欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页

利用GLFW和GLEW搭建OpenGL开发环境

程序员文章站 2023-12-26 23:26:45
...

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

利用GLFW和GLEW搭建OpenGL开发环境

 

 

 

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

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

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

利用GLFW和GLEW搭建OpenGL开发环境

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 <iostream>
 
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
 
// GLFW
#include <GLFW/glfw3.h>
 
 
// 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:

利用GLFW和GLEW搭建OpenGL开发环境

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

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

⑨再运行一下,成功显示

利用GLFW和GLEW搭建OpenGL开发环境

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。

相关标签: 安装搭建

上一篇:

下一篇: