使用conan搭建opengl开发环境

使用conan搭建opengl开发环境

Conan

Conan is an open source, decentralized and multi-platform package manager for C/C++ that allows you to create and share all your native binaries.

Conan是分布式跨平台开源的C/C++软件包管理器,可以创建和共享所有本地的二进制库文件。

搭建opengl环境

项目文件结构

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创建conanfile.txt

配置必要依赖库和项目构建器,主要包括glfwglad依赖库,cmake用来构建项目。

可用库及其版本:https://conan.io/center/
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[requires]
glfw/3.3.2
glad/0.1.34

[generators]
cmake

创建测试代码

learnopengl01.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
//窗口大小回调函数
void framsize_callback(GLFWwindow* window, int width,int height);
//处理键盘鼠标输入输出事件
void processInput(GLFWwindow* window);

const unsigned int SCR_WIDHT = 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() {
	//初始化GLFW
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	//窗口
	GLFWwindow* window = glfwCreateWindow(SCR_WIDHT, SCR_HEIGHT, "learnOpenGL", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create Window." << std::endl;
		glfwTerminate();
		return -1;
	}
	//由指定窗口生成上下文
	glfwMakeContextCurrent(window);
	//注册窗口回调
	glfwSetFramebufferSizeCallback(window, framsize_callback);
	//glad 加载合适的函数
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		std::cout << "GLAD load failed." << std::endl;
		return -1;
	}
	//vertex shader
	unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
	glCompileShader(vertexShader);
	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;
	}
	//frag shader
	unsigned int fragShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragShader, 1, &fragmentShaderSource, NULL);
	glCompileShader(fragShader);
	glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::FRAG::COMPILATION_FAILED\n" << infoLog << std::endl;
	}
	//program
	unsigned int shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragShader);
	glLinkProgram(shaderProgram);
	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
		std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << infoLog << std::endl;
	}

	glDeleteShader(vertexShader);
	glDeleteShader(fragShader);

	float 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 
	};
	unsigned int indices[] = {  // note that we start from 0!
		0, 1, 3,  // first Triangle
		1, 2, 3   // second Triangle
	};

	unsigned int VBO, VAO, EBO;
	//顶点属性数组
	glGenVertexArrays(1, &VAO);
	//缓冲区
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	//操作当前顶点属性数组
	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(float), (void*)0);
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	glBindVertexArray(0);
	//每一帧
	while (!glfwWindowShouldClose(window)) {

		processInput(window);
		//设置清屏颜色
		glClearColor(0.1f, 0.3f, 0.1f, 1.0f);
		//清除颜色缓冲
		glClear(GL_COLOR_BUFFER_BIT);
		//设置线框模式
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		//调用着色器程序
		glUseProgram(shaderProgram);
		//绑定顶点属性数组
		glBindVertexArray(VAO);
		//索引绘制
		//glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	glfwTerminate();
	return 0;
}
void processInput(GLFWwindow* window) {

	if (glfwGetKey(window, GLFW_PRESS) == GLFW_KEY_ESCAPE) {
		glfwSetWindowShouldClose(window,true);
	}
}
void framsize_callback(GLFWwindow* window, int width, int height) {
	
	glViewport(0,0,width, height);
}

创建CMakeLists.txt

cmake_minimum_required(VERSION 2.8.12)
project(learnopengl)

include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
conan_basic_setup()

add_executable(learnopengl01 learnopengl01.cpp)
target_link_libraries(learnopengl01 ${CONAN_LIBS})

构建、生成和运行项目

build.bat

RMDIR /Q /S build
MKDIR build
PUSHD build
//安装依赖库
conan install ..
//构建
cmake .. -G "Visual Studio 16 2019"
//生成
cmake --build . --config Release
//运行
bin\learnopengl01.exe
cd ..

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参考

  1. learnopengl-Creating a window
  2. https://conan.io/
  3. 本文链接
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