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
创建conanfile.txt
配置必要依赖库和项目构建器,主要包括glfw
和glad
依赖库,cmake
用来构建项目。
可用库及其版本:https://conan.io/center/
[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 ..