▷ openGL学习笔记七: glad库及使用

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openGL学习笔记七: glad库及使用

glad库与glew作用相同,可以看作它的升级版,GLAD的配置与大多数的开源库有些许的不同,GLAD使用了一个在线服务。在这里我们能够告诉GLAD需要定义的OpenGL版本,并且根据这个版本加载所有相关的OpenGL函数。

官方网址为:https://glad.dav1d.de/

安装及使用

环境:win7 VS2013

1. 下载glad:

打开GLAD的在线服务,将语言(Language)设置为C/C++,在API选项中,选择3.3以上的OpenGL(gl)版本(我们的教程中将使用3.3版本,但更新的版本也能正常工作)。之后将模式(Profile)设置为Core,并且保证生成加载器(Generate a loader)的选项是选中的。现在可以先(暂时)忽略拓展(Extensions)中的内容。都选择完之后,点击生成(Generate)按钮来生成库文件。

下载glad.zip文件解压,就可以得到我们需要的include\glad\glad.h、include\KHR\khrplatform.h和src\glad.c这3个文件

2. opengl项目配置:

a. 项目属性 ----> C/C++ —> 附加包含目录 —> your_path\glad\include b. 项目中添加glad.c 文件

将两个头文件目录(glad和KHR)复制到你的Includes文件夹中(注意这个Includes是配置GLFW时配置的Libraries文件夹下的子目录,而非工程下的目录),并添加glad.c文件到你的工程中。

glad库非常小,只有三个文件,可以不用编译成库直接拿来使用,在opengl项目中引入glad.c 文件,设置好头文件路径即可

3. 使用代码:

注意:glad.h 必须放在glfw3.h 或者glut.h文件之前。

#include //这个必须放在GLFW之前

#include

#include

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(); //glfw 初始化

//设置OpenGL版本等信息

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); // uncomment this statement to fix compilation on OS X

#endif

// glfw window creation

// --------------------

//创建GLFW窗口

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;

}

//设置当前上下文

glfwMakeContextCurrent(window);

glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

// glad: load all OpenGL function pointers

// ---------------------------------------

//把OpenGL的函数指针导入给GLAD

if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {

std::cout << "Failed to initialize GLAD" << std::endl;

return -1;

}

// build and compile our shader program

// ------------------------------------

// vertex shader

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

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

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, // top right

0.5f, -0.5f, 0.0f, // bottom right

-0.5f, -0.5f, 0.0f, // bottom left

-0.5f, 0.5f, 0.0f // top left

};

unsigned int indices[] ={ // note that we start from 0!

0, 1, 3, // first Triangle

1, 2, 3 // second Triangle

};

unsigned int VBO, VAO, EBO;

glGenVertexArrays(1, &VAO);

glGenBuffers(1, &VBO);

glGenBuffers(1, &EBO);

// 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);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);

glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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);

// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.

//glBindBuffer(GL_ELEMENT_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

// -----------

//循环渲染

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, 6);

glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

// glBindVertexArray(0); // no need to unbind it every time

// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)

// -------------------------------------------------------------------------------

//交换缓存

glfwSwapBuffers(window);

//事件处理

glfwPollEvents();

}

// optional: de-allocate all resources once they've outlived their purpose:

// ------------------------------------------------------------------------

glDeleteVertexArrays(1, &VAO);

glDeleteBuffers(1, &VBO);

glDeleteBuffers(1, &EBO);

// glfw: terminate, clearing all previously allocated GLFW resources.

// ------------------------------------------------------------------

//停止

glfwTerminate();

return 0;

}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly

// ---------------------------------------------------------------------------------------------------------

//输入处理函数

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

//窗口大小设置回调函数

// ---------------------------------------------------------------------------------------------

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);

}

4. 运行结果:

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