Drawing 2D Textured Quad with SDL3_image, GLM, GLAD, and OpenGL 3.3 Отрисовка 2D-квадрата с текстурой с использованием SDL3_image, GLM, GLAD и OpenGL 3.3
A step-by-step guide to loading a texture using SDL3_image 3.4.6 and rendering a 2D quad using an orthographic projection matrix in GLM, GLAD, and OpenGL 3.3 Core on Windows and Ubuntu. Пошаговое руководство по загрузке текстуры через SDL3_image 3.4.6 и отрисовке 2D-квадрата с помощью ортографической матрицы проекции GLM, GLAD и OpenGL 3.3 Core под Windows и Ubuntu.
- Building SDL3_image Static Library for Windows (MinGW & CMake) Сборка статической библиотеки SDL3_image для Windows (MinGW и CMake)
- Building SDL3_image Static Library for Ubuntu (GCC, CMake & Ninja) Сборка статической библиотеки SDL3_image для Ubuntu (GCC, CMake и Ninja)
- Installing GLAD OpenGL Loader Library Установка библиотеки-загрузчика OpenGL GLAD
- Installing GLM Library Установка библиотеки GLM
- Building SDL3 Static Library for Windows (MinGW & CMake) Сборка статической библиотеки SDL3 для Windows (MinGW и CMake)
- Building SDL3 Static Library for Ubuntu (GCC, CMake & Ninja) Сборка статической библиотеки SDL3 для Ubuntu (GCC, CMake и Ninja)
Step 1: Create Project Directory Structure Шаг 1: Создание структуры директории проекта
Create the project workspace and asset subfolder first: Сначала создайте рабочую папку проекта и подпапку для ассетов:
Windows (Command Prompt / PowerShell)
mkdir C:\projects\draw-texture-2d-sdl3-glm-glad-opengl-desktop
mkdir C:\projects\draw-texture-2d-sdl3-glm-glad-opengl-desktop\assets\textures
cd C:\projects\draw-texture-2d-sdl3-glm-glad-opengl-desktop
Ubuntu / WSL (Terminal)
mkdir -p ~/projects/draw-texture-2d-sdl3-glm-glad-opengl-desktop/assets/textures
cd ~/projects/draw-texture-2d-sdl3-glm-glad-opengl-desktop
Step 2: Download & Place Texture Asset Шаг 2: Скачивание и размещение текстурного ассета
Download the wooden crate texture set from OpenGameArt: Скачайте набор текстур деревянного ящика с сайта OpenGameArt:
OpenGameArt - Crate #5 (crate.7z) OpenGameArt - Crate #5 (crate.7z)
Extract crate.7z and place the texture file clear_01.png into the project's texture subfolder.
Распакуйте архив crate.7z и поместите файл текстуры clear_01.png в подпапку текстур проекта.
Windows Path
C:\projects\draw-texture-2d-sdl3-glm-glad-opengl-desktop\assets\textures\clear_01.png
Ubuntu / WSL Command (Copying from Windows to WSL)
If you downloaded and placed clear_01.png inside your Windows project directory, copy it directly to your WSL Linux directory using the Windows mount path (/mnt/c/):
Если вы скачали и поместили clear_01.png в Windows-папку проекта, скопируйте его напрямую в Linux-папку WSL через монтированный путь Windows (/mnt/c/):
cp /mnt/c/projects/draw-texture-2d-sdl3-glm-glad-opengl-desktop/assets/textures/clear_01.png \
~/projects/draw-texture-2d-sdl3-glm-glad-opengl-desktop/assets/textures/
Step 3: Create Source Files (main.cpp & CMakeLists.txt) Шаг 3: Создание исходных файлов (main.cpp и CMakeLists.txt)
Create these files using your preferred editor: Создайте эти файлы в любом удобном редакторе:
Windows (Terminal / Notepad)
notepad main.cpp
notepad CMakeLists.txt
Ubuntu (Terminal / Nano)
nano main.cpp
nano CMakeLists.txt
1A. File Contents for main.cpp (Classic Loop) 1A. Содержимое файла main.cpp (Классический цикл)
#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Vertex Shader: Applies 2D Orthographic MVP matrix and passes UV coordinates
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 0.0, 1.0);
TexCoord = aTexCoord;
}
)";
// Fragment Shader: Samples RGBA texture
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
)";
GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
SDL_Log("Shader Program Link Failed: %s", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
GLuint createTexture(const char* path, int* outW, int* outH) {
SDL_IOStream* io = SDL_IOFromFile(path, "rb");
if (!io) {
SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
return 0;
}
SDL_Surface* surface = IMG_Load_IO(io, true);
if (!surface) {
SDL_Log("Image loading failed: %s", SDL_GetError());
return 0;
}
SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
SDL_DestroySurface(surface);
if (!optimizedSurface) {
SDL_Log("Surface conversion failed: %s", SDL_GetError());
return 0;
}
if (outW) *outW = optimizedSurface->w;
if (outH) *outH = optimizedSurface->h;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(optimizedSurface);
return textureID;
}
int main(int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return -1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_Window* window = SDL_CreateWindow("SDL3 GLM GLAD 2D Texture (Classic)", 800, 450, SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
SDL_Quit();
return -1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
SDL_GL_MakeCurrent(window, glContext);
SDL_GL_SetSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
SDL_Log("Failed to initialize GLAD");
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLuint shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);
// Quad Vertices: Position (x, y) and UV (u, v)
float vertices[] = {
// x, y, u, v
-0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 1.0f, 1.0f
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLsizei stride = 4 * sizeof(float);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
int texW = 0, texH = 0;
GLuint textureID = createTexture("assets/textures/clear_01.png", &texW, &texH);
if (textureID == 0) {
SDL_Log("Failed to load texture.");
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
GLint mvpLoc = glGetUniformLocation(shaderProgram, "uMVP");
GLint texLoc = glGetUniformLocation(shaderProgram, "ourTexture");
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
running = false;
}
}
int winW = 800, winH = 450;
SDL_GetWindowSizeInPixels(window, &winW, &winH);
glViewport(0, 0, winW, winH);
// Compute 2D Orthographic Projection Matrix
float orthoSize = 300.0f;
float aspect = (float)winW / (float)winH;
float left = -orthoSize * aspect;
float right = orthoSize * aspect;
float bottom = -orthoSize;
float top = orthoSize;
glm::mat4 proj = glm::ortho(left, right, bottom, top, -1.0f, 1.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3((float)texW, (float)texH, 1.0f));
glm::mat4 mvp = proj * view * model;
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glUniform1i(texLoc, 0);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(window);
}
glDeleteTextures(1, &textureID);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
1B. File Contents for main.cpp (SDL3 Callbacks API) 1B. Содержимое файла main.cpp (SDL3 Callbacks API)
#define SDL_MAIN_USE_CALLBACKS 1
#include <glad/glad.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 0.0, 1.0);
TexCoord = aTexCoord;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture(ourTexture, TexCoord);
}
)";
GLuint createShaderProgram(const char* vertexSrc, const char* fragmentSrc) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
SDL_Log("Vertex Shader Compilation Failed: %s", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
SDL_Log("Fragment Shader Compilation Failed: %s", infoLog);
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
SDL_Log("Shader Program Link Failed: %s", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
GLuint createTexture(const char* path, int* outW, int* outH) {
SDL_IOStream* io = SDL_IOFromFile(path, "rb");
if (!io) {
SDL_Log("Failed to open file stream for %s: %s", path, SDL_GetError());
return 0;
}
SDL_Surface* surface = IMG_Load_IO(io, true);
if (!surface) {
SDL_Log("Image loading failed: %s", SDL_GetError());
return 0;
}
SDL_Surface* optimizedSurface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
SDL_DestroySurface(surface);
if (!optimizedSurface) {
SDL_Log("Surface conversion failed: %s", SDL_GetError());
return 0;
}
if (outW) *outW = optimizedSurface->w;
if (outH) *outH = optimizedSurface->h;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, optimizedSurface->w, optimizedSurface->h,
0, GL_RGBA, GL_UNSIGNED_BYTE, optimizedSurface->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(optimizedSurface);
return textureID;
}
struct AppState {
SDL_Window* window = nullptr;
SDL_GLContext glContext = nullptr;
GLuint shaderProgram = 0;
GLuint VAO = 0;
GLuint VBO = 0;
GLuint textureID = 0;
int texW = 0;
int texH = 0;
GLint mvpLoc = -1;
GLint texLoc = -1;
};
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "60");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable MULTISAMPLE
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8); // Can be 2, 4, 8 or 16
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
AppState* state = new AppState();
*appstate = state;
state->window = SDL_CreateWindow("SDL3 GLM GLAD 2D Texture (Callbacks)", 800, 450, SDL_WINDOW_OPENGL);
if (!state->window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
state->glContext = SDL_GL_CreateContext(state->window);
if (!state->glContext) {
SDL_Log("OpenGL context creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_GL_MakeCurrent(state->window, state->glContext);
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
SDL_Log("Failed to initialize GLAD");
return SDL_APP_FAILURE;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
state->shaderProgram = createShaderProgram(vertexShaderSource, fragmentShaderSource);
float vertices[] = {
-0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 1.0f, 1.0f
};
glGenVertexArrays(1, &state->VAO);
glGenBuffers(1, &state->VBO);
glBindVertexArray(state->VAO);
glBindBuffer(GL_ARRAY_BUFFER, state->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLsizei stride = 4 * sizeof(float);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
state->textureID = createTexture("assets/textures/clear_01.png", &state->texW, &state->texH);
if (state->textureID == 0) {
return SDL_APP_FAILURE;
}
state->mvpLoc = glGetUniformLocation(state->shaderProgram, "uMVP");
state->texLoc = glGetUniformLocation(state->shaderProgram, "ourTexture");
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
auto* state = static_cast<AppState*>(appstate);
int winW = 800, winH = 450;
SDL_GetWindowSizeInPixels(state->window, &winW, &winH);
glViewport(0, 0, winW, winH);
float orthoSize = 300.0f;
float aspect = (float)winW / (float)winH;
float left = -orthoSize * aspect;
float right = orthoSize * aspect;
float bottom = -orthoSize;
float top = orthoSize;
glm::mat4 proj = glm::ortho(left, right, bottom, top, -1.0f, 1.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3((float)state->texW, (float)state->texH, 1.0f));
glm::mat4 mvp = proj * view * model;
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(state->shaderProgram);
glUniformMatrix4fv(state->mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state->textureID);
glUniform1i(state->texLoc, 0);
glBindVertexArray(state->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(state->window);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
if (appstate) {
auto* state = static_cast<AppState*>(appstate);
if (state->textureID) glDeleteTextures(1, &state->textureID);
if (state->VAO) glDeleteVertexArrays(1, &state->VAO);
if (state->VBO) glDeleteBuffers(1, &state->VBO);
if (state->shaderProgram) glDeleteProgram(state->shaderProgram);
if (state->glContext) {
SDL_GL_DestroyContext(state->glContext);
}
if (state->window) {
SDL_DestroyWindow(state->window);
}
delete state;
}
SDL_Quit();
}
2. File Contents for CMakeLists.txt 2. Содержимое файла CMakeLists.txt
cmake_minimum_required(VERSION 3.21)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug")
endif()
project(draw-texture-2d-sdl3-glm-glad-opengl-desktop CXX C)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# -----------------------------------------------------------------------------
# Locate System OpenGL Package
# -----------------------------------------------------------------------------
find_package(OpenGL REQUIRED)
# -----------------------------------------------------------------------------
# Locate SDL3 and SDL3_image Packages
# -----------------------------------------------------------------------------
if(WIN32)
set(SDL3_DIR "C:/libs/sdl3-3.4.16-mingw/lib/cmake/SDL3")
set(SDL3_image_DIR "C:/libs/sdl3_image-3.4.6-mingw/lib/cmake/SDL3_image")
else()
set(SDL3_DIR "$ENV{HOME}/libs/sdl3-3.4.16-ubuntu/lib/cmake/SDL3")
set(SDL3_image_DIR "$ENV{HOME}/libs/sdl3_image-3.4.6-ubuntu/lib/cmake/SDL3_image")
endif()
find_package(SDL3 REQUIRED CONFIG)
find_package(SDL3_image REQUIRED CONFIG)
# -----------------------------------------------------------------------------
# Set Include Path for Header-Only GLM Library
# -----------------------------------------------------------------------------
if(WIN32)
set(GLM_INCLUDE_DIR "C:/libs/glm-1.0.3/glm")
else()
set(GLM_INCLUDE_DIR "$ENV{HOME}/libs/glm-1.0.3")
endif()
# -----------------------------------------------------------------------------
# Set Path and Source for GLAD Loader
# -----------------------------------------------------------------------------
if(WIN32)
set(GLAD_DIR "C:/libs/glad-0.1.36/opengl-3.3")
else()
set(GLAD_DIR "$ENV{HOME}/libs/glad-0.1.36/opengl-3.3")
endif()
set(GLAD_INCLUDE_DIR "${GLAD_DIR}/include")
set(GLAD_SOURCE "${GLAD_DIR}/src/glad.c")
# -----------------------------------------------------------------------------
# Target Definition
# -----------------------------------------------------------------------------
set(PROJECT_SOURCES
main.cpp
${GLAD_SOURCE}
)
add_executable(app ${PROJECT_SOURCES})
target_include_directories(app PRIVATE
${GLM_INCLUDE_DIR}
${GLAD_INCLUDE_DIR}
)
target_link_libraries(app PRIVATE
SDL3::SDL3-static
SDL3_image::SDL3_image-static
OpenGL::GL
)
# -----------------------------------------------------------------------------
# Copy Assets Directory to Build Output
# -----------------------------------------------------------------------------
add_custom_command(
TARGET app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_CURRENT_SOURCE_DIR}/assets"
"$<TARGET_FILE_DIR:app>/assets"
)
# -----------------------------------------------------------------------------
# Platform-Specific Compiler & Linker Flags
# -----------------------------------------------------------------------------
if(WIN32)
target_compile_options(app PRIVATE -Os)
target_link_options(app PRIVATE -static -s -static-libgcc)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
target_link_options(app PRIVATE -mconsole)
else()
target_link_options(app PRIVATE -mwindows)
endif()
endif()
Step 4: Create Build & Execution Scripts Шаг 4: Создание скриптов сборки и запуска
Windows (MinGW / Batch Scripts)
config-exe.bat
cmake -G Ninja -S . -B dist/win
build-exe.bat
cmake --build dist/win
run-exe.bat
@echo off
.\dist\win\app.exe
Run the scripts sequentially in Command Prompt or PowerShell: Последовательно запустите скрипты в командной строке или PowerShell:
config-exe.bat
build-exe.bat
run-exe.bat
Ubuntu (Bash Scripts)
config-bin.sh
#!/usr/bin/env bash
set -e
cmake -G Ninja -S . -B dist/linux
build-bin.sh
#!/usr/bin/env bash
set -e
cmake --build dist/linux
run-bin.sh
#!/usr/bin/env bash
set -e
./dist/linux/app
Grant execute permissions on Ubuntu before running: Предоставьте права на выполнение в Ubuntu перед запуском:
chmod +x config-bin.sh build-bin.sh run-bin.sh
./config-bin.sh
./build-bin.sh
./run-bin.sh
Step 5: Expected Output Шаг 5: Ожидаемый результат
Upon running the application, a window will open displaying the loaded crate texture rendered on a 2D quad positioned correctly via GLM orthographic projection. После запуска приложения откроется окно с загруженной текстурой ящика, отрисованной на 2D-квадрате с помощью ортографической проекции GLM.
SDL3 GLM GLAD 2D Texture (Classic)
or (if using the Callbacks API version): или (если используется версия с Callbacks API):
SDL3 GLM GLAD 2D Texture (Callbacks)
Support My Work Поддержать проект
If these tutorials helped you, consider buying me a coffee! Если эти туториалы вам помогли, вы можете поддержать автора.
Sberbank (Russia only) Сбербанк (только для РФ)
Direct transfer via phone number (Russia only) Перевод по номеру телефона (только для РФ)
USDT TRC20
Support via Cryptocurrency Поддержка криптовалютой