# 前言 本来想配置vs code的,结果opengl在mingw64上安装出了蛮多问题,比如下载的二进制包是32位的,用32位的mingw64编译完cpp代码后提示缺ddl,网上说要下qt;自己编译64位的,在cmake后面没编译出来() 最终因为技术不足已老实,现在开始用笨重的紫色vs() # 教程 [Visual Studio: IDE and Code Editor for Software Developers and Teams (microsoft.com)](https://visualstudio.microsoft.com/) 安装选择桌面cpp开发 新建一个控制台项目,确保可以输出hello world https://www.glfw.org/download.html 下载64位编译好的  include的解压放到 `D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.41.34120\include` lib-vc2022的解压放到 `D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.41.34120\lib\x64` 项目->属性->连接器->输入->附加依赖项   `$(CoreLibraryDependencies);%(AdditionalDependencies)` 改为 `opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)` 测试运行 ```c++ #include int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); glVertex2d(0.5f, 0.5f); glVertex2d(-0.5f, -0.5f); glVertex2d(0.5f, -0.5f); glEnd(); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; } ``` 弹出三角形则成功  参考文章:[Windows下Visual Studio配置GLFW方法_visualstudio构建glfw-CSDN博客](https://blog.csdn.net/wpxu08/article/details/123760688) # 安装glad 待补充... 测试代码 ```c++ #include #include #include // 顶点着色器代码 const char* vertexShaderSource = R"( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )"; // 片段着色器代码 const char* fragmentShaderSource = R"( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )"; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } int main() { // 初始化GLFW if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; } // 设置OpenGL版本和配置 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 创建窗口 GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // 初始化GLAD if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cerr << "Failed to initialize GLAD" << std::endl; return -1; } // 设置视口 glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 编译顶点着色器 unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // 检查顶点着色器编译是否成功 int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // 编译片段着色器 unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // 检查片段着色器编译是否成功 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // 创建着色器程序 unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // 检查着色器程序链接是否成功 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } // 删除着色器,因为它们已经链接到程序中了 glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 定义三角形的顶点数据 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 // 顶部 }; // 创建顶点缓冲对象(VBO)和顶点数组对象(VAO) unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // 绑定VAO glBindVertexArray(VAO); // 绑定并配置VBO glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 设置顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // 解绑VAO和VBO glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // 渲染循环 while (!glfwWindowShouldClose(window)) { // 清屏 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序 glUseProgram(shaderProgram); // 绑定VAO glBindVertexArray(VAO); // 绘制三角形 glDrawArrays(GL_TRIANGLES, 0, 3); // 交换缓冲区并检查事件 glfwSwapBuffers(window); glfwPollEvents(); } // 清理资源 glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); // 终止GLFW glfwTerminate(); return 0; } ``` Loading... # 前言 本来想配置vs code的,结果opengl在mingw64上安装出了蛮多问题,比如下载的二进制包是32位的,用32位的mingw64编译完cpp代码后提示缺ddl,网上说要下qt;自己编译64位的,在cmake后面没编译出来() 最终因为技术不足已老实,现在开始用笨重的紫色vs() # 教程 [Visual Studio: IDE and Code Editor for Software Developers and Teams (microsoft.com)](https://visualstudio.microsoft.com/) 安装选择桌面cpp开发 新建一个控制台项目,确保可以输出hello world https://www.glfw.org/download.html 下载64位编译好的  include的解压放到 `D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.41.34120\include` lib-vc2022的解压放到 `D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.41.34120\lib\x64` 项目->属性->连接器->输入->附加依赖项   `$(CoreLibraryDependencies);%(AdditionalDependencies)` 改为 `opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)` 测试运行 ```c++ #include <GLFW/glfw3.h> int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); glVertex2d(0.5f, 0.5f); glVertex2d(-0.5f, -0.5f); glVertex2d(0.5f, -0.5f); glEnd(); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; } ``` 弹出三角形则成功  参考文章:[Windows下Visual Studio配置GLFW方法_visualstudio构建glfw-CSDN博客](https://blog.csdn.net/wpxu08/article/details/123760688) # 安装glad 待补充... 测试代码 ```c++ #include <glad/glad.h> #include <GLFW/glfw3.h> #include <iostream> // 顶点着色器代码 const char* vertexShaderSource = R"( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )"; // 片段着色器代码 const char* fragmentShaderSource = R"( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )"; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } int main() { // 初始化GLFW if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; } // 设置OpenGL版本和配置 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 创建窗口 GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // 初始化GLAD if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cerr << "Failed to initialize GLAD" << std::endl; return -1; } // 设置视口 glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 编译顶点着色器 unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // 检查顶点着色器编译是否成功 int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // 编译片段着色器 unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // 检查片段着色器编译是否成功 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // 创建着色器程序 unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // 检查着色器程序链接是否成功 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } // 删除着色器,因为它们已经链接到程序中了 glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 定义三角形的顶点数据 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 // 顶部 }; // 创建顶点缓冲对象(VBO)和顶点数组对象(VAO) unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // 绑定VAO glBindVertexArray(VAO); // 绑定并配置VBO glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 设置顶点属性指针 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // 解绑VAO和VBO glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // 渲染循环 while (!glfwWindowShouldClose(window)) { // 清屏 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 使用着色器程序 glUseProgram(shaderProgram); // 绑定VAO glBindVertexArray(VAO); // 绘制三角形 glDrawArrays(GL_TRIANGLES, 0, 3); // 交换缓冲区并检查事件 glfwSwapBuffers(window); glfwPollEvents(); } // 清理资源 glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shaderProgram); // 终止GLFW glfwTerminate(); return 0; } ``` Last modification:September 19, 2024 © Allow specification reprint Like 1 如果觉得我的文章对你有用,请随意赞赏
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