Windows OpenGL 学习一(OpenGL 环境搭建)
Windows OpenGL 学习一(OpenGL 环境搭建)
我们使用cmake管理项目
1、cmake配置
1)、使用C++26标准语法
# ✅ 设置 C++ 标准
set(CMAKE_CXX_STANDARD 26)
set(CMAKE_CXX_STANDARD_REQUIRED ON) # 强制使用指定标准
set(CMAKE_CXX_EXTENSIONS OFF) # 禁用编译器扩展(使用纯标准)
2)查找源文件
# 查找源文件
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS
"src/*.cpp"
"src/*.c"
)
3)包含头文件目录
# 设置头文件包含路径
target_include_directories(${CMAKE_PROJECT_NAME}
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include/learn01
)
以上设置都和OpenGL没有关系
4) 添加glfw库
# 引入FetchContent模块
include(FetchContent)
# ========== 添加 glfw 库 ==========
FetchContent_Declare(
glfw
GIT_REPOSITORY https://github.com/glfw/glfw.git
GIT_TAG 3.3.8
)
FetchContent_MakeAvailable(glfw)
# ========== 添加 glfw 库 ==========
5)链接 OpenGL 和 glfw 库
# 查找 OpenGL 包
find_package(OpenGL REQUIRED)
# 链接 OpenGL 和 glfw 库
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE OpenGL::GL glfw)
6)引入glad头文件
#ifndef LEARN01_HPP
#define LEARN01_HPP
extern "C" {
#include <glad/glad.h> // 1
#include <GLFW/glfw3.h> // 2
}
#endif // LEARN01_HPP
glad头文件必须在glfw头文件之前。因为glfw的头文件包含了glad的头文件
# GLAD 官网生成器生成头文件 https://glad.dav1d.de/
# 设置 glad 头文件包含路径
target_include_directories(${CMAKE_PROJECT_NAME}
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include/learn01
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include // 3
)
因为引入glad头文件是使用的
#include <glad/glad.h>
所有cmake引入头文件使用代码3处的方式。
至此环境配置完成!
另一种方式是使用msys2
$ pacman -S mingw-w64-ucrt-x86_64-glfw
cmake
cmake_minimum_required(VERSION 3.10.0)
project(opengl_learn04 VERSION 0.1.0 LANGUAGES C CXX)
# ✅ 设置 C++ 标准
set(CMAKE_CXX_STANDARD 26)
set(CMAKE_CXX_STANDARD_REQUIRED ON) # 强制使用指定标准
set(CMAKE_CXX_EXTENSIONS OFF) # 禁用编译器扩展(使用纯标准)
# 查找源文件
file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS
"src/*.cpp"
"src/*.c"
)
add_executable(opengl_learn04 main.cpp ${SOURCES})
target_include_directories(${CMAKE_PROJECT_NAME}
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include/learn01
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include
)
# 查找 OpenGL 包
find_package(OpenGL REQUIRED)
# 查找glfw包
find_package(glfw3 REQUIRED)
# 链接 OpenGL 和 glfw 库
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE OpenGL::GL glfw3)
include(CTest)
enable_testing()
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
完成最最简单的显示绿色屏幕的程序
learn01.hpp 头文件
#ifndef LEARN01_HPP
#define LEARN01_HPP
extern "C" {
#include <glad/glad.h>
#include <GLFW/glfw3.h>
}
#include <iostream>
void learn01();
void simpleOpenGL();
#endif // LEARN01_HPP
learn01.cpp 源文件
#include "learn01.hpp"
void learn01() {
std::cout << "Learning C++ is fun!" << std::endl;
}
void simpleOpenGL(){
// 初始化 GLFW
int result = glfwInit();
if (result == GLFW_FALSE) {
std::cerr << "Failed to initialize GLFW\n";
return;
}
// 创建窗口
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Hello World", nullptr, nullptr);
if(window == nullptr) {
std::cerr << "Failed to create GLFW window\n";
glfwTerminate();
return;
}
glfwMakeContextCurrent(window); // 设置当前上下文
result = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
if (result == 0) {
std::cerr << "Failed to initialize GLAD\n";
glfwDestroyWindow(window);
glfwTerminate();
return;
}
// 主循环
while (glfwWindowShouldClose(window) == GLFW_FALSE) {
// 设置背景色为红色(类似 Hello World 效果)
glClearColor(1.0F, 0.0F, 0.0F, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
}
画一个三角形的三个顶点
void simpleOpenGL1(){
// 初始化 GLFW
int result = glfwInit();
if (result == GLFW_FALSE) {
std::cerr << "Failed to initialize GLFW\n";
return;
}
// 创建窗口
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Hello World", nullptr, nullptr);
if(window == nullptr) {
std::cerr << "Failed to create GLFW window\n";
glfwTerminate();
return;
}
glfwMakeContextCurrent(window); // 设置当前上下文
result = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
if (result == 0) {
std::cerr << "Failed to initialize GLAD\n";
glfwDestroyWindow(window);
glfwTerminate();
return;
}
GLint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertexShaderSource = R"(
#version 330 core
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1.0, 0.0, 0.0, 1.0); // 红色
}
)";
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cerr << "Vertex shader compilation failed: " << infoLog << std::endl;
glDeleteShader(vertexShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cerr << "Fragment shader compilation failed: " << infoLog << std::endl;
glDeleteShader(fragmentShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
GLint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cerr << "Shader program linking failed: " << infoLog << std::endl;
glDeleteProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 设置顶点数据
const float vertices[] = {
0.8f, -0.8f, 0.0f, // 右下
-0.8f, -0.8f, 0.0f, // 左下
0.0f, 0.8f, 0.0f // 上
};
GLuint location = 0;
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), vertices);
glClearColor(1.0F, 1.0F, 1.0F, 1.0f);
// 主循环
while (glfwWindowShouldClose(window) == GLFW_FALSE) {
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3); // 绘制三角形
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
}
使用对象缓冲区画三角形
void simpleOpenGL(){
// 初始化 GLFW
int result = glfwInit();
if (result == GLFW_FALSE) {
std::cerr << "Failed to initialize GLFW\n";
return;
}
// 创建窗口
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Hello World", nullptr, nullptr);
if(window == nullptr) {
std::cerr << "Failed to create GLFW window\n";
glfwTerminate();
return;
}
glfwMakeContextCurrent(window); // 设置当前上下文
result = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
if (result == 0) {
std::cerr << "Failed to initialize GLAD\n";
glfwDestroyWindow(window);
glfwTerminate();
return;
}
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertexShaderSource = R"(
#version 330 core
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
gl_PointSize = 50.0;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1.0, 0.0, 0.0, 1.0); // 红色
}
)";
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cerr << "Vertex shader compilation failed: " << infoLog << std::endl;
glDeleteShader(vertexShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cerr << "Fragment shader compilation failed: " << infoLog << std::endl;
glDeleteShader(fragmentShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(success == GL_FALSE) {
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
std::cerr << "Shader program linking failed: " << infoLog << std::endl;
glDeleteProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glfwDestroyWindow(window);
glfwTerminate();
return;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 设置顶点数据
const float vertices[] = {
0.8f, -0.8f, 0.0f, // 右下
-0.8f, -0.8f, 0.0f, // 左下
0.0f, 0.8f, 0.0f // 上
};
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 设置顶点属性指针
GLuint location = 0;
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glEnableVertexAttribArray(location);
// 清理状态
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glClearColor(1.0F, 1.0F, 1.0F, 1.0F); // 设置清屏颜色为白色
// 启用点大小
glEnable(GL_PROGRAM_POINT_SIZE);
// 主循环
while (glfwWindowShouldClose(window) == GLFW_FALSE) {
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, 3); // 绘制三角形
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
}
最简单的 hello world 结束了,有什么不足还请大家指正

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