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OpenGL VS2017 开发环境搭建(GLFW+GLEW)

OpenGL VS2017 开发环境搭建(GLFW+GLEW)

作者: Lee_09 | 来源:发表于2018-11-16 20:45 被阅读78次
    这个博客已经写的非常好了:OpenGL 开发环境配置:Visual Studio 2017 + GLFW + GLEW

    我把上面的链接内容摘要一下:

    • 相关下载链接:

    1.CMake下载地址:https://cmake.org/download/
    2.GLFW下载地址 :http://www.glfw.org/download.html
    3.GLEW下载地址 :http://glew.sourceforge.net/

    • 使用CMake生成vs解决方案(*.sln)

    如果没有下载预编译文件,那么需要使用CMake来生成对应.sln并在vs2017中编译生成相应静态链接库.lib。
    执行过程:打开CMake -> source code一栏里填包含CMakeList.txt的目标文件夹 -> 填写build目录 -> 点Config -> 点Generate -> 打开对应.sln -> 设置为生成静态链接库编译生成.lib。

    • 最终需要用到的文件

    1.头文件:将GLFW和GLEW中include内的文件(夹)拷贝到D:\Program Files\OpenGL\headers;
    2.lib文件:将GLFW和GLEW编译生成的静态链接库拷贝到D:\Program Files\OpenGL\libs;

    • 新建空工程并配置

    1.VC++目录->包含目录:添加 D:\Program Files\OpenGL\headers;
    2.VC++目录->库目录:添加D:\Program Files\OpenGL\libs;
    3.链接器->输入:添加opengl32.lib,glfw3.lib和glew32d.lib。

    • 以上都搞定后,新建测试代码即可:
    #include <iostream>
    
    // GLEW
    #define GLEW_STATIC    
    #include <GL/glew.h>
    
    //GLFW    
    #include <GLFW/glfw3.h>    
    
    // Function prototypes    
    void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
    
    // Window dimensions    
    const GLuint WIDTH = 800, HEIGHT = 600;
    
    // The MAIN function, from here we start the application and run the game loop    
    int main()
    {
        std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
    
        // Init GLFW    
        glfwInit();
    
        // Set all the required options for GLFW    
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
        glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    
        // Create a GLFWwindow object that we can use for GLFW's functions    
        GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
        if (window == nullptr)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
    
        glfwMakeContextCurrent(window);
    
        // Set the required callback functions    
        glfwSetKeyCallback(window, key_callback);
    
        // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions    
        glewExperimental = GL_TRUE;
    
        // Initialize GLEW to setup the OpenGL Function pointers    
        if (glewInit() != GLEW_OK)
        {
            std::cout << "Failed to initialize GLEW" << std::endl;
            return -1;
        }
    
        // Define the viewport dimensions    
        glViewport(0, 0, WIDTH, HEIGHT);
    
        // Game loop    
        while (!glfwWindowShouldClose(window))
        {
            // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions    
            glfwPollEvents();
            // Render    
            // Clear the colorbuffer    
            glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            // Swap the screen buffers    
            glfwSwapBuffers(window);
        }
    
        // Terminate GLFW, clearing any resources allocated by GLFW.    
        glfwTerminate();
    
        return 0;
    }
    
    // Is called whenever a key is pressed/released via GLFW    
    void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
    {
        std::cout << key << std::endl;
        if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
            glfwSetWindowShouldClose(window, GL_TRUE);
    }
    

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