目录
下载glfw、glad、安装vscode插件C/C++ Project Generator
下载glfw Download | GLFW
下载 glad https://glad.dav1d.de/
vscode 插件安装: C/C++ Project Generator
创建C++项目:commond+p
项目结构如下图:
添加glfw、glad
添加glfw
头文件加入 GLFW 拖到项目的include目录下
加入libglfw.3.dylib 到 lib目录下
添加glad
把glad.c 编译成静态库 glad.a
添加glad的头文件
添加完glfw、glad后的文件结构
修改 makefile文件
添加动态库、静态库搜索路径
添加动态库名、静态库名
完整的Makefile
在main.cpp 中添加openGL 代码
main中完整代码
运行:make run
注意:
下载glfw、glad、安装vscode插件C/C++ Project Generator
下载glfw Download | GLFW
下载 glad https://glad.dav1d.de/
vscode 插件安装: C/C++ Project Generator
创建C++项目:commond+p
选择 Create C++ project 回车即创建成功。
运行:make run
编译:make
清除:make clean
项目结构如下图:
添加glfw、glad
添加glfw
头文件加入 GLFW 拖到项目的include目录下
加入libglfw.3.dylib 到 lib目录下
apple chip 芯片(m1、m2):选择 lib-arm64的libglfw.3.dylib
inter chip 芯片: 选择 lib-x86_64的libglfw.3.dylib
添加glad
把glad.c 编译成静态库 glad.a
- 生成可执行文件 glad.o 先cd 到glad目录下,执行:在glad目录下会生成 glad.o 文件
gcc -c ./src/glad.c -I ./include/
- 生成glad.a 静态库文件 。执行
ar rcs glad.a glad.o
- 添加glad.a 文件到项目的lib目录 中
添加glad的头文件
拷贝glad的include中的glad目录、KHR目录到项目的include目录下
添加完glfw、glad后的文件结构
修改 makefile文件
添加动态库、静态库搜索路径
# 自定义库路径
# -Wl,-rpath, 后面跟动态库路径目录 动态库文件 .dylib
# -L 后面跟静态库文件 .a
LFLAGS = -Wl,-rpath,/Users/leiming/OpenGL/VScodeOpenGL/lib/ -L/Users/leiming/OpenGL/VScodeOpenGL/lib/
添加动态库名、静态库名
# 定义库文件
# 添加库 -lX X=>libglad.a 去掉lib与.a 即 -lglad
# 添加库 libglfw.3.dylib =>去掉lib与.dylib 即 -glfw.3
LIBRARIES := -lglad -lglfw.3
完整的Makefile
#
# 'make' 编译生成可执行文件 main
# 'make clean' 删除所的.o和可执行文件
# 'make run' 编译并执行# 指定编译器
CXX = g++# 编译时的标志 使用c++17 标准 警告消息
CXXFLAGS := -std=c++17 -Wall -Wextra -g# 自定义库路径
# -Wl,-rpath, 后面跟动态库路径目录 动态库文件 .dylib
# -L 后面跟静态库文件 .a
LFLAGS = -Wl,-rpath,/Users/leiming/OpenGL/VScodeOpenGL/lib/ -L/Users/leiming/OpenGL/VScodeOpenGL/lib/# 定义输出目录
OUTPUT := output# 定义源文件目录
SRC := src# 定义头文件目录
INCLUDE := include# 定义库文件目录
LIB := lib
# 定义库文件
# 添加库 -lX X=>libglad.a 去掉lib与.a 即 -lglad
# 添加库 libglfw.3.dylib =>去掉lib与.dylib 即 -glfw.3
LIBRARIES := -lglad -lglfw.3 # addifeq ($(OS),Windows_NT)
MAIN := main.exe
SOURCEDIRS := $(SRC)
INCLUDEDIRS := $(INCLUDE)
LIBDIRS := $(LIB)
FIXPATH = $(subst /,\,$1)
RM := del /q /f
MD := mkdir
else
MAIN := main
SOURCEDIRS := $(shell find $(SRC) -type d)
INCLUDEDIRS := $(shell find $(INCLUDE) -type d)
LIBDIRS := $(shell find $(LIB) -type d)
FIXPATH = $1
RM = rm -f
MD := mkdir -p
endif# define any directories containing header files other than /usr/include
INCLUDES := $(patsubst %,-I%, $(INCLUDEDIRS:%/=%))# define the C libs
LIBS := $(patsubst %,-L%, $(LIBDIRS:%/=%))# define the C source files
SOURCES := $(wildcard $(patsubst %,%/*.cpp, $(SOURCEDIRS)))# define the C object files
OBJECTS := $(SOURCES:.cpp=.o)# define the dependency output files
DEPS := $(OBJECTS:.o=.d)#
# The following part of the makefile is generic; it can be used to
# build any executable just by changing the definitions above and by
# deleting dependencies appended to the file from 'make depend'
#
WLDir := -Wl,-rpath,/Users/leiming/OpenGL/VScodeOpenGL/lib/
LLIBDir := -L/Users/leiming/OpenGL/VScodeOpenGL/lib/OUTPUTMAIN := $(call FIXPATH,$(OUTPUT)/$(MAIN))all: $(OUTPUT) $(MAIN)@echo Executing 'all' complete!$(OUTPUT):$(MD) $(OUTPUT)$(MAIN): $(OBJECTS)$(CXX) $(CXXFLAGS) $(INCLUDES) -o $(OUTPUTMAIN) $(OBJECTS) $(LFLAGS) $(LIBS) $(LIBRARIES)# include all .d files
-include $(DEPS)# this is a suffix replacement rule for building .o's and .d's from .c's
# it uses automatic variables $<: the name of the prerequisite of
# the rule(a .c file) and $@: the name of the target of the rule (a .o file)
# -MMD generates dependency output files same name as the .o file
# (see the gnu make manual section about automatic variables)
.cpp.o:$(CXX) $(CXXFLAGS) $(INCLUDES) -c -MMD $< -o $@.PHONY: clean
clean:$(RM) $(OUTPUTMAIN)$(RM) $(call FIXPATH,$(OBJECTS))$(RM) $(call FIXPATH,$(DEPS))@echo Cleanup complete!run: all./$(OUTPUTMAIN)@echo Executing 'run: all' complete!
在main.cpp 中添加openGL 代码
你好,三角形 - LearnOpenGL CN
main中完整代码
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;const char *vertexShaderSource = "#version 330 core\n""layout (location = 0) in vec3 aPos;\n""void main()\n""{\n"" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n""}\0";
const char *fragmentShaderSource = "#version 330 core\n""out vec4 FragColor;\n""void main()\n""{\n"" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n""}\n\0";int main()
{// glfw: initialize and configure// ------------------------------glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);#ifdef __APPLE__glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif// glfw window creation// --------------------GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);if (window == NULL){std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);// glad: load all OpenGL function pointers// ---------------------------------------if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){std::cout << "Failed to initialize GLAD" << std::endl;return -1;}// build and compile our shader program// ------------------------------------// vertex shaderunsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);glCompileShader(vertexShader);// check for shader compile errorsint success;char 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 shaderunsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);glCompileShader(fragmentShader);// check for shader compile errorsglGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);if (!success){glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"<< infoLog << std::endl;}// link shadersunsigned int shaderProgram = glCreateProgram();glAttachShader(shaderProgram, vertexShader);glAttachShader(shaderProgram, fragmentShader);glLinkProgram(shaderProgram);// check for linking errorsglGetProgramiv(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 configure vertex attributes// ------------------------------------------------------------------float vertices[] = {-0.5f, -0.5f, 0.0f, // left0.5f, -0.5f, 0.0f, // right0.0f, 0.5f, 0.0f // top};unsigned int VBO, VAO;glGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);glEnableVertexAttribArray(0);// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbindglBindBuffer(GL_ARRAY_BUFFER, 0);// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.glBindVertexArray(0);// uncomment this call to draw in wireframe polygons.// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);// render loop// -----------while (!glfwWindowShouldClose(window)){// input// -----processInput(window);// render// ------glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// draw our first triangleglUseProgram(shaderProgram);glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organizedglDrawArrays(GL_TRIANGLES, 0, 3);// glBindVertexArray(0); // no need to unbind it every time// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}// optional: de-allocate all resources once they've outlived their purpose:// ------------------------------------------------------------------------glDeleteVertexArrays(1, &VAO);glDeleteBuffers(1, &VBO);glDeleteProgram(shaderProgram);// glfw: terminate, clearing all previously allocated GLFW resources.// ------------------------------------------------------------------glfwTerminate();return 0;
}// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);
}// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and// height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
运行:make run
注意:
libgflw.3.dylib 会提示无法打开、恶意之类的提示 ,可以到mac的设置的隐私与安全中选择打开 libgflw.3.dylib