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OpenGL学习--开发环境

时间:2017-06-11 19:11:46      阅读:430      评论:0      收藏:0      [点我收藏+]

标签:ges   2.3   1.4   build   mouse   splay   use   frame   mic   

1. VS2017 Professional安装

1.1. 下载

mu_visual_studio_professional_2017_x86_x64_10049787.exe

1.2. 双击开始安装

双击mu_visual_studio_professional_2017_x86_x64_10049787.exe开始安装

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安装完成后重启计算机

1.3. 启动

点击菜单中的【Visual Studio 2017】启动

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1.4. 注册

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输入以下序列号

Visual Studio 2017 Key
企业版:Enterprise:
NJVYC-BMHX2-G77MM-4XJMR-6Q8QF
专业版:Professional
KBJFW-NXHK6-W4WJM-CRMQB-G3CDH

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2. OpenGL环境配置

https://www.opengl.org/sdk/libs/

1.5. GLEW(OpenGL Extension Wrangler Library)

GLEW is an open-source cross-platform extension loading library with thread-safe support for multiple rendering contexts and automatic code generation capability. GLEW provides easy-to-use and efficient methods for checking OpenGL extensions and core functionality.

GLEW是一个跨平台的C++扩展库,基于OpenGL图形接口。使用OpenGL的朋友都知道,window目前只支持OpenGL1.1的函数,但 OpenGL现在都发展到2.0以上了,要使用这些OpenGL的高级特性,就必须下载最新的扩展,另外,不同的显卡公司,也会发布一些只有自家显卡才支持的扩展函数,你要想用这数函数,不得不去寻找最新的glext.h,有了GLEW扩展库,你就再也不用为找不到函数的接口而烦恼,因为GLEW能自动识别你的平台所支持的全部OpenGL高级扩展函数。也就是说,只要包含一个glew.h头文件,你就能使用gl,glu,glext,wgl,glx的全部函数。GLEW支持目前流行的各种操作系统(including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris)。

1.5.1. 下载

https://sourceforge.net/projects/glew/?source=typ_redirect

1.5.2. 配置
1.5.2.1. glew.dll

bin/glew32.dll

    to   

%SystemRoot%/system32

1.

glew-2.0.0\bin\Release\Win32\glew32.dll

glew-2.0.0\bin\Release\Win32\glewinfo.exe

glew-2.0.0\bin\Release\Win32\visualinfo.exe

复制到

C:\Windows\System32

目录下

2.

glew-2.0.0\bin\Release\x64\glew32.dll

glew-2.0.0\bin\Release\x64\glewinfo.exe

glew-2.0.0\bin\Release\x64\visualinfo.exe

复制到

C:\Windows\SysWOW64

目录下

 

1.5.2.2. glew32.lib

lib/glew32.lib    to    {VC Root}/Lib

1.将

glew-2.0.0-win32\glew-2.0.0\lib\Release\Win32\glew32.lib

glew-2.0.0-win32\glew-2.0.0\lib\Release\Win32\glew32s.lib

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\lib\x86

目录下

2.将

glew-2.0.0-win32\glew-2.0.0\lib\Release\x64\glew32.lib

glew-2.0.0-win32\glew-2.0.0\lib\Release\x64\glew32s.lib

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\lib\x64

目录下

 

1.5.2.3. glew.h和wglew.h

include/GL/glew.h    to    {VC Root}/Include/GL

include/GL/wglew.h    to    {VC Root}/Include/GL

glew-2.0.0-win32\glew-2.0.0\include\GL

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\include\GL

目录下

 

1.6. GLFW

GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.

1.6.1. 下载

http://www.glfw.org/

1.6.2. 配置
1.6.2.1. glfw3.dll

bin/glfw3.dll

    to   

%SystemRoot%/system32

1.

glfw-3.2.1.bin.WIN32\lib-vc2015\glfw3.dll

复制到

C:\Windows\System32

目录下

2.

glfw-3.2.1.bin.WIN64\lib-vc2015\glfw3.dll

复制到

C:\Windows\SysWOW64

目录下

 

1.6.2.2. glfw3.lib

1.将

glfw-3.2.1.bin.WIN32\lib-vc2015\glfw3.lib

glfw-3.2.1.bin.WIN32\lib-vc2015\glfw3dll.lib

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\lib\x86

目录下

2.将

glfw-3.2.1.bin.WIN64\lib-vc2015\glfw3.lib

glfw-3.2.1.bin.WIN64\lib-vc2015\glfw3dll.lib

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\lib\x64

目录下

 

1.6.2.3. glfw3.h

glfw-3.2.1.bin.WIN64\include\GLFW

复制到

C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.10.25017\include\GLFW

目录下

 

3. 项目测试

3.1. 项目环境配置

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opengl32.lib
glew32s.lib
glfw3.lib

 

注意:对于GLEW采用的是用静态链接库的方式

3.2. 测试代码

 

#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;

// Shaders  
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
    "gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
    "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";

// 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);
    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  
    glewInit();

    // Define the viewport dimensions  
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, width, height);


    // Build and compile our shader program  
    // Vertex shader  
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // Check for compile time errors  
    GLint success;
    GLchar 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  
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // Check for compile time 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  
    GLuint 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 attribute pointers  
    //GLfloat vertices[] = {  
    //  // First triangle  
    //   0.5f,  0.5f,  // Top Right  
    //   0.5f, -0.5f,  // Bottom Right  
    //  -0.5f,  0.5f,  // Top Left   
    //  // Second triangle  
    //   0.5f, -0.5f,  // Bottom Right  
    //  -0.5f, -0.5f,  // Bottom Left  
    //  -0.5f,  0.5f   // Top Left  
    //};   
    GLfloat 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   
    };
    GLuint indices[] = {  // Note that we start from 0!  
        0, 1, 3,  // First Triangle  
        1, 2, 3   // Second Triangle  
    };
    GLuint 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 attribute pointer(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(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);

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

    glBindVertexArray(0); // Unbind VAO (it‘s always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO  


    // Uncommenting this call will result in wireframe polygons.  
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);  

    // 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);

        // Draw our first triangle  
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        //glDrawArrays(GL_TRIANGLES, 0, 6);  
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        // Swap the screen buffers  
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they‘ve outlived their purpose  
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    // 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)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

 

3.3. 测试结果

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OpenGL学习--开发环境

标签:ges   2.3   1.4   build   mouse   splay   use   frame   mic   

原文地址:http://www.cnblogs.com/gispathfinder/p/6985769.html

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