VS2017_opengl配置(转载)

最近学校里新开了一门计算机图形学的课程,开始慢慢接触OpenGL,今天来分享一下如何在VS2017里配置OpenGL。

刚开始的学习必然来自度娘,不过看了好多大神的文章让我这个初学者很懵逼,纳尼!VS也要配置,配置个OpenGL这么复杂吗?今天小生来教大学一个万能配置方法。

附:各种依赖库下载地址:https://download.csdn.net/download/shengshengshiwo/10744364

下载VS2017+各种依赖库

想要玩转openGL,手下你得有一个工具,这里小生用的是VS2017(其他版本没测试过),有了工具之后就开始下载各种依赖库了。

下载地址:

打开网址:https://www.opengl.org/resources/libraries/glut/glut_downloads.php#windows

点击 glutdlls37beta.zip即可下载。

配置 OpenGL

1、将下载的 glutdlls37beta.zip 解压可发现里面包含 glut.dllglut32.dllglut.libglut32.libglut.h 5个文件。

2、然后找到VS2017安装的目录,路径为C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\(路径因人而异),创建一个名为gl的文件夹,并将解压到的glut.h文件复制其中。

3、再找到路径为 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86,将解压到的glut.libglut32.lib复制其中。

4、最后把解压到的glut.dllglut32.dll复制到C:\Windows\System32文件夹内(32位系统)

C:\Windows\SysWOW64(64位系统)。

测试

打开VS2017,新建一个C++的Windows控制台应用程序的空项目,将如下代码粘贴:

#include <GL/glut.h>
void Show()
{
	glClear(GL_COLOR_BUFFER_BIT);
	glRectf(-0.1f, -0.1f, 0.5f, 0.5f);
	glFlush();
}
int main(int argc, char *argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(800, 600);
	glutCreateWindow("小生OpenGL测试");
	glutDisplayFunc(Show);
	glutMainLoop();
	return 0;
}

  
  
  
  
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结果


成功!

配置 GLFW

下载GLFW

打开网址: http://www.glfw.org/download.html 下载32位版本

选择32-bit,这里不是按照电脑来选的,是按照vs里面的。

1、将glfw-3.2.1.bin.WIN32\include\GLFW 文件夹里的glfw3.h 文件复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\gl 中。

复制后:

2、将 glfw-3.2.1.bin.WIN32\lib-vc2015 中的 glfw3.libglfw3dll.lib 复制到C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86文件夹里。

3、将glfw-3.2.1.bin.WIN32\lib-vc2015 文件夹里的 glfw3.dll 复制到 C:\Windows\System32C:\Windows\SysWOW64

下载GLAD(使用OpenGL函数)

1、打开网址: http://glad.dav1d.de/ 如图设置:

2、然后点击GENRATE

3、选中最后的压缩包下载

4、把include中所有的文件复制到C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include 文件夹里。

5、 src 文件夹里glad.c 就好备用。回到VS,新建一个项目文件,将glad.c 复制到与源文件同一级目录下:

6、输入以下代码:

#include "glad\glad.h"
#include "gl\glfw3.h"
#include <iostream>
int main()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	GLFWwindow* window = glfwCreateWindow(800, 600, "小生OpenGL测试", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "创建窗口失败" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
	std::cout &lt;&lt; "初始化GLAD失败" &lt;&lt; std::endl;
	return -1;
}
while (!glfwWindowShouldClose(window)) {
	glfwSwapBuffers(window);
	glfwPollEvents();
}

glfwTerminate();
return 0;
}

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有弹出框代表成功!

另外

网上有一段代码需要的依赖库是glaux.h,这里需要声明的是GLAUX(OpenGL辅助库)所使用的函数和常量声明。目前这个库已经过时,只有比较少的编译环境中有提供,例如VC系列。在这里也给出相关配置:

下载链接:https://download.csdn.net/download/shengshengshiwo/10744364

1、将glaux.h 复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\gl

2、将glaux.lib 复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86

在这里插入图片描述

3、将glaux.dll 复制到 C:\Windows\System32 文件夹里

4、输入以下代码:

#include <windows.h>					
#include <gl\glut.h>
#include<gl\glaux.h>

HDC hDC = NULL;
HGLRC hRC = NULL;
HWND hWnd = NULL;
HINSTANCE hInstance;

bool keys[256];
bool active = TRUE;
bool fullscreen = TRUE;

GLfloat rtri;
GLfloat rquad;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height == 0) // Prevent A Divide By Zero By
{
height = 1; // Making Height Equal One
}

glViewport(0, 0, width, height);						// Reset The Current Viewport

glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
glLoadIdentity();									// Reset The Projection Matrix

													// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);

glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
glLoadIdentity();									// Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis ( NEW )
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f, 0.0f, 0.0f); // Set Top Point Of Triangle To Red
glVertex3f(0.0f, 1.0f, 0.0f); // First Point Of The Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Set Left Point Of Triangle To Green
glVertex3f(-1.0f, -1.0f, 0.0f); // Second Point Of The Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Set Right Point Of Triangle To Blue
glVertex3f(1.0f, -1.0f, 0.0f); // Third Point Of The Triangle
glEnd(); // Done Drawing The Triangle
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f, 0.0f, -6.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis ( NEW )
glColor3f(0.5f, 0.5f, 1.0f); // Set The Color To Blue One Time Only
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd(); // Done Drawing The Quad
rtri += 0.02f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad -= 0.015f; // Decrease The Rotation Variable For The Quad ( NEW )
return TRUE; // Keep Going
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC)											// Do We Have A Rendering Context?
{
	if (!wglMakeCurrent(NULL, NULL))					// Are We Able To Release The DC And RC Contexts?
	{
		MessageBox(NULL, "Release Of DC And RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
	}

	if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
	{
		MessageBox(NULL, "Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
	}
	hRC = NULL;										// Set RC To NULL
}

if (hDC &amp;&amp; !ReleaseDC(hWnd, hDC))					// Are We Able To Release The DC
{
	MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
	hDC = NULL;										// Set DC To NULL
}

if (hWnd &amp;&amp; !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
{
	MessageBox(NULL, "Could Not Release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
	hWnd = NULL;										// Set hWnd To NULL
}

if (!UnregisterClass("OpenGL", hInstance))			// Are We Able To Unregister Class
{
	MessageBox(NULL, "Could Not Unregister Class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
	hInstance = NULL;									// Set hInstance To NULL
}

}

/* This Code Creates Our OpenGL Window. Parameters Are: *

  • title - Title To Appear At The Top Of The Window *
  • width - Width Of The GL Window Or Fullscreen Mode *
  • height - Height Of The GL Window Or Fullscreen Mode *
  • bits - Number Of Bits To Use For Color (8/16/24/32) *
  • fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left = (long)0; // Set Left Value To 0
WindowRect.right = (long)width; // Set Right Value To Requested Width
WindowRect.top = (long)0; // Set Top Value To 0
WindowRect.bottom = (long)height; // Set Bottom Value To Requested Height

fullscreen = fullscreenflag;			// Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL);				// Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC)WndProc;					// WndProc Handles Messages
wc.cbClsExtra = 0;									// No Extra Window Data
wc.cbWndExtra = 0;									// No Extra Window Data
wc.hInstance = hInstance;							// Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
wc.hbrBackground = NULL;									// No Background Required For GL
wc.lpszMenuName = NULL;									// We Don't Want A Menu
wc.lpszClassName = "OpenGL";								// Set The Class Name

if (!RegisterClass(&amp;wc))									// Attempt To Register The Window Class
{
	MessageBox(NULL, "Failed To Register The Window Class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;											// Return FALSE
}

if (fullscreen)												// Attempt Fullscreen Mode?
{
	DEVMODE dmScreenSettings;								// Device Mode
	memset(&amp;dmScreenSettings, 0, sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
	dmScreenSettings.dmSize = sizeof(dmScreenSettings);		// Size Of The Devmode Structure
	dmScreenSettings.dmPelsWidth = width;				// Selected Screen Width
	dmScreenSettings.dmPelsHeight = height;				// Selected Screen Height
	dmScreenSettings.dmBitsPerPel = bits;					// Selected Bits Per Pixel
	dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&amp;dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
	{
		// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
		if (MessageBox(NULL, "The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", "NeHe GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
		{
			fullscreen = FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
		}
		else
		{
			// Pop Up A Message Box Letting User Know The Program Is Closing.
			MessageBox(NULL, "Program Will Now Close.", "ERROR", MB_OK | MB_ICONSTOP);
			return FALSE;									// Return FALSE
		}
	}
}

if (fullscreen)												// Are We Still In Fullscreen Mode?
{
	dwExStyle = WS_EX_APPWINDOW;								// Window Extended Style
	dwStyle = WS_POPUP;										// Windows Style
	ShowCursor(FALSE);										// Hide Mouse Pointer
}
else
{
	dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
	dwStyle = WS_OVERLAPPEDWINDOW;							// Windows Style
}

AdjustWindowRectEx(&amp;WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

																// Create The Window
if (!(hWnd = CreateWindowEx(dwExStyle,							// Extended Style For The Window
	"OpenGL",							// Class Name
	title,								// Window Title
	dwStyle |							// Defined Window Style
	WS_CLIPSIBLINGS |					// Required Window Style
	WS_CLIPCHILDREN,					// Required Window Style
	0, 0,								// Window Position
	WindowRect.right - WindowRect.left,	// Calculate Window Width
	WindowRect.bottom - WindowRect.top,	// Calculate Window Height
	NULL,								// No Parent Window
	NULL,								// No Menu
	hInstance,							// Instance
	NULL)))								// Dont Pass Anything To WM_CREATE
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Window Creation Error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

static	PIXELFORMATDESCRIPTOR pfd =				// pfd Tells Windows How We Want Things To Be
{
	sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
	1,											// Version Number
	PFD_DRAW_TO_WINDOW |						// Format Must Support Window
	PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
	PFD_DOUBLEBUFFER,							// Must Support Double Buffering
	PFD_TYPE_RGBA,								// Request An RGBA Format
	bits,										// Select Our Color Depth
	0, 0, 0, 0, 0, 0,							// Color Bits Ignored
	0,											// No Alpha Buffer
	0,											// Shift Bit Ignored
	0,											// No Accumulation Buffer
	0, 0, 0, 0,									// Accumulation Bits Ignored
	16,											// 16Bit Z-Buffer (Depth Buffer)  
	0,											// No Stencil Buffer
	0,											// No Auxiliary Buffer
	PFD_MAIN_PLANE,								// Main Drawing Layer
	0,											// Reserved
	0, 0, 0										// Layer Masks Ignored
};

if (!(hDC = GetDC(hWnd)))							// Did We Get A Device Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(PixelFormat = ChoosePixelFormat(hDC, &amp;pfd)))	// Did Windows Find A Matching Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!SetPixelFormat(hDC, PixelFormat, &amp;pfd))		// Are We Able To Set The Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Can't Set The PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(hRC = wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Can't Create A GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!wglMakeCurrent(hDC, hRC))					// Try To Activate The Rendering Context
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Can't Activate The GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

ShowWindow(hWnd, SW_SHOW);						// Show The Window
SetForegroundWindow(hWnd);						// Slightly Higher Priority
SetFocus(hWnd);									// Sets Keyboard Focus To The Window
ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

if (!InitGL())									// Initialize Our Newly Created GL Window
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL, "Initialization Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

return TRUE;									// Success

}

LRESULT CALLBACK WndProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active = TRUE; // Program Is Active
}
else
{
active = FALSE; // Program Is No Longer Active
}

	return 0;								// Return To The Message Loop
}

case WM_SYSCOMMAND:							// Intercept System Commands
{
	switch (wParam)							// Check System Calls
	{
	case SC_SCREENSAVE:					// Screensaver Trying To Start?
	case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
		return 0;							// Prevent From Happening
	}
	break;									// Exit
}

case WM_CLOSE:								// Did We Receive A Close Message?
{
	PostQuitMessage(0);						// Send A Quit Message
	return 0;								// Jump Back
}

case WM_KEYDOWN:							// Is A Key Being Held Down?
{
	keys[wParam] = TRUE;					// If So, Mark It As TRUE
	return 0;								// Jump Back
}

case WM_KEYUP:								// Has A Key Been Released?
{
	keys[wParam] = FALSE;					// If So, Mark It As FALSE
	return 0;								// Jump Back
}

case WM_SIZE:								// Resize The OpenGL Window
{
	ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));  // LoWord=Width, HiWord=Height
	return 0;								// Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd, uMsg, wParam, lParam);

}

int WINAPI WinMain(HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done = FALSE; // Bool Variable To Exit Loop

													// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
{
	fullscreen = FALSE;							// Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow((char*)"小生OpenGL测试", 640, 480, 16, fullscreen))
{
	return 0;									// Quit If Window Was Not Created
}

while (!done)									// Loop That Runs While done=FALSE
{
	if (PeekMessage(&amp;msg, NULL, 0, 0, PM_REMOVE))	// Is There A Message Waiting?
	{
		if (msg.message == WM_QUIT)				// Have We Received A Quit Message?
		{
			done = TRUE;							// If So done=TRUE
		}
		else									// If Not, Deal With Window Messages
		{
			TranslateMessage(&amp;msg);				// Translate The Message
			DispatchMessage(&amp;msg);				// Dispatch The Message
		}
	}
	else										// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active &amp;&amp; !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
		{
			done = TRUE;							// ESC or DrawGLScene Signalled A Quit
		}
		else									// Not Time To Quit, Update Screen
		{
			SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
		}

		if (keys[VK_F1])						// Is F1 Being Pressed?
		{
			keys[VK_F1] = FALSE;					// If So Make Key FALSE
			KillGLWindow();						// Kill Our Current Window
			fullscreen = !fullscreen;				// Toggle Fullscreen / Windowed Mode

			if (!CreateGLWindow((char*)"小生OpenGL测试", 640, 480, 16, fullscreen))
			{
				return 0;
			}
		}
	}
}

KillGLWindow();
return (msg.wParam);

}

5、结果

总结

细心的朋友已经发现,其实配置OpenGL很简单,小生在这里总结一下。

  1. 下载所需依赖库
  2. .h 文件放到 ..\VC\Tools\MSVC\14.15.26726\include\gl 文件夹里;
  3. .lib 文件放到 ..\VC\Tools\MSVC\14.15.26726\lib\x86 文件夹里;
  4. .dll 文件放到 C:\Windows\System32 文件夹里;
  5. .c 文件放到与源码同一目录下;
  6. 新建项目,引入 .h 文件即可!

附: OpenGL库中gl、glu、glut、glaux的关系

参考文章:
https://blog.csdn.net/wangwei19951128/article/details/78410869
https://blog.csdn.net/qq_19003345/article/details/76098781
https://blog.csdn.net/qq_19982213/article/details/69970977

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