Ubuntu18.04搭建OpenGL编译环境

ubuntu搭建OpenGL编译环境(glfw+glad)

1、安装一些工具

sudo apt install git
sudo apt install g++ gcc mesa-utils libgl1-mesa-dev cmake xorg-dev

2、glfw配置

git clone https://github.com/glfw/glfw
cd glfw
mkdir build
cd build
cmake ..
make -`nproc`
sudo make install

如果无法通过git拉下来,可以下载源码编译编译,步骤同上

ubuntu可以通过apt安装glfw,如下

sudo apt install libglfw3-dev

3、glad配置

glad需要去官网https://glad.dav1d.de/,根据你的opengl版本生成对应的压缩包,

在这里插入图片描述

一般来说只需要关注opengl的版本即可,ubuntu的话可以在终端输入命令查看opengl的版本

glxinfo |grep OpenGL

在这里插入图片描述

点击GENERATE即可生成对应版本的glad.zip

将该压缩文件放到ubuntu里,之后输入如下命令:

unzip glad.zip -d glad
cd glad/
sudo cp * /usr/local/include/ -r

src目录下的文件稍后放到工程目录中

4、opengl编译测试

ubuntu下创建一个工程文件,如下

mkdir source_code
cd source_code/
cp ../../glad/src/glad.c .
vim CMakeLists.txt
vim main.cpp

CMakeLists.txt内容:

cmake_minimum_required(VERSION 2.8)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 14)
 
project(test)
 
find_package(glfw3 REQUIRED)
find_package( OpenGL REQUIRED )
include_directories( ${OPENGL_INCLUDE_DIRS} )
file(GLOB project_file glad.c main.cpp)
add_executable(${PROJECT_NAME} ${project_file})
 
target_link_libraries(${PROJECT_NAME}  ${OPENGL_LIBRARIES} glfw)

main.cpp内容:

#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;
 
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()
{
    // 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", 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;
    glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO); 
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 
 
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); 
    glEnableVertexAttribArray(0);
 
	glBindVertexArray(0); 
    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;
}
 
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
 
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

之后创建一个build目录用于编译,如下

mkdir build
cd build
cmake ..
make -`nproc`

在build目录下运行./test,即可看到绘制效果

在这里插入图片描述

5、gdb调试

sudo apt-get install libglfw3-dev libgl1-mesa-dev
g++ -O0 -g glad.c main.cpp -lglfw3 -ldl -lGL -lpthread
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