最近学校里新开了一门计算机图形学的课程,开始慢慢接触OpenGL,今天来分享一下如何在VS2017里配置OpenGL。
刚开始的学习必然来自度娘,不过看了好多大神的文章让我这个初学者很懵逼,纳尼!VS也要配置,配置个OpenGL这么复杂吗?今天小生来教大学一个万能配置方法。
附:各种依赖库下载地址:https://download.youkuaiyun.com/download/shengshengshiwo/10744364
下载VS2017+各种依赖库
想要玩转openGL,手下你得有一个工具,这里小生用的是VS2017(其他版本没测试过),有了工具之后就开始下载各种依赖库了。
下载地址:
打开网址:https://www.opengl.org/resources/libraries/glut/glut_downloads.php#windows
点击 glutdlls37beta.zip
即可下载。
配置 OpenGL
1、将下载的 glutdlls37beta.zip
解压可发现里面包含 glut.dll
、 glut32.dll
、glut.lib
、glut32.lib
、glut.h
5个文件。
2、然后找到VS2017安装的目录,路径为C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\
(路径因人而异),创建一个名为gl
的文件夹,并将解压到的glut.h
文件复制其中。
3、再找到路径为 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86
,将解压到的glut.lib
,glut32.lib
复制其中。
4、最后把解压到的glut.dll
和glut32.dll
复制到C:\Windows\System32
文件夹内(32位系统)
或C:\Windows\SysWOW64
(64位系统)。
测试
打开VS2017,新建一个C++的Windows控制台应用程序的空项目,将如下代码粘贴:
#include <GL/glut.h>
void Show()
{
glClear(GL_COLOR_BUFFER_BIT);
glRectf(-0.1f, -0.1f, 0.5f, 0.5f);
glFlush();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("小生OpenGL测试");
glutDisplayFunc(Show);
glutMainLoop();
return 0;
}
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结果
成功!
配置 GLFW
下载GLFW
打开网址: http://www.glfw.org/download.html 下载32位版本
选择32-bit,这里不是按照电脑来选的,是按照vs里面的。
1、将glfw-3.2.1.bin.WIN32\include\GLFW
文件夹里的glfw3.h
文件复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\gl
中。
复制后:
2、将 glfw-3.2.1.bin.WIN32\lib-vc2015
中的 glfw3.lib
、glfw3dll.lib
复制到C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86
文件夹里。
3、将glfw-3.2.1.bin.WIN32\lib-vc2015
文件夹里的 glfw3.dll
复制到 C:\Windows\System32
或C:\Windows\SysWOW64
里
下载GLAD(使用OpenGL函数)
1、打开网址: http://glad.dav1d.de/ 如图设置:
2、然后点击GENRATE
3、选中最后的压缩包下载
4、把include
中所有的文件复制到C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include
文件夹里。
5、 src 文件夹里glad.c
就好备用。回到VS,新建一个项目文件,将glad.c
复制到与源文件同一级目录下:
6、输入以下代码:
#include "glad\glad.h" #include "gl\glfw3.h" #include <iostream> int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "小生OpenGL测试", NULL, NULL); if (window == NULL) { std::cout << "创建窗口失败" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "初始化GLAD失败" << std::endl; return -1; } while (!glfwWindowShouldClose(window)) { glfwSwapBuffers(window); glfwPollEvents(); }
glfwTerminate();
return 0;
}
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有弹出框代表成功!
另外
网上有一段代码需要的依赖库是glaux.h
,这里需要声明的是GLAUX(OpenGL辅助库)
所使用的函数和常量声明。目前这个库已经过时,只有比较少的编译环境中有提供,例如VC系列。在这里也给出相关配置:
下载链接:https://download.youkuaiyun.com/download/shengshengshiwo/10744364
1、将glaux.h
复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\include\gl
2、将glaux.lib
复制到 C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.15.26726\lib\x86
3、将glaux.dll
复制到 C:\Windows\System32
文件夹里
4、输入以下代码:
#include <windows.h>
#include <gl\glut.h>
#include<gl\glaux.h>
HDC hDC = NULL;
HGLRC hRC = NULL;
HWND hWnd = NULL;
HINSTANCE hInstance;
bool keys[256];
bool active = TRUE;
bool fullscreen = TRUE;
GLfloat rtri;
GLfloat rquad;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height == 0) // Prevent A Divide By Zero By
{
height = 1; // Making Height Equal One
}
glViewport(0, 0, width, height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis ( NEW )
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f, 0.0f, 0.0f); // Set Top Point Of Triangle To Red
glVertex3f(0.0f, 1.0f, 0.0f); // First Point Of The Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Set Left Point Of Triangle To Green
glVertex3f(-1.0f, -1.0f, 0.0f); // Second Point Of The Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Set Right Point Of Triangle To Blue
glVertex3f(1.0f, -1.0f, 0.0f); // Third Point Of The Triangle
glEnd(); // Done Drawing The Triangle
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f, 0.0f, -6.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis ( NEW )
glColor3f(0.5f, 0.5f, 1.0f); // Set The Color To Blue One Time Only
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd(); // Done Drawing The Quad
rtri += 0.02f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad -= 0.015f; // Decrease The Rotation Variable For The Quad ( NEW )
return TRUE; // Keep Going
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL, NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL, "Release Of DC And RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL, "Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
}
hRC = NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd, hDC)) // Are We Able To Release The DC
{
MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hDC = NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL, "Could Not Release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hWnd = NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL", hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL, "Could Not Unregister Class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hInstance = NULL; // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
- title - Title To Appear At The Top Of The Window *
- width - Width Of The GL Window Or Fullscreen Mode *
- height - Height Of The GL Window Or Fullscreen Mode *
- bits - Number Of Bits To Use For Color (8/16/24/32) *
- fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left = (long)0; // Set Left Value To 0
WindowRect.right = (long)width; // Set Right Value To Requested Width
WindowRect.top = (long)0; // Set Top Value To 0
WindowRect.bottom = (long)height; // Set Bottom Value To Requested Height
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL, "Failed To Register The Window Class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL, "The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", "NeHe GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
{
fullscreen = FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL, "Program Will Now Close.", "ERROR", MB_OK | MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle = WS_EX_APPWINDOW; // Window Extended Style
dwStyle = WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle = WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right - WindowRect.left, // Calculate Window Width
WindowRect.bottom - WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Window Creation Error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC = GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Can't Set The PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC = wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Can't Create A GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Can't Activate The GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd, SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, "Initialization Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active = TRUE; // Program Is Active
}
else
{
active = FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done = FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
{
fullscreen = FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow((char*)"小生OpenGL测试", 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while (!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message == WM_QUIT) // Have We Received A Quit Message?
{
done = TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done = TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1] = FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
if (!CreateGLWindow((char*)"小生OpenGL测试", 640, 480, 16, fullscreen))
{
return 0;
}
}
}
}
KillGLWindow();
return (msg.wParam);
}
5、结果
总结
细心的朋友已经发现,其实配置OpenGL
很简单,小生在这里总结一下。
- 下载所需依赖库
- 将
.h
文件放到..\VC\Tools\MSVC\14.15.26726\include\gl
文件夹里; - 将
.lib
文件放到..\VC\Tools\MSVC\14.15.26726\lib\x86
文件夹里; - 将
.dll
文件放到C:\Windows\System32
文件夹里; - 将
.c
文件放到与源码同一目录下; - 新建项目,引入
.h
文件即可!
附: OpenGL库中gl、glu、glut、glaux的关系
参考文章:
https://blog.youkuaiyun.com/wangwei19951128/article/details/78410869
https://blog.youkuaiyun.com/qq_19003345/article/details/76098781
https://blog.youkuaiyun.com/qq_19982213/article/details/69970977