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article-header-cover"> <img class="article-header-cover-img" src="https://pic.biss.click/image/d19b9e03-9442-4b85-94a0-a3780b9f4440.webp" alt="" loading="eager" decoding="async"> <div class="article-header-content"> <div class="article-date-line"> <time datetime="2026-04-02T04:52:16.000Z">发布于 2026/04/02</time> </div> <h1>配置OpenGL环境</h1> <div class="article-hero-meta" aria-label="文章信息"> <span>发布于 2026/04/02</span> <a href="/categories/tech/">技术</a> <span>总字数:985</span> <span>阅读时长:3 分钟</span> </div> </div> </header> <section class="article-summary-card" aria-label="文章导读"> <div class="article-summary-header"> <span class="article-summary-brand"> <span class="article-summary-icon" aria-hidden="true"></span>
文章导读
</span> <span class="article-summary-model">摘要由 Qwen 生成</span> </div> <p class="article-summary-content"> <span class="article-summary-text">这篇文章详细介绍了配置OpenGL环境所需步骤,包括安装Visual Studio、CMake和GLFW等关键组件,并提供了具体的配置方法和测试代码,旨在帮助读者顺利开始计算机图形学的学习之旅。</span> </p> </section> <section class="post-series" aria-labelledby="post-series-title"> <header class="post-series-head"> <div> <span>ARTICLE SERIES</span> <h2 id="post-series-title">OpenGL 学习笔记</h2> </div> <strong>第 1 / 4 篇</strong> </header> <ol class="post-series-list"> <li class="is-current"> <a href="/posts/c4477b0c/" aria-current="page"> <span>01</span> <strong>配置OpenGL环境</strong> </a> </li><li> <a href="/posts/437a5198/"> <span>02</span> <strong>OpenGL-基础程序</strong> </a> </li><li> <a href="/posts/7207243b/"> <span>03</span> <strong>OpenGL-直线的扫描转换</strong> </a> </li><li> <a href="/posts/9b2ef00a/"> <span>04</span> <strong>OpenGL- Cohen-Sutherland 编码裁剪算法</strong> </a> </li> </ol> <nav class="post-series-nav" aria-label="系列文章导航"> <span></span> <a href="/posts/437a5198/" rel="next"><span>下一篇</span><strong>OpenGL-基础程序</strong></a> </nav> </section> <aside class="butterfly-note butterfly-note--warning article-outdated-note" aria-label="文章时效性提示" data-freshness-at="2026-04-02T04:52:16.000Z" data-has-new-version="false" hidden> <i class="fa-solid fa-triangle-exclamation" aria-hidden="true"></i> <div class="butterfly-note__content"> <p>
注意:本文最后维护于 2026/04/02,距今已超过一年,部分内容可能已经过时,请结合最新资料判断。
</p> </div> </aside> <div class="prose" data-toc="[{&quot;depth&quot;:1,&quot;text&quot;:&quot;安装Visual Studio&quot;,&quot;id&quot;:&quot;安装visual-studio&quot;},{&quot;depth&quot;:1,&quot;text&quot;:&quot;安装 Cmake&quot;,&quot;id&quot;:&quot;安装-cmake&quot;},{&quot;depth&quot;:1,&quot;text&quot;:&quot;安装GLFW&quot;,&quot;id&quot;:&quot;安装glfw&quot;},{&quot;depth&quot;:2,&quot;text&quot;:&quot;下载GLFW 和 glad&quot;,&quot;id&quot;:&quot;下载glfw-和-glad&quot;},{&quot;depth&quot;:2,&quot;text&quot;:&quot;创建项目与配置&quot;,&quot;id&quot;:&quot;创建项目与配置&quot;},{&quot;depth&quot;:2,&quot;text&quot;:&quot;测试&quot;,&quot;id&quot;:&quot;测试&quot;}]"> <p>最近要学计算机图形学,所以会用到<code>OpenGL</code>,配置环境有点繁琐,记录了下来。</p>
<h1 id="安装visual-studio">安装Visual Studio</h1>
<p>现在我们先来安装<code>Visual Studio</code><a href="https://visualstudio.microsoft.com/zh-hans/vs/">visual studio</a>,下载后安装即可|在安装时选择“使用C++的桌面开发”,这样安装时就会安装C++的编译器了。</p>
<p><img src="https://pic.biss.click/image/2d3be78a-320f-41de-8773-e2fd7a2af66e.webp" alt=""></p>
<h1 id="安装-cmake">安装 Cmake</h1>
<p>这个可选,因为我们可以使用<code>Visual Studio</code>的编译器<code>MSVC</code>来编译项目。
<code>Cmake</code>是一个开源的跨平台软件构建工具,它可以生成不同系统的构建文件,比如<code>Makefile</code><code>Ninja</code><code>VS</code>项目文件等等。
我们可以下载<code>Cmake</code><a href="https://cmake.org/download/">cmake</a>,下载后安装即可。</p>
<h1 id="安装glfw">安装GLFW</h1>
<p>OpenGL有许多工具,比如GLFW,GLEW等等,这里我们安装GLFW。</p>
<table><thead><tr><th>工具</th><th>类别</th><th>主要职责</th><th>特点</th></tr></thead><tbody><tr><td>GLUT</td><td>窗口管理 + 工具库</td><td>创建窗口、处理鼠标键盘、提供内置渲染循环。</td><td>古老、简单。使用“固定管线”(老旧技术),适合教学。</td></tr><tr><td>GLFW</td><td>窗口管理库</td><td>创建窗口、处理输入、管理多个上下文。</td><td>现代、轻量。只管窗口和输入,不负责渲染逻辑,是目前的主流。</td></tr><tr><td>GLAD</td><td>配置/加载库</td><td>加载 OpenGL 函数指针(连接驱动)。</td><td>底层必备。因为 OpenGL 函数在显卡驱动里,需要它来“找”函数地址。</td></tr></tbody></table>
<h2 id="下载glfw-和-glad">下载GLFW 和 glad</h2>
<p><code>GLFW</code>是一个开源的跨平台<code>C/C++</code>窗口管理库,它可以创建窗口、处理输入、管理多个上下文。
下载<code>GLFW</code><a href="https://www.glfw.org/download.html">glfw</a>,下载后解压即可。</p>
<h2 id="创建项目与配置">创建项目与配置</h2>
<p><code>Visual Studio</code>创建一个空的<code>C++</code>项目,然后添加GLFW的目录到项目中。
在项目属性中添加GLFW的目录到“C/C++->General->Additional Include Directories”中。
如图所示:
<img src="https://pic.biss.click/image/0097e9f0-d0ab-4bd1-b9de-c774cee0d4ef.webp" alt=""></p>
<h2 id="测试">测试</h2>
<p>创建一个<code>main.cpp</code>文件,内容如下:</p>
<pre class="astro-code github-dark" style="background-color:#24292e;color:#e1e4e8; overflow-x: auto; white-space: pre-wrap; word-wrap: break-word;" tabindex="0" data-language="cpp"><code><span class="line"><span style="color:#F97583">#include</span><span style="color:#9ECBFF"> &#x3C;glad/glad.h></span></span>
<span class="line"><span style="color:#F97583">#include</span><span style="color:#9ECBFF"> &#x3C;GLFW/glfw3.h></span></span>
<span class="line"><span style="color:#F97583">#include</span><span style="color:#9ECBFF"> &#x3C;iostream></span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D">// 顶点着色器源码</span></span>
<span class="line"><span style="color:#F97583">const</span><span style="color:#F97583"> char*</span><span style="color:#E1E4E8"> vertexShaderSource </span><span style="color:#F97583">=</span><span style="color:#9ECBFF"> "#version 330 core</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> "layout (location = 0) in vec3 aPos;</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> "void main() {</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> "}</span><span style="color:#79B8FF">\0</span><span style="color:#9ECBFF">"</span><span style="color:#E1E4E8">;</span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D">// 片段着色器源码</span></span>
<span class="line"><span style="color:#F97583">const</span><span style="color:#F97583"> char*</span><span style="color:#E1E4E8"> fragmentShaderSource </span><span style="color:#F97583">=</span><span style="color:#9ECBFF"> "#version 330 core</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> "out vec4 FragColor;</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> "void main() {</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span></span>
<span class="line"><span style="color:#9ECBFF"> " FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);</span><span style="color:#79B8FF">\n</span><span style="color:#9ECBFF">"</span><span style="color:#6A737D"> // 白色</span></span>
<span class="line"><span style="color:#9ECBFF"> "}</span><span style="color:#79B8FF">\n\0</span><span style="color:#9ECBFF">"</span><span style="color:#E1E4E8">;</span></span>
<span class="line"></span>
<span class="line"><span style="color:#F97583">int</span><span style="color:#B392F0"> main</span><span style="color:#E1E4E8">() {</span></span>
<span class="line"><span style="color:#6A737D"> // 1. 初始化 GLFW</span></span>
<span class="line"><span style="color:#B392F0"> glfwInit</span><span style="color:#E1E4E8">();</span></span>
<span class="line"><span style="color:#B392F0"> glfwWindowHint</span><span style="color:#E1E4E8">(GLFW_CONTEXT_VERSION_MAJOR, </span><span style="color:#79B8FF">3</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glfwWindowHint</span><span style="color:#E1E4E8">(GLFW_CONTEXT_VERSION_MINOR, </span><span style="color:#79B8FF">3</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glfwWindowHint</span><span style="color:#E1E4E8">(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D"> // 2. 创建窗口</span></span>
<span class="line"><span style="color:#E1E4E8"> GLFWwindow</span><span style="color:#F97583">*</span><span style="color:#E1E4E8"> window </span><span style="color:#F97583">=</span><span style="color:#B392F0"> glfwCreateWindow</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">800</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">600</span><span style="color:#E1E4E8">, </span><span style="color:#9ECBFF">"Simple OpenGL"</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">NULL</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">NULL</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glfwMakeContextCurrent</span><span style="color:#E1E4E8">(window);</span></span>
<span class="line"><span style="color:#B392F0"> gladLoadGLLoader</span><span style="color:#E1E4E8">((GLADloadproc)glfwGetProcAddress);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D"> // 3. 编译着色器</span></span>
<span class="line"><span style="color:#F97583"> unsigned</span><span style="color:#F97583"> int</span><span style="color:#E1E4E8"> vertexShader </span><span style="color:#F97583">=</span><span style="color:#B392F0"> glCreateShader</span><span style="color:#E1E4E8">(GL_VERTEX_SHADER);</span></span>
<span class="line"><span style="color:#B392F0"> glShaderSource</span><span style="color:#E1E4E8">(vertexShader, </span><span style="color:#79B8FF">1</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">&#x26;</span><span style="color:#E1E4E8">vertexShaderSource, </span><span style="color:#79B8FF">NULL</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glCompileShader</span><span style="color:#E1E4E8">(vertexShader);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#F97583"> unsigned</span><span style="color:#F97583"> int</span><span style="color:#E1E4E8"> fragmentShader </span><span style="color:#F97583">=</span><span style="color:#B392F0"> glCreateShader</span><span style="color:#E1E4E8">(GL_FRAGMENT_SHADER);</span></span>
<span class="line"><span style="color:#B392F0"> glShaderSource</span><span style="color:#E1E4E8">(fragmentShader, </span><span style="color:#79B8FF">1</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">&#x26;</span><span style="color:#E1E4E8">fragmentShaderSource, </span><span style="color:#79B8FF">NULL</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glCompileShader</span><span style="color:#E1E4E8">(fragmentShader);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#F97583"> unsigned</span><span style="color:#F97583"> int</span><span style="color:#E1E4E8"> shaderProgram </span><span style="color:#F97583">=</span><span style="color:#B392F0"> glCreateProgram</span><span style="color:#E1E4E8">();</span></span>
<span class="line"><span style="color:#B392F0"> glAttachShader</span><span style="color:#E1E4E8">(shaderProgram, vertexShader);</span></span>
<span class="line"><span style="color:#B392F0"> glAttachShader</span><span style="color:#E1E4E8">(shaderProgram, fragmentShader);</span></span>
<span class="line"><span style="color:#B392F0"> glLinkProgram</span><span style="color:#E1E4E8">(shaderProgram);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D"> // 4. 定义三角形顶点数据</span></span>
<span class="line"><span style="color:#F97583"> float</span><span style="color:#E1E4E8"> vertices[] </span><span style="color:#F97583">=</span><span style="color:#E1E4E8"> {</span></span>
<span class="line"><span style="color:#F97583"> -</span><span style="color:#79B8FF">0.5</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">-</span><span style="color:#79B8FF">0.5</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.0</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">,</span><span style="color:#6A737D"> // 左下</span></span>
<span class="line"><span style="color:#79B8FF"> 0.5</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">-</span><span style="color:#79B8FF">0.5</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.0</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">,</span><span style="color:#6A737D"> // 右下</span></span>
<span class="line"><span style="color:#79B8FF"> 0.0</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.5</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.0</span><span style="color:#F97583">f</span><span style="color:#6A737D"> // 顶部</span></span>
<span class="line"><span style="color:#E1E4E8"> };</span></span>
<span class="line"></span>
<span class="line"><span style="color:#F97583"> unsigned</span><span style="color:#F97583"> int</span><span style="color:#E1E4E8"> VBO, VAO;</span></span>
<span class="line"><span style="color:#B392F0"> glGenVertexArrays</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">1</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">&#x26;</span><span style="color:#E1E4E8">VAO);</span></span>
<span class="line"><span style="color:#B392F0"> glGenBuffers</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">1</span><span style="color:#E1E4E8">, </span><span style="color:#F97583">&#x26;</span><span style="color:#E1E4E8">VBO);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#B392F0"> glBindVertexArray</span><span style="color:#E1E4E8">(VAO);</span></span>
<span class="line"><span style="color:#B392F0"> glBindBuffer</span><span style="color:#E1E4E8">(GL_ARRAY_BUFFER, VBO);</span></span>
<span class="line"><span style="color:#B392F0"> glBufferData</span><span style="color:#E1E4E8">(GL_ARRAY_BUFFER, </span><span style="color:#F97583">sizeof</span><span style="color:#E1E4E8">(vertices), vertices, GL_STATIC_DRAW);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#B392F0"> glVertexAttribPointer</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">0</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">3</span><span style="color:#E1E4E8">, GL_FLOAT, GL_FALSE, </span><span style="color:#79B8FF">3</span><span style="color:#F97583"> *</span><span style="color:#F97583"> sizeof</span><span style="color:#E1E4E8">(</span><span style="color:#F97583">float</span><span style="color:#E1E4E8">), (</span><span style="color:#F97583">void*</span><span style="color:#E1E4E8">)</span><span style="color:#79B8FF">0</span><span style="color:#E1E4E8">);</span></span>
<span class="line"><span style="color:#B392F0"> glEnableVertexAttribArray</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">0</span><span style="color:#E1E4E8">);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#6A737D"> // 5. 渲染循环</span></span>
<span class="line"><span style="color:#F97583"> while</span><span style="color:#E1E4E8"> (</span><span style="color:#F97583">!</span><span style="color:#B392F0">glfwWindowShouldClose</span><span style="color:#E1E4E8">(window)) {</span></span>
<span class="line"><span style="color:#B392F0"> glClearColor</span><span style="color:#E1E4E8">(</span><span style="color:#79B8FF">0.2</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.3</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">0.3</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">1.0</span><span style="color:#F97583">f</span><span style="color:#E1E4E8">);</span><span style="color:#6A737D"> // 深青色背景</span></span>
<span class="line"><span style="color:#B392F0"> glClear</span><span style="color:#E1E4E8">(GL_COLOR_BUFFER_BIT);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#B392F0"> glUseProgram</span><span style="color:#E1E4E8">(shaderProgram);</span></span>
<span class="line"><span style="color:#B392F0"> glBindVertexArray</span><span style="color:#E1E4E8">(VAO);</span></span>
<span class="line"><span style="color:#B392F0"> glDrawArrays</span><span style="color:#E1E4E8">(GL_TRIANGLES, </span><span style="color:#79B8FF">0</span><span style="color:#E1E4E8">, </span><span style="color:#79B8FF">3</span><span style="color:#E1E4E8">);</span></span>
<span class="line"></span>
<span class="line"><span style="color:#B392F0"> glfwSwapBuffers</span><span style="color:#E1E4E8">(window);</span></span>
<span class="line"><span style="color:#B392F0"> glfwPollEvents</span><span style="color:#E1E4E8">();</span></span>
<span class="line"><span style="color:#E1E4E8"> }</span></span>
<span class="line"></span>
<span class="line"><span style="color:#B392F0"> glfwTerminate</span><span style="color:#E1E4E8">();</span></span>
<span class="line"><span style="color:#F97583"> return</span><span style="color:#79B8FF"> 0</span><span style="color:#E1E4E8">;</span></span>
<span class="line"><span style="color:#E1E4E8">}</span></span></code></pre>
<p>如果能运行成功应该就没问题了。</p> </div> <section class="post-copyright-card" aria-label="文章版权信息"> <div class="post-copyright-mark" aria-hidden="true"> <span>CC</span> </div> <div class="post-copyright-main"> <h2>配置OpenGL环境</h2> <a class="post-copyright-link" href="/posts/c4477b0c/">/posts/c4477b0c/</a> <dl class="post-copyright-meta"> <div> <dt>作者</dt> <dd>biss</dd> </div> <div> <dt>发布于</dt> <dd><time datetime="2026-04-02T04:52:16.000Z">2026/04/02</time></dd> </div> <div> <dt>许可协议</dt> <dd><a href="https://creativecommons.org/licenses/by-nc-sa/4.0/" target="_blank" rel="noreferrer">CC BY-NC-SA 4.0</a></dd> </div> </dl> </div> <div class="post-copyright-footer"> <div class="post-copyright-tags" aria-label="文章标签"> <a href="/tags/OpenGL/">OpenGL</a> </div> <div class="post-copyright-actions" aria-label="文章操作"> <button class="post-copyright-action is-primary post-share-button" type="button" data-share-title="配置OpenGL环境" data-share-url="https://blog.biss.click/posts/c4477b0c/" title="分享文章"> <svg aria-hidden="true" viewBox="0 0 24 24"> <path d="M4 12v7a1 1 0 0 0 1 1h14a1 1 0 0 0 1-1v-7"></path> <path d="M12 16V4"></path> <path d="m7 9 5-5 5 5"></path> </svg> <span>分享</span> </button> <a class="post-copyright-action" href="/rss.xml" title="订阅 RSS"> <svg aria-hidden="true" viewBox="0 0 24 24"> <path d="M5 5a14 14 0 0 1 14 14"></path> <path d="M5 11a8 8 0 0 1 8 8"></path> <path d="M6 18h.01"></path> </svg> <span>订阅</span> </a> <a class="post-copyright-action" href="/about/" title="打赏作者"> <svg aria-hidden="true" viewBox="0 0 24 24"> <path d="M7 8h10"></path> <path d="M8 8V5h8v3"></path> <path d="M6 8h12l-1.5 11h-9L6 8Z"></path> <path d="M10 12h4"></path> </svg> <span>打赏</span> </a> <a class="post-copyright-icon" href="https://twitter.com/intent/tweet?url=https%3A%2F%2Fblog.biss.click%2Fposts%2Fc4477b0c%2F&amp;text=%E9%85%8D%E7%BD%AEOpenGL%E7%8E%AF%E5%A2%83" target="_blank" rel="noreferrer" title="分享到 X"> <span aria-hidden="true">x</span> </a> <a class="post-copyright-icon" href="https://service.weibo.com/share/share.php?url=https%3A%2F%2Fblog.biss.click%2Fposts%2Fc4477b0c%2F&amp;title=%E9%85%8D%E7%BD%AEOpenGL%E7%8E%AF%E5%A2%83" target="_blank" rel="noreferrer" title="分享到微博"> <span aria-hidden="true"></span> </a> </div> </div> </section> <script>
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<em>1</em> </h2> <div class="article-tag-list" aria-label="文章标签"> <a href="/tags/OpenGL/">#OpenGL</a> </div> </section> <div class="article-sticky-sidebar"> <section class="sidebar-card toc-card"> <h2> <span aria-hidden="true"></span>
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<em>6</em> </h2> <nav class="toc-list toc-tree" aria-label="文章目录" data-toc-tree> <div class="toc-group is-open" data-toc-group data-heading-id="安装visual-studio"> <a class="toc-link toc-link-main" href="#安装visual-studio" data-toc-link data-toc-top> <span class="toc-marker" aria-hidden="true"></span> <span>安装Visual Studio</span> </a> </div><div class="toc-group" data-toc-group data-heading-id="安装-cmake"> <a class="toc-link toc-link-main" href="#安装-cmake" data-toc-link data-toc-top> <span class="toc-marker" aria-hidden="true"></span> <span>安装 Cmake</span> </a> </div><div class="toc-group" data-toc-group data-heading-id="安装glfw"> <a class="toc-link toc-link-main" href="#安装glfw" data-toc-link data-toc-top> <span class="toc-marker" aria-hidden="true"></span> <span>安装GLFW</span> </a> <div class="toc-children" data-toc-children> <a class="toc-link toc-link-child toc-depth-2" href="#下载glfw-和-glad" data-toc-link> <span>下载GLFW 和 glad</span> </a><a class="toc-link toc-link-child toc-depth-2" href="#创建项目与配置" data-toc-link> <span>创建项目与配置</span> </a><a class="toc-link toc-link-child toc-depth-2" href="#测试" data-toc-link> <span>测试</span> </a> </div> </div> </nav> </section> <section class="sidebar-card same-category-card"> <h2> <span aria-hidden="true"></span>
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const freshnessAt = new Date(note.dataset.freshnessAt || '');
const hasNewVersion = note.dataset.hasNewVersion === 'true';
if (Number.isNaN(freshnessAt.valueOf())) return;
const threshold = new Date();
threshold.setFullYear(threshold.getFullYear() - 1);
note.hidden = !hasNewVersion && freshnessAt >= threshold;
});
})();
</script> <script>
(() => {
const prose = document.querySelector('.prose[data-toc]');
if (!prose) return;
let toc = [];
try {
toc = JSON.parse(prose.dataset.toc || '[]');
} catch {
toc = [];
}
prose.querySelectorAll('h1, h2, h3').forEach((heading, index) => {
const item = toc[index];
if (item?.id && !heading.id) heading.id = item.id;
});
const tocTree = document.querySelector('[data-toc-tree]');
if (tocTree && toc.length > 0) {
const links = [...tocTree.querySelectorAll('[data-toc-link]')];
const groups = [...tocTree.querySelectorAll('[data-toc-group]')];
const headings = toc
.map((item) => document.getElementById(item.id))
.filter(Boolean);
const setActiveToc = (id) => {
links.forEach((link) => {
const isActive = link.getAttribute('href') === `#${id}`;
link.classList.toggle('is-active', isActive);
if (isActive) link.setAttribute('aria-current', 'location');
else link.removeAttribute('aria-current');
});
const activeLink = tocTree.querySelector(`[data-toc-link][href="#${CSS.escape(id)}"]`);
const activeGroup = activeLink?.closest('[data-toc-group]');
groups.forEach((group) => group.classList.toggle('is-open', group === activeGroup));
};
const updateToc = () => {
const anchorOffset = 132;
let activeId = headings[0]?.id;
headings.forEach((heading) => {
if (heading.getBoundingClientRect().top <= anchorOffset) activeId = heading.id;
});
if (activeId) setActiveToc(activeId);
};
tocTree.addEventListener('click', (event) => {
const link = event.target.closest?.('[data-toc-link]');
if (!link) return;
const group = link.closest('[data-toc-group]');
groups.forEach((item) => item.classList.toggle('is-open', item === group));
});
updateToc();
window.addEventListener('scroll', updateToc, { passive: true });
window.addEventListener('resize', updateToc);
}
})();
</script> <script>
(() => {
const prose = document.querySelector('.post-article .prose');
if (!prose) return;
const collapsedLineCount = 8;
const copyLabels = {
idle: '复制',
done: '已复制',
error: '复制失败',
};
const languageNames = {
bash: 'Bash',
c: 'C',
cpp: 'C++',
cs: 'C#',
css: 'CSS',
html: 'HTML',
js: 'JavaScript',
json: 'JSON',
jsx: 'JSX',
md: 'Markdown',
powershell: 'PowerShell',
py: 'Python',
shell: 'Shell',
sh: 'Shell',
ts: 'TypeScript',
tsx: 'TSX',
txt: 'Text',
yaml: 'YAML',
yml: 'YAML',
};
function getCodeLanguage(pre, code) {
const rawLanguage =
pre.dataset.language ||
code.dataset.language ||
[...pre.classList, ...code.classList]
.find((className) => className.startsWith('language-'))
?.replace(/^language-/, '') ||
'';
const normalized = rawLanguage.trim().toLowerCase();
return languageNames[normalized] || normalized.toUpperCase() || 'Code';
}
function getCodeText(code, lines) {
if (lines.length > 0) return lines.map((line) => line.textContent || '').join('\n');
return code.textContent || '';
}
prose.querySelectorAll('img').forEach((image) => {
if (image.closest('a, .article-header-cover')) return;
const src = image.currentSrc || image.getAttribute('src');
if (!src) return;
const link = document.createElement('a');
link.className = 'fancybox';
link.href = src;
link.dataset.fancybox = 'article-gallery';
link.dataset.caption = image.getAttribute('alt') || '';
image.parentNode?.insertBefore(link, image);
link.appendChild(image);
});
prose.querySelectorAll('table').forEach((table) => {
if (table.closest('.table-scroll')) return;
const wrapper = document.createElement('div');
wrapper.className = 'table-scroll';
table.parentNode?.insertBefore(wrapper, table);
wrapper.appendChild(table);
});
prose.querySelectorAll('.butterfly-hide-inline').forEach((item) => {
const button = item.querySelector('.butterfly-hide-toggle');
if (!button) return;
button.addEventListener('click', () => {
item.classList.toggle('is-open');
});
});
if (window.Fancybox) {
window.Fancybox.bind('[data-fancybox="article-gallery"]', {
compact: false,
dragToClose: true,
Images: {
zoom: true,
},
});
}
async function copyText(text) {
if (navigator.clipboard?.writeText) {
await navigator.clipboard.writeText(text);
return;
}
const textarea = document.createElement('textarea');
textarea.value = text;
textarea.setAttribute('readonly', '');
textarea.style.position = 'fixed';
textarea.style.top = '-9999px';
textarea.style.opacity = '0';
document.body.appendChild(textarea);
textarea.select();
document.execCommand('copy');
textarea.remove();
}
prose.querySelectorAll('pre').forEach((pre) => {
if (pre.closest('.code-block')) return;
const code = pre.querySelector('code');
if (!code) return;
const wrapper = document.createElement('div');
wrapper.className = 'code-block';
pre.parentNode?.insertBefore(wrapper, pre);
wrapper.appendChild(pre);
const header = document.createElement('div');
header.className = 'code-block-header';
const language = document.createElement('span');
language.className = 'code-block-language';
language.textContent = getCodeLanguage(pre, code);
const toolbar = document.createElement('div');
toolbar.className = 'code-block-toolbar';
const copyButton = document.createElement('button');
copyButton.className = 'code-block-copy';
copyButton.type = 'button';
copyButton.textContent = copyLabels.idle;
copyButton.setAttribute('aria-label', '复制代码');
const toggleButton = document.createElement('button');
toggleButton.className = 'code-block-toggle';
toggleButton.type = 'button';
toggleButton.textContent = '展开';
toggleButton.setAttribute('aria-expanded', 'false');
const expandCue = document.createElement('button');
expandCue.className = 'code-block-expand-cue';
expandCue.type = 'button';
expandCue.setAttribute('aria-label', 'Expand code block');
expandCue.setAttribute('aria-expanded', 'false');
expandCue.innerHTML = '<span aria-hidden="true"></span>';
toolbar.append(copyButton, toggleButton);
header.append(language, toolbar);
wrapper.appendChild(header);
wrapper.appendChild(expandCue);
const codeLines = [...code.querySelectorAll(':scope > .line')];
if (codeLines.length > 0) {
wrapper.classList.add('has-line-numbers');
wrapper.style.setProperty('--line-number-width', `${String(codeLines.length).length + 1}ch`);
codeLines.forEach((line, index) => {
line.dataset.line = String(index + 1);
});
}
const lineCount = codeLines.length || (code.textContent || '').split(/\r?\n/).length;
if (lineCount > collapsedLineCount) wrapper.classList.add('is-collapsible');
copyButton.addEventListener('click', async () => {
try {
await copyText(getCodeText(code, codeLines));
copyButton.textContent = copyLabels.done;
window.setTimeout(() => {
copyButton.textContent = copyLabels.idle;
}, 1400);
} catch {
copyButton.textContent = copyLabels.error;
window.setTimeout(() => {
copyButton.textContent = copyLabels.idle;
}, 1600);
}
});
function toggleExpanded() {
const isExpanded = wrapper.classList.toggle('is-expanded');
toggleButton.textContent = isExpanded ? '收起' : '展开';
toggleButton.setAttribute('aria-expanded', String(isExpanded));
expandCue.setAttribute('aria-expanded', String(isExpanded));
}
toggleButton.addEventListener('click', toggleExpanded);
expandCue.addEventListener('click', toggleExpanded);
});
})();
</script>