文章目录
1、简介
1.1 OpenGL简介
OpenGL作为图形界的工业标准,其仅仅定义了一组2D和3D图形接口API,而对于窗口管理、IO消息响应等并没有规定。也就是说,OpenGL依赖各平台提供用于渲染的context以及具体实现方式,而各平台提供的实现不尽相同。这些实现主要有:Windows平台下的WGL、Linux下的Mesa/GLX、Mac OS X下的Cocoa/NSGL,以及跨平台的GLUT、GLFW、SDL等等。
安装OpenGL库:
sudo apt-get install build-essential
sudo apt-get install libgl1-mesa-dev
使用如下的命令来查看对应显卡的OpenGL版本:
glxinfo | grep -i opengl
1.2 glfw简介
GLFW 是一个开源的多平台库,适用于 OpenGL、OpenGL ES 和 桌面上的 Vulkan 开发。它提供了一个简单的 API 来创建 窗口、上下文和表面,接收输入和事件。
GLFW 是用 C 语言编写的,支持 Windows、macOS、Wayland 和 X11。
GLFW 根据 zlib/libpng 许可证获得许可。
https://www.glfw.org/
查看glfw安装情况如下:
locate glfw
2、安装glfw
2.1 直接命令二进制安装
使用包管理器安装。
- 安装glfw:
sudo apt-get update
sudo apt-get -y install libglfw3
# 或者
sudo apt-get install libglfw3
sudo apt-get install libglfw3-dev
# 或者
sudo apt update
sudo apt -y install libglfw3
- 卸载glfw
# 要仅卸载包libglfw3
sudo apt-get remove libglfw3
# 卸载 libglfw3 及其依赖项
sudo apt-get -y autoremove libglfw3
# 删除 libglfw3 配置和数据
sudo apt-get -y purge libglfw3
2.2 源码安装
官方地址:
https://github.com/glfw/glfw
从 GLFW 的官方网站下载源代码并编译安装,依次执行如下命令:
# git clone git@github.com:glfw/glfw.git
# wget https://github.com/glfw/glfw/archive/refs/tags/3.4.tar.gz
wget http://github.com/glfw/glfw/releases/download/3.4/glfw-3.4.zip
cd glfw-3.4
mkdir build && cd build
sudo apt-get install libxrandr-dev
sudo apt-get install libxinerama-dev
sudo apt-get install libxcursor-dev
sudo apt-get install libxi-dev
cmake .. -DGLFW_BUILD_WAYLAND:BOOL=OFF
make -j4
sudo make install
通过wget下载glfw源码。
通过cmake编译glfw代码。
通过make install安装glfw库文件。
2.3 作为第三方库使用
下载glfw源代码放入 3rdparty 中。
在项目主 CMakeLists.txt 加入下面的代码.
这些代码的来源是GLFW的官方文档 Building applications.
cmake_minimum_required(VERSION 3.14)
project(my_app)
find_package(OpenGL REQUIRED)
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
add_subdirectory(3rdparty/glfw-3.3.8)
add_executable(my_app main.cpp)
target_link_libraries(my_app OpenGL::GL)
target_link_libraries(my_app glfw)
3、测试glfw
3.1 测试1,glfw+glew
要在 Linux 系统上配置 OpenGL 开发环境并使用 GLFW 和 GLEW,你可以按照以下步骤操作。
使用 GLEW 加载所有 OpenGL 函数指针。通过cmake构建测试工程。
- CMakeLists.txt
cmake_minimum_required(VERSION 2.8.1)
project(my_project)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(glfw3 REQUIRED)
add_executable(main main.cpp)
target_link_libraries(main OpenGL::GL GLEW::GLEW glfw)
- main.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
int main(void)
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World, yxy", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK){
std::cerr << "Failed to initalize GLEW" << std::endl;
return -1;
}
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 1, 0, 1);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
编译如下:
3.2 测试2,glfw+glad
GLAD 是一个用于加载 OpenGL 函数指针的库,它简化了 OpenGL 函数的调用。你可以从 GLAD 的官方网站下载并生成适合你需求的 GLAD 配置。通常,你需要指定 OpenGL 的版本和配置文件类型(通常是核心模式)。生成后,将包含的头文件和源文件添加到你的项目中。
在你的项目中,你需要包含 GLAD 和 GLFW 的头文件,并链接到相应的库。如果你使用 CMake,你可能需要在你的 CMakeLists.txt 文件中添加相应的链接指令。
- CMakeLists.txt
cmake_minimum_required(VERSION 2.8.1)
project(my_project)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 14)
find_package(glfw3 REQUIRED)
file(GLOB SOURCE_FILES glad.c main.cpp)
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
target_link_libraries(${PROJECT_NAME} glfw)
- main.cpp
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
int main() {
// Intialize GLFW
glfwInit();
// Configure GLFW (v3.3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create a window object
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL, yxy", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// Make our window the main context on the current thread
glfwMakeContextCurrent(window);
// Initialize GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Set size of the rendering window (dimensions)
glViewport(0, 0, 800, 600);
// Register a callback function on the window that gets called
// each time the window is resized
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// Render loop that keeps on running until we tell GLFW to stop
while(!glfwWindowShouldClose(window)) {
// Check input close window if it is the escape key
processInput(window);
// Rendering commands here
// Set a color to clear the screen with (state-setting function)
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// Clear the screen with the color (state-using function)
glClear(GL_COLOR_BUFFER_BIT);
// Swap the color buffer and show output to the screen
glfwSwapBuffers(window);
// Check if any events are triggered
glfwPollEvents();
}
// Clean/delete all GLFW's resources
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
// Update width and height
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window) {
// Check whether the user has pressed the escape key and close GLFW
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
编译如下:
3.3 测试3
- CMakeLists.txt
cmake_minimum_required(VERSION 2.8.1)
project(my_project)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 14)
find_package(glfw3 REQUIRED)
file(GLOB SOURCE_FILES glad.c main.cpp)
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
target_link_libraries(${PROJECT_NAME} glfw)
- main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// 顶点着色器,GLSL语言
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";
// 片元着色器
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, yxy", 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);
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;
//创建VAO对象
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//创建VBO对象,把顶点数组复制到一个顶点缓冲中,供OpenGL使用
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); // 缓冲绑定到GL_ARRAY_BUFFER
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 顶点数据复制到缓冲的内存中
//解释顶点数据方式
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // 顶点数据的解释
glEnableVertexAttribArray(0);
// 解绑VAO
glBindVertexArray(0);
// 解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
// 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);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
//键盘按键回调函数
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
//调整窗口大小回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
结语
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