Hi,大家好,我是编程小6,很荣幸遇见你,我把这些年在开发过程中遇到的问题或想法写出来,今天说一说opengl安装教程win7_系统安装教程,希望能够帮助你!!!。
一、安装前准备
1:VS2017
2:GLFW下载链接
(建议下载32位)
3:GLAD下载链接
点击下面的generate,会看到一个glad.zip,直接下载即可。
二、安装步骤
1.首先VS2017创建一个CPP工程,和正常创建工程一样。
2.右键打开工程所在文件夹
3. 将glad文件夹下的include文件夹复制到刚才打开的文件夹下,并且也将glfw下include文件夹下的GLFW文件夹复制到刚刚的include文件夹下;
在刚刚打开的工程目录下新建lib文件夹,将glfw文件夹下的lib-vc2017下的两个静态库文件复制到新建的lib文件夹下;
将glad下的src文件夹里的glad.c也复制到工程目录下,右键源文件添加现有项,将glad.c文件添加进去
效果如下
4.右键打开工程属性
先在C/C++下附加包含目录按如下配置
然后在链接器配置附加库目录
再点击链接器下输入,进入附加依赖项
添加opengl32.lib,glfw3.lib,msvcrt.lib
在属性里点击右下角应用即可保存设置
5.测试配置是否成功
注意这样安装会使glad.c报错,只需将#include"glad/glad.h"替换glad.c的不能打开的那句,或者改变之前安装方式,include文件夹下直接放库文件
#include <iostream>
#include"glad/glad.h"//!!!注意这里,/前面的是h文件的上级目录,可能每个人安装不同,也有不同
#include"GLFW/glfw3.h"
using namespace std;
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
//vertex shader
const GLchar* vertexShader_Code =
"#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"
"}";
const GLchar* fragmentShader_Code =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor=vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}";
int main()
{
//三角顶点
float vertices[] =
{
-0.5f,-0.5f,0.0f,//左下角
0.5f,-0.5f,0.0f,//右下角
0.0f, 0.5f,0.0f//顶端角
};
glfwInit();//初始化
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//配置GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);//配置GLFW
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
glfwSetKeyCallback(window, key_callback);
if (window == nullptr)
{
cout << "Failed to create GLFW window" << endl;
glfwTerminate();//terminate the glfw(end the glfw)
return -1;
}
glfwMakeContextCurrent(window);//设置当前openGL上下
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
return -1;
}
//data
int isSuccess;
char infoLog[512];
//vertexShader data
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShader_Code, NULL);
glCompileShader(vertexShader);
/*编译是否通过*/
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::VertexShader::Compile_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::VertexShader" << endl;
}
//fragmentShader Data
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShader_Code, NULL);
glCompileShader(fragmentShader);
/*编译是否通过*/
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
cout << "ERROR::FragmentShader::Compile_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::FragmentShader" << endl;
}
//Shader Pragram
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
if (!isSuccess)
{
glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "ERROR::ShaderProgram::Link_failed" << infoLog << endl;
}
else
{
cout << "SUCCESS::ShaderProgram" << endl;
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
//vectices data
unsigned int VAO;
unsigned int VBO;
glGenVertexArrays(1, &VAO);//获得一个顶点数组对象
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();//检查有没有触发事件
glClearColor(0.27f, 0.27f, 0.27f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);//双缓冲(替换窗口的每一个像素值)
}
glfwTerminate();
return 0;
}
若出现报错:默认库MSVCRTD与……冲突,属性->链接器->输入->忽略特定默认库->编辑,将MSVCRTD.lib添加进去即可
结果:
今天的分享到此就结束了,感谢您的阅读,如果确实帮到您,您可以动动手指转发给其他人。
上一篇
已是最后文章
下一篇
已是最新文章