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214 lines
6.0 KiB
214 lines
6.0 KiB
/*! |
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@page quick Getting started |
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@section quick_start Introduction |
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In this guide you will learn how to write simple OpenGL applications using |
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GLFW 3. We start by initializing GLFW, then we create a window and read some |
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user keyboard input. |
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@section quick_include Including the GLFW header |
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The first thing you have to do when using GLFW is including the GLFW header. |
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@code |
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#include <GL/glfw3.h> |
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@endcode |
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This header defines all the constants, types and function prototypes of the |
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GLFW API. It also includes the OpenGL header provided by your development |
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environment and defines all the necessary constants and types for it to work on |
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that particular platform. |
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Starting with version 3.0, the GLU header @c glu.h is no longer included by |
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default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the |
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inclusion of the GLFW header. |
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@section quick_init_term Initializing and terminating GLFW |
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Before you can use most GLFW functions, the library must be initialized. This |
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is done with @ref glfwInit, which returns non-zero if successful, or zero if an |
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error occurred. |
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@code |
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if (!glfwInit()) |
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{ |
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exit(EXIT_FAILURE); |
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} |
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@endcode |
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When you are done using GLFW, typically at the very end of the program, you need |
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to call @ref glfwTerminate. |
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@code |
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glfwTerminate(); |
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@endcode |
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This destroys any remaining windows and releases any other resources allocated by |
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GLFW. After this call, you must call @ref glfwInit again before using any GLFW |
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functions that require it. |
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@section quick_create_window Creating a window and context |
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The window (and its context) is created with @ref glfwCreateWindow, which |
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returns a handle to the created window. For example, this creates an 640 by 480 |
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pixels windowed mode window: |
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@code |
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); |
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@endcode |
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If window creation fails, @c NULL will be returned, so you need to check whether |
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it did. |
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@code |
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if (!window) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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@endcode |
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This handle is then passed to all window related functions, and is provided to |
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you along with input events, so you know which window received the input. |
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To create a fullscreen window, you need to specify which monitor the window |
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should use. In most cases, the user's primary monitor is a good choice. You |
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can get this with @ref glfwGetPrimaryMonitor. To make the above window |
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fullscreen, just pass along the monitor handle: |
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@code |
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); |
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@endcode |
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Fullscreen windows cover the entire screen, have no border or decorations, and |
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change the monitor's resolution to the one most closely matching the requested |
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window size. |
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When you are done with the window, destroy it with the @ref glfwDestroyWindow |
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function. |
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@code |
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glfwDestroyWindow(window); |
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@endcode |
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Once this function is called, no more events will be delivered for that window |
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and its handle becomes invalid. |
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@section quick_context_current Making the OpenGL context current |
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Before you can use the OpenGL API, it must have a current OpenGL context. You |
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make a window's context current with @ref glfwMakeContextCurrent. It will then |
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remain as the current context until you make another context current or until |
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the window owning it is destroyed. |
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@code |
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glfwMakeContextCurrent(window); |
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@endcode |
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@section quick_window_attribs Retrieving window attributes |
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Each window provides a number of attributes that can be queried with @ref |
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glfwGetWindowParam. Some are related to the window itself and others to the |
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OpenGL context. For example, to find out if the user is attempting to close the |
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window, either by pressing the close widget in the title bar or using a key |
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combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute. |
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@code |
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) |
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{ |
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// Keep running |
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} |
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@endcode |
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@section quick_swap_buffers Swapping buffers |
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GLFW windows always use double-buffering. That means that you have two |
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rendering buffers; a front buffer and a back buffer. The front buffer is the |
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one being displayed and the back buffer the one you render to. |
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When the entire frame has been rendered, it is time to swap the back and the |
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front buffers in order to display the rendered frame, and begin rendering a new |
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frame. This is done with @ref glfwSwapBuffers. |
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@code |
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glfwSwapBuffers(window); |
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@endcode |
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@section quick_process_events Processing events |
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GLFW needs to communicate regularly with the window system in order to receive |
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events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned |
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above. Event processing must be done regularly and is normally done each frame |
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before rendering but after buffer swap. |
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There are two ways to process events. @ref glfwPollEvents processes only those |
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events that have already been received and then returns immediately. This is |
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the best choice when rendering continually, like most games do. |
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@code |
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glfwPollEvents(); |
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@endcode |
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If instead you only need to update your rendering once you have received new |
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input, @ref glfwWaitEvents is a better choice. It will wait until at least one |
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event has been received and then process all received events before returning. |
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@code |
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glfwWaitEvents(); |
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@endcode |
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@section quick_example Putting it together: A minimal GLFW application |
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Now that you know how to initialize GLFW, create a window and poll for |
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keyboard input, it's possible to create a simple program. |
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@code |
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#include <GL/glfw3.h> |
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#include <stdlib.h> |
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int main(void) |
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{ |
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GLFWwindow* window; |
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if (!glfwInit()) |
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{ |
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exit(EXIT_FAILURE); |
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} |
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL); |
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if (!window) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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glfwMakeContextCurrent(window); |
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) |
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{ |
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glClear(GL_COLOR_BUFFER_BIT); |
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glfwSwapBuffers(window); |
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glfwPollEvents(); |
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} |
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glfwDestroyWindow(window); |
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glfwTerminate(); |
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exit(EXIT_SUCCESS); |
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} |
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@endcode |
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This program creates a 640 by 480 pixels window and runs a loop clearing the |
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screen and processing events until the user closes the window. |
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*/
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