当前位置: 首页 > news >正文

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(glfwGIT_REPOSITORY https://github.com/glfw/glfw.gitGIT_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

GLAD 官网生成器生成头文件

#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/learn01PUBLIC ${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!

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 GLFWint 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 GLFWint 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 corelayout(location = 0) in vec4 aPosition;void main() {gl_Position = aPosition;})";const char* fragmentShaderSource = R"(#version 330 coreout 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 GLFWint 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 corelayout(location = 0) in vec4 aPosition;void main() {gl_Position = aPosition;gl_PointSize = 50.0;})";const char* fragmentShaderSource = R"(#version 330 coreout 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

http://www.sczhlp.com/news/6874/

相关文章:

  • 完整教程:2025年信创政策解读:如何应对国产化替代挑战?(附禅道/飞书多维表格/华为云DevCloud实战指南)
  • 18
  • 2.变量于应用
  • OI集训 Day21
  • STL的五大组件
  • 完整教程:吴恩达【prompt提示词工程】学习笔记
  • ArKTS: McPieChart
  • 2025.8.6总结 - A
  • 【fuse】struct fuse_lowlevel_ops解析-①
  • Policy Gradient原理和Python实现
  • 记一些oi啸寄巧
  • 25.8.6模拟赛
  • 考前建议
  • RS232与RS485通信协议深度对比
  • Linux系统入门第四章 --磁盘管理和LVM
  • 部落冲突coc到5000杯后如何快速掉杯
  • [河南萌新联赛2025第(四)场]H (DP 图论)
  • WinForm 实现火绒杀毒界面
  • 【通信模型】Actors with Tokio
  • 开此侧门(25夏收集)
  • 《硅谷甄选》项目笔记
  • 腾讯游戏安全2023安卓初赛题解
  • Linux系统入门指南第二章 -- 安装及管理程序
  • 8.6总结
  • 20250806 HT-071
  • 博客园头像 - Charon
  • 【通信模型】你想知道的关于 actor 模型但可能不敢问的所有信息(译文)
  • 第二十三篇
  • ZROJ3265 猜数游戏
  • 安装 PVE