VS配置OpenGL開發環境:GLFW庫和GLAD庫的配置
阿新 • • 發佈:2019-02-19
1.去GLFW官網下載相應版本的配置檔案:點選開啟連結,無論你的系統是32位還是64位,都建議下載32位的配置檔案,如下圖:
去GLAD線上服務獲得glad.h配置檔案點選開啟連結,按照下圖的資訊填寫,獲得glad.zip檔案:
2.將下載的檔案解壓,得到VS各個版本的配置庫,你可以根據你安裝的VS版本選擇,由於筆者安裝的是VS2013,所以選擇lib-vc2013,在解壓好的檔案裡面,我們只需要兩個資料夾裡的東西:include裡面的GLFW資料夾和lib-vc2013;解壓glad.zip後可以看到兩個資料夾:include和src,我們將include資料夾裡面的KHR和glad資料夾考到新建資料夾include裡面,如下圖所示:
再將lib-vc2013資料夾和include資料夾放同一資料夾下,如下圖:
好到這裡資料夾整理工作完畢,接下來看如何配置!!!
3.將lib-vc2013資料夾裡的glfw3.dll檔案複製到系統資料夾裡面:C:\Windows\System32和C:\Windows\SysWOW64。
4.開啟VS2013,新建一個控制檯應用程式,新建一個demo.cpp,並將glad.zip解壓得到的src資料夾裡面的glad.c新增到專案中,如下圖所示:
5.連結包含目錄和庫目錄,右鍵單擊解決方案:屬性->配置屬性->VC++目錄:將步驟2裡面的兩個資料夾路徑包含進來,如下圖:
6.連結庫:opengl32.lib和glfw3.lib。右鍵單擊解決方案:屬性->配置屬性->連結器->附加依賴項,如下圖:
到這裡,配置大功告成,下面進行第一個例子的執行!!!
7.實現一個OpenGL視窗:hello window。
demo.cpp程式碼:
執行結果:#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; 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); // uncomment this statement to fix compilation on OS X #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; } // render loop // ----------- while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // 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); }