QT6.6.3 creator12.0.1中配置glfw库,glad库,gl3w库的安装问题

一:下载glfw,glad:
glfw 与glad官网下载:https://www.glfw.org/download.html
64位win10系统请选64_bit Windows binaries,以免自已用CMake去编译。
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下载之后,解压如下:

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二、配置
创建非Qt工程
创建一个非Qt工程,选择Plain C++ Application
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至此,项目OpenGL_glfw_glad建立。

三:移植库文件
工程路径下新建文件夹glfw 和glad,如下图:
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将下载的glfw库文件夹中的include、lib-mingw-w64复制到新建的glfw文件夹中,如下所示:
将下载的glad库文件夹中的include、src复制到新建的glad文件夹中,如下所示:

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接着在glad文件夹下建立文件:glad.pri,写入如下内容

INCLUDEPATH += $$PWD/include
SOURCES += \
    $$PWD/src/glad.c

在glfw文件夹下建立文件:glfw.pri写入如下内容

INCLUDEPATH += $$PWD/include
LIBS += -L$$PWD/lib -lglfw3

二个文件夹各多了一个.pri文件,如下图:
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四:导入库到Qt工程
切换到工程文件(*.pro),鼠标右键–>【添加库】

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选“外部库”:

按下图勾选库文件与包含路径:
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导入库后,.pro文件中的内容更新如下:
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但编译后报错如下:
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重点来了:从上图可以看出,报错,找不到-lglfw3dll与-lglfw3

解决办法:修改上图中的内容,把release 和debug 用lib-mingw-w64替换掉。
最终如下图:

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把main.cpp按下面第五的内容修改后,编译全通过。大功告成!
你就可以在QT6.6中用glfw库和glad库,学习OpenGL了。

最终编译结果:
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五:修改main.cpp如下:

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
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); // uncomment this statement to fix compilation on OS X
#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);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    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;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    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);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    glBindVertexArray(0);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // 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); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        //glDrawArrays(GL_TRIANGLES, 0, 6);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        // glBindVertexArray(0); // no need to unbind it every time

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

gl3w配置:
gl3w库,从git上下载下来,GitHub - skaslev/gl3w: Simple OpenGL core profile loading。

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点击直载zip下载。
下载后的文夹为gl3w_master.其中内容如下:

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上面下载文件中缺少头文件夹include和源文件gl3w.c,点击gl3w_gen.py(确保电脑有安装python3),会自动下载头文件夹和源文件.成功下载后如下图:
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gl3w.c在src文件夹中,其它二个为测试文件:
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在你的工程文件下建立gl3w文件夹,如下图:
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把include文件夹与src文件夹一同拷贝到gl3w文件夹下,在gl3w文件夹下建立gl3w.pri文件,写入如下内容:
INCLUDEPATH += P W D / i n c l u d e S O U R C E S + = PWD/include SOURCES += PWD/includeSOURCES+=PWD/src/gl3w.c

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在.pro文件中加入:include($$PWD/gl3w/gl3w.pri) 如下图所示
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下面在main.cpp中写入测试内容:

缓存对象操作实例
下面的代码,展示了数据在内存和显存之间传输,说明了如何使用Buffer Object。

开辟了一个内存,mem,mem的大小为64,里面数据,填了64个0x18
创建了一个Buffer Object,并使用mem的内容,初始化Buffer Object
将Buffer Object的内容,映射出来,然后与我们mem的内容进行比较

#include <stdlib.h>
#include <assert.h>
#include <stdio.h>
#include <string.h>

#include <gl3w/include/GL/gl3w.h>
#include <GLFW/glfw3.h>

void testbo()
{
char* mem = (char*)malloc(64);
memset(mem, 0x18, 64);

/*创建Buffer Object,并将内存mem里面的数据,传输到显存里面去*/
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
glBufferData(GL_COPY_WRITE_BUFFER, 64, mem, GL_STATIC_DRAW);

/*将显存数据,映射出来,然后跟内存数据进行比较,两者应该一致*/
void* data = glMapBuffer(GL_COPY_WRITE_BUFFER, GL_READ_WRITE);
printf("data = %p, mem = %p\n", data, mem);
printf("0x%x \n", *((unsigned int*)(data)));
int ret = memcmp(data, mem, 64);
assert(ret == 0);
glUnmapBuffer(GL_COPY_WRITE_BUFFER);

free(mem);
glDeleteBuffers(1, &buffer);

printf("test bo succeed \n");

}

int main(int argc, char** argv)
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 600, “Triangles”, NULL, NULL);
glfwMakeContextCurrent(window);

gl3wInit();

testbo();

glfwTerminate();
return 0;

}

编译通过:
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gl3w库安装成功!

OpenGL学习地址如下:
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