwindow *window);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// 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;
GLFWwindow* window;
// 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);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Create a GLFWwindow object that we can use for GLFW's functions
window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetWindowRefreshCallback(window, display);
// 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
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render
display(window);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
void display(GLFWwindow *window)
{
static int count = 1;
if (count==255) {
count = 1;
}
std::cout << count++ << std::endl;
GLfloat r = 1.0/255, g = 0.5, b = 0.5;
glClearColor(r*count, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
std::cout << key << std::endl;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
这样做的好处
由于opengl红书与蓝书在对opengl讨论的时候,代码都用到了自己编写的库,这样虽然集成了某些功能,但是不便于理解,我们将这些过程拆解,从零开始讨论。
翻车现场
我是不会承认这个文章的代码是会崩溃的。