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215 lines
6.0 KiB
Plaintext
215 lines
6.0 KiB
Plaintext
/*!
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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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