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C语言使用glfw3与opengl在vs2022中开发窗口程序

1.准备开发环境

  1. 使用vkpkg安装glfw3.
  2. 使用vkpkg安装glad

2.使用glfw创建一个窗口程序

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#include <GLFW/glfw3.h>
#include <stdio.h>
int main()
{
glfwInit();
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);
#endif

GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
while (!glfwWindowShouldClose(window))
{
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}

return 0;
}

3.在窗口程序中接收键盘消息

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#include <GLFW/glfw3.h>
#include <stdio.h>

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)//按下esc退出程序
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
else if (key == GLFW_KEY_LEFT && action == GLFW_PRESS)
{
printf("key left press\n");
}
else if (key == GLFW_KEY_RIGHT && action == GLFW_RELEASE)
{
printf("key right release\n");
}
else if (key == GLFW_KEY_UP)
{
if (action == GLFW_PRESS|| action == GLFW_RELEASE) {
printf("key up\n");
}
}
else if (key == GLFW_KEY_DOWN)
{
printf("key dwon\n");
}
}
int main()
{
glfwInit();
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);
#endif

GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
while (!glfwWindowShouldClose(window))
{
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}

return 0;
}

4.使用glad与glfw3创建窗口并更换窗口背景色

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#include <GLAD/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>


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;

int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
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);
#endif

// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("Failed to initialize GLAD" );
return -1;
}

// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);

// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}

// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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);
}

5..使用glad与glfw3创建窗口并画一个矩形

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#include <glad\glad.h>   //这个必须放在GLFW之前
#include <GLFW\glfw3.h>

#include <stdio.h>

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) {
printf("Failed to create GLFW window");
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)) {
printf("Failed to initialize GLAD");
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);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s\n", infoLog);
}
// 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);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s\n", infoLog);
}
// 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);
printf("ERROR::SHADER::PROGRAM::LINKING_FAILED\n%s\n", infoLog);
}
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, 1);
}

// 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);
}

5.设置键盘消息的回调函数,响应上下左右键,实现线条在窗口中的上下左右的移动

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#include <stdio.h>
#include <Windows.h>

// GLEW
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>

GLuint WIDTH = 400, HEIGHT = 400;
GLfloat gX = 0, gY = 0;

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

//opengl在glfw中显示规则:
//1.画布中间坐标为0,0。长宽个1.0f个单位,超过1.0f的部分不会被绘制出来
void DrawLine()
{
glColor4b(99, 38, 13, 90);

glBegin(GL_LINES);

glVertex2f(-1 + gX * 4, 1 + gY * 4);//指定第一个点
glVertex2f(-0.8 + gX * 4, gY * 4 + 0.8);//指定第二个点

glEnd();//结束
}

void render(GLFWwindow* window)
{
glClearColor(1.0f, 0.8f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);

DrawLine();
}

void initWindow(GLFWwindow* window)
{
glfwMakeContextCurrent(window);

//设置按键回调
glfwSetKeyCallback(window, key_callback);
}

void initParam()
{
//显示规则:窗口左下角坐标为0,0;所以下行代码表示在窗口左下角向右向上的400个像素单位作为画布
glViewport(0, 0, WIDTH, HEIGHT);//设置显示区域400*400,但是可以拖动改变窗口大小
glLineWidth(3.0);//设置线条宽度,3个像素
}

int main()
{
glfwInit();

GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", 0, 0);
if (window == 0)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}

initWindow(window);

if (glewInit() != GLEW_OK)
{
printf("Failed to initialize GLEW");
return -1;
}

initParam();

// Game loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();

render(window);

glfwSwapBuffers(window);
}

// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)//按下esc退出程序
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
else if (key == GLFW_KEY_LEFT)
{
gX -= 0.01;
}
else if (key == GLFW_KEY_RIGHT)
{
gX += 0.01;
}
else if (key == GLFW_KEY_UP)
{
gY += 0.01;
}
else if (key == GLFW_KEY_DOWN)
{
gY -= 0.01;
}
}