# OpenGL 建置 ## Step 0. 前置下載 - [CMake (如果已經安裝過就不用了)](https://github.com/Kitware/CMake/releases/download/v3.28.0-rc2/cmake-3.28.0-rc2-windows-x86_64.msi) - [glfw](https://www.glfw.org/download) ![](https://hackmd.io/_uploads/rkv_mfff6.png) - 64-bit Windows binaries - [glad](https://glad.dav1d.de) ![](https://hackmd.io/_uploads/BJ1M-GfM6.png) ![](https://hackmd.io/_uploads/HJnBXMGfa.png) - API "gl" 選最新的,其他為 None - Profile: Core - 選完後按 Generate - [linmath.h(可選,但這個教學一定需要)](https://github.com/glfw/glfw/blob/master/deps/linmath.h) - [Visual studio 2022](https://visualstudio.microsoft.com/zh-hant/thank-you-downloading-visual-studio/?sku=Community&channel=Release&version=VS2022&source=VSLandingPage&cid=2030&workload=dotnet-dotnetwebcloud&passive=false#dotnet) - 至少需要能建立 C++ 空白專案 ![](https://hackmd.io/_uploads/B1VfNzfza.png) ## Step 1. 建立 C++ Project 1. 建立新專案 2. C++ 空白專案 ![](https://hackmd.io/_uploads/HkVSNMGGp.png) 3. 專案基礎設定 ![](https://hackmd.io/_uploads/By_u4zzGa.png) 4. 建立 ### 專案目前的檔案結構 ``` OpenGL-Tutorial │ OpenGL-Tutorial.sln │ └─OpenGL-Tutorial OpenGL-Tutorial.vcxproj OpenGL-Tutorial.vcxproj.filters OpenGL-Tutorial.vcxproj.user ``` ## Step 2. 建立基本檔案與資料夾 1. 把 "方案總管" 切換成 "顯示所有檔案" 模式 ![](https://hackmd.io/_uploads/SJ1mTIMfT.png) 2. 在 Visual Studio 內,右鍵 "專案名稱(在這個範例為OpenGL-Tutorial)" -> "加入" -> "新增項目" -> "C++檔(.cpp)" -> 命名為 `main.cpp` ![](https://hackmd.io/_uploads/H1I90IMGa.png) ![](https://hackmd.io/_uploads/Hy1538Gzp.png) ![](https://hackmd.io/_uploads/SyB1DfGMa.png) 3. 把下面的程式碼貼到 `main.cpp` ```cpp= #include "config.h" #include "linmath.h" static const struct { float x, y; float r, g, b; } 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 110\n" "uniform mat4 MVP;\n" "attribute vec3 vCol;\n" "attribute vec2 vPos;\n" "varying 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 110\n" "varying vec3 color;\n" "void main()\n" "{\n" " gl_FragColor = 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) { GLFWwindow* window; GLuint vertex_buffer, vertex_shader, fragment_shader, program; GLint mvp_location, vpos_location, vcol_location; glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(window, key_callback); glfwMakeContextCurrent(window); gladLoadGL(); glfwSwapInterval(1); // NOTE: OpenGL error checks have been omitted for brevity glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); mvp_location = glGetUniformLocation(program, "MVP"); vpos_location = glGetAttribLocation(program, "vPos"); vcol_location = glGetAttribLocation(program, "vCol"); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*)0); glEnableVertexAttribArray(vcol_location); glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*)(sizeof(float) * 2)); while (!glfwWindowShouldClose(window)) { float ratio; int width, height; mat4x4 m, p, mvp; glfwGetFramebufferSize(window, &width, &height); ratio = width / (float)height; glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); 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); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } ``` 4. 用同樣的方法新增一個 "標頭檔(.h)" -> 命名為 `config.h` ![](https://hackmd.io/_uploads/HkIe_zfGp.png) 5. 把下面的程式碼貼到 `config.h` ```h= #include <glad/glad.h> // 這行一定要在最上面 #include <GLFW/glfw3.h> #include <iostream> ``` 6. 到電腦的檔案總管 -> 進入與 `main.cpp` 同層的資料夾 建立 `deps` 資料夾 ### 專案目前的檔案結構 ``` OpenGL-Tutorial │ OpenGL-Tutorial.sln │ └─OpenGL-Tutorial │ config.h │ main.cpp │ OpenGL-Tutorial.vcxproj │ OpenGL-Tutorial.vcxproj.filters │ OpenGL-Tutorial.vcxproj.user │ └─deps ``` ## Step 3. 複製 glfw、glad、linmath.h 1. 把下載的 glfw、glad 解壓縮,並跟 `linmath.h` 丟到同一個資料夾(隨便建一個在任意地方) ``` OpenGL-Tools │ linmath.h │ ├─glad │ ├─include │ │ ├─glad │ │ │ glad.h │ │ │ │ │ └─KHR │ │ khrplatform.h │ │ │ └─src │ glad.c │ └─glfw-3.3.8.bin.WIN64 │ LICENSE.md │ README.md │ ├─docs │ └─html │ ... │ ├─include │ └─GLFW │ glfw3.h │ glfw3native.h │ ├─lib-mingw-w64 │ ... │ ├─lib-static-ucrt │ ... │ ├─lib-vc2012 │ ⁝ └─lib-vc2022 glfw3.dll glfw3.lib glfw3dll.lib glfw3_mt.lib ``` 2. 將 `linmath.h` 複製到 `專案資料夾` 3. 將 `glfw-3.3.8.bin.WIN64/lib-vc2022` 複製到 `專案資料夾/deps`,並刪除除了 `glfw3.lib` 以外的檔案 4. 將 `glfw-3.3.8.bin.WIN64/include/GLFW` 複製到 `專案資料夾/deps` 5. 將 `glad/include/glad`、`glad/include/KHR` 複製到 `專案資料夾/deps` 6. 將 `glad/src/glad.c` 複製到 `專案資料夾` ### 專案目前的檔案結構 ``` OpenGL-Tutorial │ OpenGL-Tutorial.sln │ └─OpenGL-Tutorial │ config.h │ glad.c │ linmath.h │ main.cpp │ OpenGL-Tutorial.vcxproj │ OpenGL-Tutorial.vcxproj.filters │ OpenGL-Tutorial.vcxproj.user │ └─deps ├─glad │ glad.h │ ├─GLFW │ glfw3.h │ glfw3native.h │ ├─KHR │ khrplatform.h │ └─lib-vc2022 glfw3.lib ``` ## Step 4. 專案設定 1. 2. 右鍵 `linmath.h` -> "加入至專案" - 加入前: ![](https://hackmd.io/_uploads/rkF5ywMfT.png) - 加入後: ![](https://hackmd.io/_uploads/rJzpJwzza.png) 2. 右鍵 `glad.c` -> "加入至專案" - 加入前: ![](https://hackmd.io/_uploads/rJoAYDfM6.png) - 加入後: ![](https://hackmd.io/_uploads/rJzpJwzza.png) 2. 右鍵 "專案名稱" -> "屬性" -> "VC++目錄" -> "包含目錄" -> "∨" -> "編輯..." -> 右上角的 "新增一行" 圖示 -> "..." -> 選擇專案內的 `deps` 資料夾 -> "確定" ![](https://hackmd.io/_uploads/B1klWPGM6.png) ![](https://hackmd.io/_uploads/r1cHbPzf6.png) ![](https://hackmd.io/_uploads/HyZCbDMGT.png) ![](https://hackmd.io/_uploads/rko5bPMM6.png) ![](https://hackmd.io/_uploads/Bk3xGvMfp.png) 3. 右鍵 "專案名稱" -> "屬性" -> "連結器" -> "輸入" -> "其他相依性" -> "∨" -> "編輯..." -> 輸入 `./deps/libs-vc2022/glfw3.lib` -> "確定" -> "套用" -> "確定" ![](https://hackmd.io/_uploads/rJI8Vwzz6.png) ![](https://hackmd.io/_uploads/rJq0dvfza.png) ## Step 5. 執行 1. 開啟 `main.cpp` 2. "本機 Windows 偵錯工具" 或按下 `F5` 3. 如果跳出以下視窗就代表你成功了 ![](https://hackmd.io/_uploads/SksA2wfGa.png)