Mac下配置OpenGL环境。

Mac下配置OpenGL

  1. 安装homebrew

    ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"

  2. 安装GLEW与GLFW

    brew install glew

    brew install glfw3

CLion法(推荐)

  1. CLion:A cross-platform IDE for C and C++下载CLion

  2. 配置GLAD:

    1. 打开在线服务(点击这个链接),API选择3.3及以上,Profile选择Core,勾选Options中的Generate a loader,点击GENERATE,会生成一个压缩包,下载。
    2. 将子目录中的/include/glad与/include/KHR复制到/usr/Local/include文件夹下。(如果/usr文件夹隐藏,可用快捷键command+shift+G输入访问)

    3. 新建一个项目,配置对应的Cmake文件:

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      cmake_minimum_required(VERSION 3.12)
      project(OpenGL)

      set(CMAKE_CXX_STANDARD 14)

      set(GLEW_H /usr/local/Cellar/glew/2.1.0/include/GL)
      set(GLFW_H /usr/local/Cellar/glfw/3.2.1/include/GLFW)
      set(GLAD_H /usr/local/include/glad)
      set(KH_H /usr/local/include/KHR)
      include_directories(${GLEW_H} ${GLFW_H} ${GLAD_H} ${KH_H})

      # 添加目标链接
      set(GLEW_LINK /usr/local/Cellar/glew/2.1.0/lib/libGLEW.2.1.dylib)
      set(GLFW_LINK /usr/local/Cellar/glfw/3.2.1/lib/libglfw.3.dylib)
      link_libraries(${OPENGL} ${GLEW_LINK} ${GLFW_LINK})

      # 执行编译命令
      # 这个glad.c在第2步中说过要拉到项目中,注意路径
      set(SOURCE_FILES "src/glad.c" "main.cpp")
      add_executable(OpenGL ${SOURCE_FILES})

      # mac下这步很重要
      if (APPLE)
      target_link_libraries(OpenGL "-framework OpenGL")
      target_link_libraries(OpenGL "-framework GLUT")
      endif()
4. 注意这样配置之后需要更改`/usr/local/include/glad文件夹下的glad.h`中的`#include <KHR/khrplatform.h>`更改为`#include <khrplatform.h>`,具体步骤:

   1. 在CLion中打开`glad.c`文件,command+点按`#include <glad.h>`会跳到`glad.h`
   2. 然后在`glad.h`中command+f找到`#include <KHR/khrplatform.h>`,将它改为`#include <khrplatform.h>`

5. 运行测试代码(把下列代码复制到main.cpp中):

   
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#include <glew.h>
#include <glfw3.h>
#include <iostream>
using namespace std;

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
//如果按下ESC,把windowShouldClose设置为True,外面的循环会关闭应用
if(key==GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
std::cout<<"ESC"<<mode;
}

int main(void)
{
//初始化GLFW库
if(!glfwInit())
return -1;
//创建窗口以及上下文
GLFWwindow* window = glfwCreateWindow(640, 480, "hello world", NULL, NULL);
if(!window)
{
//创建失败会返回NULL
glfwTerminate();
}
//建立当前窗口的上下文
glfwMakeContextCurrent(window);

glfwSetKeyCallback(window, key_callback); //注册回调函数
//循环,直到用户关闭窗口
while(!glfwWindowShouldClose(window))
{
/*******轮询事件*******/
glfwPollEvents();

/*******渲染*******/
//选择清空的颜色RGBA
glClearColor(0.2, 0.3, 0.3, 1);
glClear(GL_COLOR_BUFFER_BIT);

//开始画一个三角形
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0); //Red
glVertex3f(0, 1, 1);

glColor3f(0, 1, 0); //Green
glVertex3f(-1, -1, 0);

glColor3f(0, 0, 1); //Blue
glVertex3f(1, -1, 0);
//结束一个画图步骤
glEnd();

glBegin(GL_POLYGON);
//再画个梯形,需要注意笔顺
glColor3f(0.5, 0.5, 0.5); //Grey
glVertex2d(0.5, 0.5);
glVertex2d(1, 1);
glVertex2d(1, 0);
glVertex2d(0.5, 0);
glEnd();


/******交换缓冲区,更新window上的内容******/
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}

如果出现如下窗口说明配置成功:

屏幕快照 2019-09-11 下午9.45.32.png
屏幕快照 2019-09-11 下午9.45.32.png

XCode法

  1. 在App Store中搜索XCode并安装。

  2. 新建Xcode的Command Line C++项目,在build settings中设置Header Search PathLibrary Search Path,在其中添加对应的glewglfw的头文件(include)与库文件(lib)路径。

  3. build Phases中添加库文件

    屏幕快照 2018-07-28 下午5.27.39
    屏幕快照 2018-07-28 下午5.27.39

     ​        (在对应的文件夹中将两个/.dylib的文件直接拖拽进来)
    
  4. 配置GLAD:

    1. 打开在线服务(点击这个链接),API选择3.3及以上,Profile选择Core,勾选Options中的Generate a loader,点击GENERATE,会生成一个压缩包,下载。
    2. 将子目录中的/include/glad与/include/KHR复制到/usr/Local/include文件夹下。(如果/usr文件夹隐藏,可用快捷键command+shift+G输入访问)
    3. 将/src中的glad.c复制到Xcode工程文件夹下。
    4. build settings中添加路径/usr/local/include
  5. 此时如果不出意外的话,你的第一个测试程序已经可以运行了,点击测试代码,复制到自己的.cpp文件中执行,会出现一个黑色窗口。(或者直接复制下面的代码)

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

    #include <iostream>

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

    // glfw window creation
    // --------------------
    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;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

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

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

    // 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, true);
    }

    // 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);
    }

如果运行出现如下窗口,说明配置成功:

屏幕快照 2019-09-11 下午9.47.29.png
屏幕快照 2019-09-11 下午9.47.29.png


参考:

  1. https://www.cnblogs.com/shayue/p/Mac-CLion-xiaOpenGL-huan-jing-pei-zhi.html