环境

glfw+glad

参考

主要参考这篇文章:OpenGL编译环境,过程按这个来就行,这里只是自己整理一下。

GLFW编译

下载源码后,直接CMake,目标文件路径设置为build,然后Configure,在Generate即可,打开生成的sln,批生成,选择ALL_BUILD的Release和Debug。生成即可,结果如下:

OpenGL环境配置_OpenGL

 

测试注意

测试第二段代码时需要将glad.c添加进工程中。

OpenGL环境配置_OpenGL_02

 

其他测试例子

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
float vertices[] = {
	-0.5f,-0.5f,0.0f,//left
	0.5f,-0.5f,0.0f,//right
	0.0f,0.5f,0.0f//top
};
GLFWwindow* window;
void init()
{
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	window = glfwCreateWindow(800, 600, "hht", NULL, NULL);

	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return ;
	}

	glfwMakeContextCurrent(window);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) //初始化glad
	{
		std::cout << "faild to initialize GLAD" << std::endl;
		return ;
	}
}


void VAOSet()
{
	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);

	//往显卡写值,分配显存空间,GL_STATIC_DRAW表示,值不修改
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,GL_STATIC_DRAW );//放到VBO里面,大小,内容是什么

	//告诉显卡,值的结构
	glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (GLvoid*)0);
	glEnableVertexAttribArray(0);

}


int main()
{
	init();

	//渲染引擎
	VAOSet();
	while (!glfwWindowShouldClose(window))
	{
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
	    glClear(GL_COLOR_BUFFER_BIT);

		glDrawArrays(GL_TRIANGLES, 0, 3);//画三角

		glfwPollEvents();
		glfwSwapBuffers(window);
	}

	//退出
	glfwTerminate();
	
	return 0;
}

效果:

OpenGL环境配置_OpenGL_03

也可参考其他文章:

VS2017+OpenGL环境的配置(完结篇)