OpenGL environment construction [turn]

OpenGL environment construction [turn]

table of Contents

OpenGL environment construction [turn]

Download GLFW

Establish a test project case

Download Glad

Download GLFW

  • Unzip, then create a new build folder in the folder, and then use

  • Use Cmake
    • Source directory: the directory where you just downloaded and unzipped the GLFW
    • Output directory: the build directory newly created in the decompression directory just now
    • Then click Configure in the lower left corner of CMake, and click Finish should be as shown in the figure:

  • If you click Configure here, there are three reasons why you don't see the picture like this: 1. The GLFW download is wrong. 2. The source directory and target directory are configured incorrectly. 3. The CMake download is wrong.
  • After all issues are resolved, click  Generate .

  • Then go to our new Build directory, which is the output directory, find GLFW.sln, and open it with VS2019 (other versions are also available, the official tutorial uses 2015).

  • Then you can compile. After compiling , the glfw3.lib file will be generated in the src/Debug directory .

  • [Note] Placed in 32nd place

Establish a test project case

  • After opening VS and creating a new project, you need to configure three places:

  • Include directory: include directory of the downloaded GLFW
  • Library directory: the src/Debug directory under the build directory we generated
  • The glfw3.lib will be generated in the src/Debug directory of the build directory. The last step is as follows:

Download Glad

  • Click GENERATE in the lower right corner, select the .zip file, download and unzip it.
  • After decompression, copy all the files in his include folder to the include folder we configured above, and copy the .c file directly to the project.

  • Click GENERATE in the lower right corner, select the .zip file, download and unzip it.

  • After decompression, copy all the files in his include folder to the include folder we configured above , and copy the .c file directly to the project.

  • Run it and it will be done without error

  • Test code:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;

void framebuffer_size_callback(GLFWwindow* window, int width, int height);

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
    if (window == NULL) {
        cout << "Failed to create GLFW window" << endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glViewport(0, 0, 800, 600);

    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window)) {
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
    glViewport(0, 0, width, height);
}

Guess you like

Origin blog.csdn.net/baidu_41388533/article/details/115269368