Win10 配置 OpenGL (VScode+CMake+MSVC_2017+GLAD+GLFW)

  • OpenGL(全写Open Graphics Library),定义了一个跨编程语言、跨平台的编程接口规格的专业的图形程序接口。它用于三维、二维图形,是一个功能强大,调用方便的底层图形库。【更多细节:图形程序接口知多少| OpenGL、OpenCL、Vulkan、OpenGL ES、WebGL、Metal、Directx
  • OpenGL支持跨平台开发(如Windows、Unix、Linux、MacOS、OS/2),自动化构建的话首选 CMake,编辑器推荐个人很喜欢的微软的 VScode,插件丰富、轻量且开源,下面介绍在 Win10 系统下基于 VScode 和 CMake 搭建 OpenGL开发环境。
  • 准备工作
    • 需要软件:VScode 【下载】,Visual Studio 2017 【链接,提取码:lzkp 】
    • OpenGL库介绍:
      • opengl 的库在安装 Visual Studio 2017 过程中已经安装完毕
      • GLEW: 对底层 OpenGL 接口进行封装
      • GLAD: 可以看做是 GLEW 的进化版
      • Freeglut :用于创建 OpenGL 上下文、鼠键事件响应等
      • GLFW :可看做是 Freeglut 的进化版
      • 配合使用: GLAD + GLFW (推荐,也是本文使用的库) |  GLEW + Freeglut
    • 先在 VScode 基础上跑通 CMake 例子,具体参考 [Win10下VScode+MSVC+CMake搭建C++开发环境(傻瓜式教程)]
  • GLFW:针对 OpenGL 的 C 语言库,提供了渲染物体所需的最低限度的接口。允许用户创建 OpenGL 上下文,定义窗口参数以及处理用户输入

    • 官网下载 [链接],可以直接下载官网编译好的二进制版本(建议下载32位版本),但因为本人下载后 cmake 编译过程中老是报错:error LNK2019: 无法解析的外部符号 glfwInit,所以这里我选择了用 Visual Studio 进行编译
    • Visual Studio 进行编译过程:【glfw-3.3.3.zip, 链接:https://pan.baidu.com/s/1AIAGcvp_w6fuZNv60RluHg 提取码:sipv 】
      • 该文件解压后,用 VScode 的 CMakeTools 进行 Build:

                         然后利用 Visual Studio 2017 进行生成:

                          在 glfw-3.3.3/build/src/Debug 和  glfw-3.3.3/build/src/Release 目录下有 glfw3.lib 文件;

  •  GLAD : 鉴于 OpenGL 驱动版本多,大多数函数的位置因无法在编译时确定,需要在运行时进行查询,该工作复杂又繁琐,对于开发者而言是个灾难,而 GLAD 库可以简化此过程。

    获得 GLAD 前先确定下自己 opengl 库的版本,小工具 OpenGL Extensions Viewer [链接:https://pan.baidu.com/s/17v77pDjgd_5CPfNIbDNA0w 提取码:ofay ]

    • 官网的在线生成 【链接】  【本教程的 glad.zip: 链接:https://pan.baidu.com/s/1LdPOIYE0Wgm9dAdy1iqgHQ 提取码:b72t 】

 构建工程 (build 文件夹是 VScode Build 后自动生成的): 

 include 文件:

 lib 文件:

其中 opengl32.dll 一般在 C:\Windows\System32 目录下, OpenGL32.Lib 在 C:\Program Files (x86)\Windows Kits\10\Lib\10.0.17763.0\um\x86 目录下,将其拷贝到 lib 目录下。

 src 文件:

 main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
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))
    {
        cout << "Failed to initialize GLAD" << 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, // 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);
}

CMakeLists.txt

cmake_minimum_required(VERSION 3.8)

project(HelloGL VERSION 0.1.0)

# 使用 C++ 11 标准
set(CMAKE_CXX_STANDARD 11)

# 添加头文件
set(THIRD_PARTY_H ${PROJECT_SOURCE_DIR}/include)
include_directories(${THIRD_PARTY_H})

# 添加目标链接
set(LIB_PATH ${PROJECT_SOURCE_DIR}/lib)
file(GLOB_RECURSE LIB_FILES
	"${LIB_PATH}/*.lib"
)
message("............ LIB_PATH: ${LIB_PATH}")
message("............ LIB_FILES: ${LIB_FILES}")
link_directories(${LIB_PATH})

aux_source_directory(./src DIR_SRCS)
add_executable(HelloGL ${DIR_SRCS})
target_link_libraries(HelloGL ${LIB_FILES})

通过 VScode Build 和运行 (该工程的 include , lib, src 中涉及到第三方库的文件下载:链接:https://pan.baidu.com/s/1QGvtQm7LGRQz30BiTpCyKg 提取码:acf4 )

 

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当使用VSCodeCMake创建工程时,可以按照以下步骤进行操作: 1. 安装VSCode:首先,你需要下载并安装Visual Studio Code(简称VSCode),它是一个轻量级的代码编辑器,支持多种编程语言和插件扩展。 2. 安装CMake插件:在VSCode中,你可以通过安装CMake插件来支持CMake项目的创建和构建。打开VSCode,点击左侧的扩展图标(或按下Ctrl+Shift+X),搜索并安装"CMake Tools"插件。 3. 创建工程文件夹:在你的工作目录中创建一个新的文件夹,用于存放你的CMake工程文件。 4. 创建CMakeLists.txt文件:在工程文件夹中创建一个名为"CMakeLists.txt"的文件,该文件是CMake项目的核心配置文件。在该文件中,你需要指定项目的名称、源文件、编译选项等信息。 5. 配置CMake插件:打开VSCode的设置(按下Ctrl+逗号),搜索"CMake"相关的设置项,并根据你的需求进行配置。例如,你可以设置CMake的路径、构建目录、生成器等。 6. 构建项目:在VSCode中打开工程文件夹,点击左侧的CMake图标(或按下Ctrl+Shift+P,输入"CMake: Build"),选择合适的构建目标进行项目构建。CMake插件会自动执行CMake命令,生成构建系统所需的Makefile或其他构建文件。 7. 运行和调试:完成项目构建后,你可以使用VSCode的调试功能来运行和调试你的程序。配置调试器(如GDB)并设置断点,然后点击调试按钮即可开始调试。
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