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

posted @ 2022-04-22 22:57  Please Call me 小强  阅读(608)  评论(0编辑  收藏  举报