OS X 上 Eclipse 中的 OpenGL 和 GLUT

2021-12-19 00:00:00 opengl macos c++ eclipse-cdt glut

我一直试图在 OS X 上使用 CDT 在 Eclipse 中设置 OpenGL 和 GLUT 库,但没有取得多大成功.我似乎无法让 eclipse 真正意识到 GLUT 在哪里.它目前给我的错误是我有一个未解决的包含 GL/glut.h.在网上环顾四周,我发现我应该在 gcc 链接器设置中使用 -framework GLUT 标志,但这似乎无效.

I have been trying to setup the OpenGL and GLUT libraries in Eclipse, with CDT, on OS X with not very much success. I cannot seem to get eclipse to actually realize where GLUT is. It is currently giving me the error that I have an unresolved inclusion GL/glut.h. Looking around online I found that I should be using the -framework GLUT flag in the gcc linker settings, but this seems ineffective.

推荐答案

好的.我让它在 X11 中工作.我只能让它在 X11 上运行的原因是因为操作系统上的 OpenGL 库似乎是针对 64 位架构的,但是如果我们使用 32 位架构,eclipse 只会编译代码.也许如果这个问题得到解决,我们可以使用 OS X 预安装的库.另外,也许操作系统上有一个 32 位版本,我们可以使用它,但我似乎找不到它.但是,我对使用 X11 进行学习感到满意.

Ok. I got it working in X11. The reason I could only get it working on X11 is because it seems the OpenGL libs on the OS are for the 64-bit architecture, but eclipse will only compile code if we use 32-bit architecture. Maybe if this got fixed we could use OS X pre-installed libraries. Also, maybe there is a 32-bit version lying around on the OS we could use that but I can't seem to find it. I, however, am content with using X11 for my learning purposes.

首先创建您的 C++ 项目.然后,由于您无法使用 Eclipse 编译 64 位代码,请添加以下内容...

First create your C++ project. Then since you can't compile code in 64-bit using eclipse add the following...

然后你需要你的库和链接设置.为此,请执行以下操作:

Then you need your libraries and linking set up. To do this do the following:

最后你需要设置一个 DISPLAY 变量.

Lastly you need to set a DISPLAY variable.

在您尝试运行之前启动 X11.

Before you try running start up X11.

试试下面的代码,让我在我的机器上运行一些东西.希望对你有用!

Try the following code to get something I've got running in my machine. Hope it works for you!

//#include <GL/gl.h>
//#include <GL/glu.h>
#include <GL/glut.h>
#define window_width  640
#define window_height 480
// Main loop
void main_loop_function() {
    // Z angle
    static float angle;
    // Clear color (screen)
    // And depth (used internally to block obstructed objects)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    // Load identity matrix
    glLoadIdentity();
    // Multiply in translation matrix
    glTranslatef(0, 0, -10);
    // Multiply in rotation matrix
    glRotatef(angle, 0, 0, 1);
    // Render colored quad
    glBegin( GL_QUADS);
    glColor3ub(255, 000, 000);
    glVertex2f(-1, 1);
    glColor3ub(000, 255, 000);
    glVertex2f(1, 1);
    glColor3ub(000, 000, 255);
    glVertex2f(1, -1);
    glColor3ub(255, 255, 000);
    glVertex2f(-1, -1);
    glEnd();
    // Swap buffers (color buffers, makes previous render visible)
    glutSwapBuffers();
    // Increase angle to rotate
    angle += 0.25;
}
// Initialze OpenGL perspective matrix
void GL_Setup(int width, int height) {
    glViewport(0, 0, width, height);
    glMatrixMode( GL_PROJECTION);
    glEnable( GL_DEPTH_TEST);
    gluPerspective(45, (float) width / height, .1, 100);
    glMatrixMode( GL_MODELVIEW);
}
// Initialize GLUT and start main loop
int main(int argc, char** argv) {
    glutInit(&argc, argv);
    glutInitWindowSize(window_width, window_height);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
    glutCreateWindow("GLUT Example!!!");
    glutDisplayFunc(main_loop_function);
    glutIdleFunc(main_loop_function);
    GL_Setup(window_width, window_height);
    glutMainLoop();
}

相关文章