• openGL 学习之路一 在mac电脑上搭建opengl环境


    之前搜罗了一下信息,最后锁定了用glfw。

    官网地址: https://www.glfw.org/

    git地址:https://github.com/glfw/glfw.git

    git仓库里编译好的,直接拿来用就好了

    第二步就是查找例子:

    #define GLAD_GL_IMPLEMENTATION
    #include <glad/gl.h>
    #define GLFW_INCLUDE_NONE
    #include <GLFW/glfw3.h>
    
    #include "linmath.h"
    
    #include <stdlib.h>
    #include <stddef.h>
    #include <stdio.h>
    
    typedef struct Vertex
    {
        vec2 pos;
        vec3 col;
    } Vertex;
    
    static const Vertex vertices[3] =
    {
        { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
        { {  0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
        { {   0.f,  0.6f }, { 0.f, 0.f, 1.f } }
    };
    
    static const char* vertex_shader_text =
    "#version 330\n"
    "uniform mat4 MVP;\n"
    "in vec3 vCol;\n"
    "in vec2 vPos;\n"
    "out vec3 color;\n"
    "void main()\n"
    "{\n"
    "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
    "    color = vCol;\n"
    "}\n";
    
    static const char* fragment_shader_text =
    "#version 330\n"
    "in vec3 color;\n"
    "out vec4 fragment;\n"
    "void main()\n"
    "{\n"
    "    fragment = vec4(color, 1.0);\n"
    "}\n";
    
    static void error_callback(int error, const char* description)
    {
        fprintf(stderr, "Error: %s\n", description);
    }
    
    static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
    {
        if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
            glfwSetWindowShouldClose(window, GLFW_TRUE);
    }
    
    int main(void)
    {
        glfwSetErrorCallback(error_callback);
    
        if (!glfwInit())
            exit(EXIT_FAILURE);
    
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
        GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
        if (!window)
        {
            glfwTerminate();
            exit(EXIT_FAILURE);
        }
    
        glfwSetKeyCallback(window, key_callback);
    
        glfwMakeContextCurrent(window);
        gladLoadGL(glfwGetProcAddress);
        glfwSwapInterval(1);
    
        // NOTE: OpenGL error checks have been omitted for brevity
    
        GLuint vertex_buffer;
        glGenBuffers(1, &vertex_buffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
        glCompileShader(vertex_shader);
    
        const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
        glCompileShader(fragment_shader);
    
        const GLuint program = glCreateProgram();
        glAttachShader(program, vertex_shader);
        glAttachShader(program, fragment_shader);
        glLinkProgram(program);
    
        const GLint mvp_location = glGetUniformLocation(program, "MVP");
        const GLint vpos_location = glGetAttribLocation(program, "vPos");
        const GLint vcol_location = glGetAttribLocation(program, "vCol");
    
        GLuint vertex_array;
        glGenVertexArrays(1, &vertex_array);
        glBindVertexArray(vertex_array);
        glEnableVertexAttribArray(vpos_location);
        glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                              sizeof(Vertex), (void*) offsetof(Vertex, pos));
        glEnableVertexAttribArray(vcol_location);
        glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
                              sizeof(Vertex), (void*) offsetof(Vertex, col));
    
        while (!glfwWindowShouldClose(window))
        {
            int width, height;
            glfwGetFramebufferSize(window, &width, &height);
            const float ratio = width / (float) height;
    
            glViewport(0, 0, width, height);
            glClear(GL_COLOR_BUFFER_BIT);
    
            mat4x4 m, p, mvp;
            mat4x4_identity(m);
            mat4x4_rotate_Z(m, m, (float) glfwGetTime());
            mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
            mat4x4_mul(mvp, p, m);
    
            glUseProgram(program);
            glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
            glBindVertexArray(vertex_array);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
        glfwDestroyWindow(window);
    
        glfwTerminate();
        exit(EXIT_SUCCESS);
    }

    看到这个例子的头文件导入,需要安装glad, 接下来开始安装,官网:https://glad.dav1d.de/

    本人的参数:https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D4.0&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on&localfiles=on

    下载之后有3个文件:

     开始动工,用xcode 创建一个控制台程序,我注意到例子用的stdio.h , 这里就创建c程序吧

     开始替换main.c的内容,添加glfw库以及头文件.

    运行后报错:

     解决方案是添加一些库:

     但是运行之后报错:

     意思是说我的Mac只支持openGL3.2以上的版本。

    需要添加一行代码: glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    再次运行:

    此demo 地址:https://github.com/dzqdzq/GLHello

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  • 原文地址:https://www.cnblogs.com/dzqdzq/p/16180905.html
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