软件:visual studio 2022、Cmake
包:glfw、glad
概述一下配置的流程。
0、提前下载好visual studio 2022和Cmake。
1、下载glfw的source文件,用Cmake编译该文件,这一步会生成glfw.lib文件。
2、来到glad网站进行在线下载,输入配置,下载glad的zip文件。
3、在visual studio创建空白Cmake项目,在项目里创建三个文件夹:src、lib、include。将glad.c复制进src文件夹,将glfw.lib复制进lib文件夹,将glad和glfw中的头文件复制进include文件。
4、配置CMakelists文件,添加测试代码,然后为CMakelists重新生成缓存,编译调试。
vs和Cmake的下载不多赘述。在下载glfw包之前,可以新建一个OpenGL的文件夹,然后在里面新建Origin文件夹,用于存放我们的glfw、glad源文件。
首先进入glfw的官方网站,下载source package,我这里下载的版本是glfw-3.3.7。解压这个包,打开Cmake gui进行编译配置。在cmake gui里输入解压包的地址和输出地址,然后点击Configure,如下图中的默认选项即可。
下图为CMake中对应的操作顺序。
打开输出文件中的vs工程文件,点击本地调试器进行编译。
可以在src->Debug文件夹里看到glfw3.lib文件,这个文件待会要用。
进入glad的在线网站,可以按照下图所示的内容进行配置,GL的版本只要选择一个3.3以上的版本即可,Profile处要选择Core模式。
点击GENERATE后会弹出另外一个网页,下载其中的glad.zip即可。
此时可以对上述下载的文件进行整理,我现在的文件目录里有这些东西。
在外部新建三个文件夹:src、lib、include。
将Origin->glad->src->glad.c复制到src文件夹中;把Origin->Build->src->Debug->glfw3.lib复制到lib文件夹中;将Origin->glfw-3.3.7->include->GLFW文件夹复制到include文件夹中,将Origin->glad->include中的glad文件夹和KHR文件夹复制到include文件夹中。
接下来进行CMake项目的创建。在创建新项目里选择创建CMake项目。
然后点击创建。
将我们之前新建的src、lib、include文件夹复制进项目目录,复制完后的项目结构如下所示。
修改CMakelists文件,修改后内容如下所示。
cmake_minimum_required (VERSION 3.8)
project ("OpenGLTest")
include_directories(${PROJECT_SOURCE_DIR}/include)
link_directories(lib)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/bin)
file(COPY "lib" DESTINATION ${CMAKE_BINARY_DIR})
file(GLOB_RECURSE src_dir "./src/*.c" "./src/*.h" "./src/*.cpp" )
add_executable (OpenGLTest "CMakeProject1.cpp" "CMakeProject1.h" ${src_dir})
target_link_libraries(OpenGLTest glfw3 opengl32)
在file(GLOB_RECURSE src_dir “./src/.c""./src/.h”“./src/*.cpp”)配置代码中,把目录下c文件加入到src_dir中,这一步主要是把glad.c文件地址整合到src_dir中,然后编写主函数代码。target_link_libraries 会从lib目录和系统目录下搜索相应的库(glfw3 opengl32)。
复制用于测试的OpenGL代码,代码如下所示。
#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);
#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
unsigned 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
unsigned 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
unsigned 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);
glDeleteProgram(shaderProgram);
// 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);
}
然后在右侧右键点击CMakeLists.txt,选择删除缓存并重新配置。
点击运行,如果看到下面的三角形,说明配置成功。
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