【OpenGL学习】GLAD+GLFW组合:示例工程

2024-06-13 20:04

本文主要是介绍【OpenGL学习】GLAD+GLFW组合:示例工程,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

文章目录

  • 一、相关文章
  • 二、文件介绍
    • main.cpp
    • CMakeLists.txt
    • 结果介绍

一、相关文章

(1)【OpenGL学习】Ubuntu下安装glad(转载)

二、文件介绍

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
using namespace std;
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)){cout << "Failed to initialize GLAD" << endl;return -1;}// build and compile our shader program// ------------------------------------// vertex shaderint 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 shaderint 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 shadersint 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, // left  0.5f, -0.5f, 0.0f, // right 0.0f,  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);
}

CMakeLists.txt

cmake_minimum_required(VERSION 3.10)# 项目名称
project(OpenGLProject)# 设置 C++ 标准
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED True)# 查找 GLFW 和 GLEW 包
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(glfw3 REQUIRED)
find_package(glm REQUIRED)#
include_directories("extern/glad/include")
add_library(glad extern/glad/src/glad.c)
target_include_directories(glad PUBLIC extern/glad/include/glad extern/glad/include/KHR)# 添加可执行文件
add_executable(OpenGLApp main.cpp plyloader.cpp)# 链接库
target_link_libraries(OpenGLApp glad dl ${OPENGL_LIBRARIES} GLEW::GLEW glfw ${GLM_LIBRARIES} )

结果介绍

在这里插入图片描述

这篇关于【OpenGL学习】GLAD+GLFW组合:示例工程的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/1058291

相关文章

Java中Arrays类和Collections类常用方法示例详解

《Java中Arrays类和Collections类常用方法示例详解》本文总结了Java中Arrays和Collections类的常用方法,涵盖数组填充、排序、搜索、复制、列表转换等操作,帮助开发者高... 目录Arrays.fill()相关用法Arrays.toString()Arrays.sort()A

MySQL进行数据库审计的详细步骤和示例代码

《MySQL进行数据库审计的详细步骤和示例代码》数据库审计通过触发器、内置功能及第三方工具记录和监控数据库活动,确保安全、完整与合规,Java代码实现自动化日志记录,整合分析系统提升监控效率,本文给大... 目录一、数据库审计的基本概念二、使用触发器进行数据库审计1. 创建审计表2. 创建触发器三、Java

MySQL 主从复制部署及验证(示例详解)

《MySQL主从复制部署及验证(示例详解)》本文介绍MySQL主从复制部署步骤及学校管理数据库创建脚本,包含表结构设计、示例数据插入和查询语句,用于验证主从同步功能,感兴趣的朋友一起看看吧... 目录mysql 主从复制部署指南部署步骤1.环境准备2. 主服务器配置3. 创建复制用户4. 获取主服务器状态5

Spring Boot中的路径变量示例详解

《SpringBoot中的路径变量示例详解》SpringBoot中PathVariable通过@PathVariable注解实现URL参数与方法参数绑定,支持多参数接收、类型转换、可选参数、默认值及... 目录一. 基本用法与参数映射1.路径定义2.参数绑定&nhttp://www.chinasem.cnbs

Spring StateMachine实现状态机使用示例详解

《SpringStateMachine实现状态机使用示例详解》本文介绍SpringStateMachine实现状态机的步骤,包括依赖导入、枚举定义、状态转移规则配置、上下文管理及服务调用示例,重点解... 目录什么是状态机使用示例什么是状态机状态机是计算机科学中的​​核心建模工具​​,用于描述对象在其生命

PostgreSQL中rank()窗口函数实用指南与示例

《PostgreSQL中rank()窗口函数实用指南与示例》在数据分析和数据库管理中,经常需要对数据进行排名操作,PostgreSQL提供了强大的窗口函数rank(),可以方便地对结果集中的行进行排名... 目录一、rank()函数简介二、基础示例:部门内员工薪资排名示例数据排名查询三、高级应用示例1. 每

使用Python删除Excel中的行列和单元格示例详解

《使用Python删除Excel中的行列和单元格示例详解》在处理Excel数据时,删除不需要的行、列或单元格是一项常见且必要的操作,本文将使用Python脚本实现对Excel表格的高效自动化处理,感兴... 目录开发环境准备使用 python 删除 Excphpel 表格中的行删除特定行删除空白行删除含指定

SpringBoot线程池配置使用示例详解

《SpringBoot线程池配置使用示例详解》SpringBoot集成@Async注解,支持线程池参数配置(核心数、队列容量、拒绝策略等)及生命周期管理,结合监控与任务装饰器,提升异步处理效率与系统... 目录一、核心特性二、添加依赖三、参数详解四、配置线程池五、应用实践代码说明拒绝策略(Rejected

SQL中如何添加数据(常见方法及示例)

《SQL中如何添加数据(常见方法及示例)》SQL全称为StructuredQueryLanguage,是一种用于管理关系数据库的标准编程语言,下面给大家介绍SQL中如何添加数据,感兴趣的朋友一起看看吧... 目录在mysql中,有多种方法可以添加数据。以下是一些常见的方法及其示例。1. 使用INSERT I

SpringBoot中SM2公钥加密、私钥解密的实现示例详解

《SpringBoot中SM2公钥加密、私钥解密的实现示例详解》本文介绍了如何在SpringBoot项目中实现SM2公钥加密和私钥解密的功能,通过使用Hutool库和BouncyCastle依赖,简化... 目录一、前言1、加密信息(示例)2、加密结果(示例)二、实现代码1、yml文件配置2、创建SM2工具