macOS CLion 上搭建 GLFW + GLAD OpenGL开发环境

macOS CLion 上搭建 GLFW + GLAD OpenGL开发环境

1. 构建并安装GLFW

  1. 下载GLFW源码 GLFW官网
    下载GLFW源码
  2. 构建并安装GLFW
# 切换至下载解压后的GLFW源码目录
cd glfw-3.3.6
# 创建 build 文件夹,用于存放配置和编译后的文件
mkdir build
# 切换至 build 目录
cd build
# 用 cmake 生成相关构建文件(请确保你的 Mac 已经安装了 CommandLineTool 和 CMake)
# 如果安装 CMake 后执行下方命令后依旧出现 “zsh: command not found: cmake” ,请先执行下面这条命令后重试
# sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install 
cmake ..
# 构建并安装GLFW
make && sudo make install

2. 下载GLAD

进入 GLAD在线服务
配置GLAD选项并生成源码

下载GLAD源码

3. 配置 CLion 项目

1.创建新项目
新建CLion项目

  1. 添加GLAD相关文件
# 1.在项目根目录下创建 include 文件夹
# 2.将下载下来的 GLAD源码 中的 include/KHR 和 include/glad 文件夹拷贝进项目中的 include 文件夹
# 3.将 GLAD源码 中的 src/glad.c 拷贝进项目根目录下(与 main.cpp 处于同一目录下!!!)

项目目录结构如下

  1. 配置项目 CMakeList.txt
# 配置 CMake 版本(一般CLion会在创建项目时自动配置此选项,这里可以无需和笔者一致,默认即可)
cmake_minimum_required(VERSION 3.19)
# 生成项目(默认即可)
project(LearnOpenGL)
# 配置C++版本(默认即可)
set(CMAKE_CXX_STANDARD 14)

# 头文件路径配置
include_directories(./include) # 这里的路径指向项目目录下的 include 文件夹
include_directories(/usr/local/include) # 此处的路径指向的是系统安装GLFW头文件的位置,通常为通过 make install 安装的头文件为此路径

# 设置库文件所在目录
link_directories(/usr/local/lib) # 安装GLFW时默认安装库文件位置
# 链接编译需要的系统框架
link_libraries("-framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo")
# 添加源文件(这里的 main.cpp 是你的C++源码文件)
add_executable(LearnOpenGL glad.c main.cpp) # glad.c 一定要填进去!
# 链接 GLFW 库
target_link_libraries(LearnOpenGL glfw3)

4.测试环境

这里测试 LearnOpenGL 的三角形 Example

#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;

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))
    {
    
    
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int 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 shader
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
    
    
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(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 unbind
    glBindBuffer(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 triangle
        glUseProgram(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 organized
        glDrawArrays(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);
}

运行成功后的窗口

最后

至此,macOS CLion GLFW + GLAD 的 OpenGL 环境配置完毕!

参考

LearnOpenGL CN

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转载自blog.csdn.net/pythonandjava/article/details/122777144