【OpenGL】VS2019三步完成库配置

该博客详细介绍了如何在Visual Studio 2019(VS2019)中配置OpenGL环境,包括下载配置文件、创建C++控制台项目、设置附加包含目录和库目录、添加源文件。接着,提供了运行尝试的基础OpenGL代码,涉及GLFW窗口创建、GLAD加载、着色器编译和链接、顶点数据设置等步骤。当代码正确运行并显示预期图形时,表明OpenGL配置成功。
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一、下载配置文件

OpenGL配置文件

二、项目配置

打开VS2019,创建C++控制台项目
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解压附件至项目文件夹
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打开项目配置,附加包含目录里选为刚刚添加的include文件夹的路径
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常规的附加库目录选为刚刚添加的lib-vc2019文件夹的路径
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输入的附加依赖项直接填入glfw3.lib
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最后项目内右键添加源文件glad.c
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三、运行尝试

粘贴以下代码运行:

#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);
#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
    unsigned 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
    unsigned 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
    unsigned 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, // left  
         0.5f, -0.5f, 0.0f, // right 
         0.0f,  0.5f, 0.0f  // top   
    }; 

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // 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);

    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); 

    // 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, 3);
        // 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);
    glDeleteProgram(shaderProgram);

    // 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);
}


出现此图,说明配置成功
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以下是使用OpenGL画坐标系动态曲线图的基本步骤: 1. 在Visual Studio 2019中创建一个空项目,并添加OpenGL的头文件和文件。 2. 创建一个窗口并初始化OpenGL,可以使用glut来实现。在窗口中创建一个OpenGL视口。 3. 定义一个坐标系,在OpenGL中使用glOrtho函数来设置视口大小和坐标系范围。 4. 在OpenGL中使用glBegin和glEnd函数来绘制曲线图。使用glColor函数来设置线条颜色。使用glVertex2f函数来定义坐标点。 5. 使用glFlush函数来刷新绘图缓冲区。 6. 在每次绘制之前,清空绘图缓冲区,使用glClear函数来实现。 7. 使用glut的glutTimerFunc函数来定时刷新曲线图,实现动态效果。 下面是一个简单的示例代码,使用OpenGL和glut绘制一个简单的坐标系动态曲线图: ``` #include <GL/glut.h> #include <math.h> #define PI 3.14159265358979323846 float x = -10.0f, y = 0.0f; float dx = 0.1f, dy = 0.0f; void init(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-15.0, 15.0, -10.0, 10.0, -1.0, 1.0); } void display(void) { glClear(GL_COLOR_BUFFER_BIT); // 绘制坐标系 glColor3f(1.0, 1.0, 1.0); glBegin(GL_LINES); glVertex2f(-15.0, 0.0); glVertex2f(15.0, 0.0); glVertex2f(0.0, -10.0); glVertex2f(0.0, 10.0); glEnd(); // 绘制曲线图 glColor3f(1.0, 0.0, 0.0); glBegin(GL_LINE_STRIP); for (float x = -10.0f; x <= 10.0f; x += 0.1f) { float y = sin(x * PI / 2.0f); glVertex2f(x, y); } glEnd(); // 刷新缓冲区 glFlush(); } void timer(int value) { // 更新坐标位置 x += dx; y += dy; if (x > 10.0f || x < -10.0f) { dx = -dx; } if (y > 1.0f || y < -1.0f) { dy = -dy; } glutPostRedisplay(); glutTimerFunc(10, timer, 0); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(800, 600); glutInitWindowPosition(100, 100); glutCreateWindow("Dynamic Curve Graph"); init(); glutDisplayFunc(display); glutTimerFunc(10, timer, 0); glutMainLoop(); return 0; } ``` 在这个示例代码中,我们使用sin函数绘制一个正弦曲线,并使用定时器来更新曲线图的坐标位置,实现动态效果。同时,我们也绘制了一个简单的坐标系,使曲线图更加直观。您可以根据需要修改绘制的曲线图和坐标系。
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