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1314 lines
54 KiB
TeX
1314 lines
54 KiB
TeX
%-------------------------------------------------------------------------
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% GLFW Users Guide
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% API Version: 3.0
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%-------------------------------------------------------------------------
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% Document class
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\documentclass[a4paper,11pt,oneside]{report}
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% Document title and API version
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\newcommand{\glfwdoctype}[1][0]{Users Guide}
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\newcommand{\glfwapiver}[1][0]{3.0}
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% Common document settings and macros
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\input{glfwdoc.sty}
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% PDF specific document settings
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\hypersetup{pdftitle={GLFW Users Guide}}
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\hypersetup{pdfauthor={Marcus Geelnard}}
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\hypersetup{pdfkeywords={GLFW,OpenGL,guide,manual}}
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%-------------------------------------------------------------------------
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% Document body
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%-------------------------------------------------------------------------
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\begin{document}
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\pagestyle{plain}
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% Title page
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\glfwmaketitle
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% Summary, trademarks and table of contents
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\pagenumbering{roman}
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\setcounter{page}{1}
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%-------------------------------------------------------------------------
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% Summary and Trademarks
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%-------------------------------------------------------------------------
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\chapter*{Summary}
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This document is a users guide for the \GLFW\ API that gives a practical
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introduction to using \GLFW . For a more detailed description of the
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\GLFW\ API you should refer to the \textit{GLFW Reference Manual}.
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\vspace{5cm}
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\large
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Trademarks
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\small
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OpenGL and IRIX are registered trademarks of Silicon Graphics, Inc.\linebreak
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Microsoft and Windows are registered trademarks of Microsoft Corporation.\linebreak
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Mac OS is a registered trademark of Apple Computer, Inc.\linebreak
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Linux is a registered trademark of Linus Torvalds.\linebreak
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FreeBSD is a registered trademark of Wind River Systems, Inc.\linebreak
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Solaris is a trademark of Sun Microsystems, Inc.\linebreak
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UNIX is a registered trademark of The Open Group.\linebreak
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X Window System is a trademark of The Open Group.\linebreak
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POSIX is a trademark of IEEE.\linebreak
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Truevision, TARGA and TGA are registered trademarks of Truevision, Inc.\linebreak
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IBM is a registered trademark of IBM Corporation.\linebreak
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All other trademarks mentioned in this document are the property of their respective owners.
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\normalsize
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%-------------------------------------------------------------------------
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% Table of contents
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%-------------------------------------------------------------------------
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\tableofcontents
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\pagebreak
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% Document chapters starts here...
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\pagenumbering{arabic}
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\setcounter{page}{1}
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\pagestyle{fancy}
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%-------------------------------------------------------------------------
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% Introduction
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%-------------------------------------------------------------------------
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\chapter{Introduction}
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\thispagestyle{fancy}
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\GLFW\ is a portable API (Application Program Interface) that handles
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operating system specific tasks related to \OpenGL\ programming. While
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\OpenGL\ in general is portable, easy to use and often results in tidy and
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compact code, the operating system specific mechanisms that are required
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to set up and manage an \OpenGL\ window are quite the opposite. \GLFW\ tries
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to remedy this by providing the following functionality:
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\begin{itemize}
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\item Opening and managing an \OpenGL\ window.
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\item Keyboard, mouse and joystick input.
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\item High precision time input.
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\item Support for querying and using \OpenGL\ extensions.
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\end{itemize}
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\vspace{18pt}
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All this functionality is implemented as a set of easy-to-use functions,
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which makes it possible to write an \OpenGL\ application framework in just a
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few lines of code. The \GLFW\ API is operating system and platform independent,
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making it very simple to port \GLFW\ based \OpenGL\ applications between the
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supported platforms.
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Currently supported platforms are:
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\begin{itemize}
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\item Microsoft Windows\textsuperscript{\textregistered}
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\item Unix\textsuperscript{\textregistered} or Unix<69>-like systems running the
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X Window System\texttrademark with GLX version 1.3 or later
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\item Mac OS X\textsuperscript{\textregistered} 10.5 and later, using Cocoa\footnote{Support for joysticks missing at the time of writing.}
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\end{itemize}
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There is also deprecated support for Mac OS X versions 10.3 and 10.4, using the Carbon API.
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%-------------------------------------------------------------------------
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% Getting Started
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%-------------------------------------------------------------------------
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\chapter{Getting Started}
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\thispagestyle{fancy}
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In this chapter you will learn how to write a simple \OpenGL\ application
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using \GLFW . We start by initializing \GLFW , then we open a window and
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read some user keyboard input.
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%-------------------------------------------------------------------------
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\section{Initializing GLFW}
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Before using any of the \GLFW\ functions, it is necessary to call
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\textbf{glfwInit}. It initializes the parts of \GLFW\ that are not dependent on
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a window, such as time and joystick input. The C syntax is:
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\begin{lstlisting}
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int glfwInit(void)
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\end{lstlisting}
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\textbf{glfwInit} returns GL\_TRUE if initialization succeeded, or
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GL\_FALSE if it failed.
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When your application is done using \GLFW , typically at the very end of
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the program, you should call \textbf{glfwTerminate}. The C syntax is:
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\begin{lstlisting}
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void glfwTerminate(void)
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\end{lstlisting}
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This releases any resources allocated by GLFW and closes the window if it is
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open. After this call, you must call \textbf{glfwInit} again before using any
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\GLFW\ functions).
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%-------------------------------------------------------------------------
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\section{Opening An OpenGL Window}
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Opening an \OpenGL\ window is done with the \textbf{glfwOpenWindow} function.
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The function takes nine arguments, which are used to describe the following
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properties of the requested window:
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\begin{itemize}
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\item Window dimensions (width and height) in pixels.
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\item Color and alpha buffer bit depth.
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\item Depth buffer (Z-buffer) bit depth.
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\item Stencil buffer bit depth.
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\item Whether to use fullscreen or windowed mode.
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\end{itemize}
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The C language syntax for \textbf{glfwOpenWindow} is:
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\begin{lstlisting}
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int glfwOpenWindow(int width, int height,
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int redbits, int greenbits, int bluebits,
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int alphabits, int depthbits, int stencilbits,
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int mode)
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\end{lstlisting}
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\textbf{glfwOpenWindow} returns GL\_TRUE if the window was opened
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correctly, or GL\_FALSE if \GLFW\ failed to open the window.
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\GLFW\ tries to open a window that best matches the requested parameters.
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Some parameters may be omitted by setting them to zero, which will result
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in \GLFW\ either using a default value, or the related functionality to be
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disabled. For instance, if \textit{width} and \textit{height} are both
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zero, \GLFW\ will use a window resolution of 640x480. If
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\textit{depthbits} is zero, the opened window may not have a depth buffer.
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The \textit{mode} argument is used to specify if the window is to be a
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fullscreen window or a regular window.
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If \textit{mode} is GLFW\_FULLSCREEN, the window will cover the entire
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screen and no window border or decorations will be visible. If possible, the
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video mode will be changed to the mode that closest matches the \textit{width},
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\textit{height}, \textit{redbits}, \textit{greenbits}, \textit{bluebits} and
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\textit{alphabits} arguments. Furthermore, the mouse pointer will be hidden,
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and screensavers are prohibited. This is usually the best mode for games and
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demos.
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If \textit{mode} is GLFW\_WINDOW, the window will be opened as a normal,
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decorated window on the desktop. The mouse pointer will not be hidden and
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screensavers are allowed to be activated.
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To close the window, you can either use \textbf{glfwTerminate}, as
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described earlier, or you can use the more explicit approach by calling
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\textbf{glfwCloseWindow}, which has the C syntax:
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\begin{lstlisting}
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void glfwCloseWindow(void)
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\end{lstlisting}
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Note that you do not need to call \textbf{glfwTerminate} and \textbf{glfwInit}
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before opening a new window after having closed the current one using
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\textbf{glfwCloseWindow}.
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%-------------------------------------------------------------------------
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\section{Using Keyboard Input}
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\GLFW\ provides several means for receiving user input, which will be
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discussed in more detail in chapter \ref{par:inputhandling}. One of the
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simplest ways of checking for keyboard input is to use the function
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\textbf{glfwGetKey}:
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\begin{lstlisting}
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int glfwGetKey(int key)
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\end{lstlisting}
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It queries the current status of individual keyboard keys. The argument
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\textit{key} specifies which key to check, and it must be a valid GLFW key code
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(see the \textit{GLFW Reference Manual} for a list of key codes).
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\textbf{glfwGetKey} returns GLFW\_PRESS if the key is currently held down, or
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GLFW\_RELEASE if the key is not being held down. For example:
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\begin{lstlisting}
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A_pressed = glfwGetKey(GLFW_KEY_A);
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esc_pressed = glfwGetKey(GLFW_KEY_ESCAPE);
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\end{lstlisting}
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In order for \textbf{glfwGetKey} to have any effect, you need to poll for
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input events on a regular basis. This can be done in one of two ways:
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\begin{enumerate}
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\item Implicitly by calling \textbf{glfwSwapBuffers} often.
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\item Explicitly by calling \textbf{glfwPollEvents} often.
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\end{enumerate}
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In general you do not have to care about this, since you will normally
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call \textbf{glfwSwapBuffers} to swap front and back rendering buffers
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every animation frame anyway. If, however, this is not the case, you
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should call \textbf{glfwPollEvents} in the order of 10-100 times per
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second in order for \GLFW\ to maintain an up to date input state.
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%-------------------------------------------------------------------------
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\section{Putting It Together: A Minimal GLFW Application}
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Now that you know how to initialize \GLFW , open a window and poll for
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keyboard input, let us exemplify this with a simple \OpenGL\ program:
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\begin{lstlisting}
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#include <GL/glfw.h>
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#include <stdlib.h>
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int main(void)
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{
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int running = GL_TRUE;
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// Initialize GLFW
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if (!glfwInit())
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exit(EXIT_FAILURE);
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// Open an OpenGL window
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if (!glfwOpenWindow(300,300, 0,0,0,0,0,0, GLFW_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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// Main loop
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while (running)
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{
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// OpenGL rendering goes here...
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glClear(GL_COLOR_BUFFER_BIT);
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// Swap front and back rendering buffers
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glfwSwapBuffers();
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// Check if ESC key was pressed or window was closed
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running = !glfwGetKey(GLFW_KEY_ESCAPE) &&
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glfwGetWindowParam(GLFW_OPENED);
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}
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// Close window and terminate GLFW
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glfwTerminate();
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// Exit program
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exit(EXIT_SUCCESS);
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}
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\end{lstlisting}
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The program opens a 300x300 window and runs in a loop until the escape key
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is pressed, or the window was closed. All the \OpenGL\ ``rendering'' that
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is done in this example is to clear the window.
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%-------------------------------------------------------------------------
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% Window Operations
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%-------------------------------------------------------------------------
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\chapter{Window Operations}
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\thispagestyle{fancy}
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In this chapter, you will learn more about window related \GLFW\
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functionality, including setting and getting window properties, buffer
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swap control and video mode querying.
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%-------------------------------------------------------------------------
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\section{Setting Window Properties}
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In the previous chapter the \textbf{glfwOpenWindow} function was
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described, which specifies the sizes of the color, alpha, depth and
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stencil buffers. It is also possible to request a specific minimum OpenGL
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version, multisampling anti-aliasing, an accumulation buffer, stereo
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rendering and more by using the \textbf{glfwOpenWindowHint} function:
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\begin{lstlisting}
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void glfwOpenWindowHint(int target, int hint)
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\end{lstlisting}
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The \textit{target} argument can be one of the constants listed in table~
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\ref{tab:winhints}, and \textit{hint} is the value to assign to the
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specified target.
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%-------------------------------------------------------------------------
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\begin{table}[p]
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\begin{center}
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\begin{tabular}{|l|l|p{7.0cm}|} \hline \raggedright
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\textbf{Name} & \textbf{Default} & \textbf{Description} \\ \hline
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GLFW\_REFRESH\_RATE & 0 & Vertical monitor refresh rate in Hz (only used for fullscreen windows). Zero means system default.\\ \hline
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GLFW\_ACCUM\_RED\_BITS & 0 & Number of bits for the red channel of the accumulation buffer.\\ \hline
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GLFW\_ACCUM\_GREEN\_BITS & 0 & Number of bits for the green channel of the accumulation buffer.\\ \hline
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GLFW\_ACCUM\_BLUE\_BITS & 0 & Number of bits for the blue channel of the accumulation buffer.\\ \hline
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GLFW\_ACCUM\_ALPHA\_BITS & 0 & Number of bits for the alpha channel of the accumulation buffer.\\ \hline
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GLFW\_AUX\_BUFFERS & 0 & Number of auxiliary buffers.\\ \hline
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GLFW\_STEREO & GL\_FALSE & Specify if stereo rendering should be supported (can be GL\_TRUE or GL\_FALSE).\\ \hline
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GLFW\_WINDOW\_NO\_RESIZE & GL\_FALSE & Specify whether the window can be resized by the user (not used for fullscreen windows).\\ \hline
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GLFW\_FSAA\_SAMPLES & 0 & Number of samples to use for the multisampling buffer. Zero disables multisampling.\\ \hline
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GLFW\_OPENGL\_VERSION\_MAJOR & 1 & Major number of the desired minimum OpenGL version.\\ \hline
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GLFW\_OPENGL\_VERSION\_MINOR & 1 & Minor number of the desired minimum OpenGL version.\\ \hline
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GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_FALSE & Specify whether the OpenGL context should be forward-compatible (i.e. disallow legacy functionality).
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This should only be used when requesting OpenGL version 3.0 or above.\\ \hline
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GLFW\_OPENGL\_DEBUG\_CONTEXT & GL\_FALSE & Specify whether a debug context should be created.\\ \hline
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GLFW\_OPENGL\_PROFILE & 0 & The OpenGL profile the context should implement, or zero to let the system choose.
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Available profiles are GLFW\_OPENGL\_CORE\_PROFILE and GLFW\_OPENGL\_COMPAT\_PROFILE.\\ \hline
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\end{tabular}
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\end{center}
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\caption{Targets for \textbf{glfwOpenWindowHint}}
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\label{tab:winhints}
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\end{table}
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%-------------------------------------------------------------------------
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For a hint to have any effect, the \textbf{glfwOpenWindowHint} function
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must be called before opening the window with the \textbf{glfwOpenWindow}
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function.
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To request an accumulation buffer, set the GLFW\_ACCUM\_x\_BITS targets to
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values greater than zero (usually eight or sixteen bits per component).
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To request auxiliary buffers, set the GLFW\_AUX\_BUFFERS target to a value
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greater than zero. To request a stereo rendering capable window, set the
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GLFW\_STEREO target to GL\_TRUE.
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If you want to enable fullscreen antialiasing, set the GLFW\_FSAA\_SAMPLES
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target to a value greater than zero. If the windowing system is unable to
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fulfil the request, \GLFW\ will degrade gracefully and disable FSAA if necessary.
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The GLFW\_REFRESH\_RATE target should be used with caution, since it may
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result in suboptimal operation, or even a blank or damaged screen.
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If you want to create a forward-compatible \OpenGL\ context, set the
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GLFW\_OPENGL\_FORWARD\_COMPAT hint to GL\_TRUE. Note that such contexts are
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only available for \OpenGL\ version 3.0 and above, so you will need to specify
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a valid minimum version using the GLFW\_OPENGL\_VERSION\_MAJOR and
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GLFW\_OPENGL\_VERSION\_MINOR hints.
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If you want to create a context using the core profile as available in \OpenGL\
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version 3.2 and above, set the GLFW\_OPENGL\_PROFILE hint accordingly. Note that
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as above you have to set a valid minimum version for this to work.
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Also note that at the time of this release, Mac OS X did not support \OpenGL\
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version 3.0 or above; thus GLFW cannot create contexts of versions above 2.1
|
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on that platform.
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Besides the parameters that are given with the \textbf{glfwOpenWindow} and
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\textbf{glfwOpenWindowHint} functions, a few more properties of a window
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can be changed after the window has been opened, namely the window title,
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window size, and window position.
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||
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To change the window title of an open window, use the
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\textbf{glfwSetWindowTitle} function:
|
||
|
||
\begin{lstlisting}
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void glfwSetWindowTitle(const char* title)
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\end{lstlisting}
|
||
|
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\textit{title} is a null terminated ISO~8859-1 (8-bit Latin~1) string that
|
||
will be used as the window title. It will also be used as the application
|
||
name (for instance in the application list when using \texttt{Alt+Tab}
|
||
under Windows, or as the icon name when the window is iconified under
|
||
the X Window System). The default window name is ``GLFW Window'', which
|
||
will be used unless \textbf{glfwSetWindowTitle} is called after the window
|
||
has been opened.
|
||
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To change the size of a window, call \textbf{glfwSetWindowSize}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetWindowSize(int width, int height)
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\end{lstlisting}
|
||
|
||
Where \textit{width} and \textit{height} are the new dimensions of the
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window.
|
||
|
||
To change the position of a window, call \textbf{glfwSetWindowPos}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetWindowPos(int x, int y)
|
||
\end{lstlisting}
|
||
|
||
Where \textit{x} and \textit{y} are the new desktop coordinates of the
|
||
window. This function does not have any effect when in fullscreen mode.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Getting Window Properties}
|
||
When opening a window, the opened window will not necessarily have the
|
||
requested properties, so you should always check the parameters that your
|
||
application relies on (e.g. number of stencil bits) using
|
||
\textbf{glfwGetWindowParam}, which has the C syntax:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetWindowParam(int param)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{param} can be one of the tokens listed in table
|
||
\ref{tab:winparams}, and the return value is an integer holding the
|
||
requested value.
|
||
|
||
%-------------------------------------------------------------------------
|
||
\begin{table}[p]
|
||
\begin{center}
|
||
\begin{tabular}{|l|p{9.5cm}|} \hline \raggedright
|
||
\textbf{Name} & \textbf{Description} \\ \hline
|
||
GLFW\_OPENED & GL\_TRUE if window is opened, else GL\_FALSE.\\ \hline
|
||
GLFW\_ACTIVE & GL\_TRUE if window has focus, else GL\_FALSE.\\ \hline
|
||
GLFW\_ICONIFIED & GL\_TRUE if window is iconified, else GL\_FALSE.\\ \hline
|
||
GLFW\_ACCELERATED & GL\_TRUE if window is hardware accelerated, else GL\_FALSE.\\ \hline
|
||
GLFW\_RED\_BITS & Number of bits for the red color component.\\ \hline
|
||
GLFW\_GREEN\_BITS & Number of bits for the green color component.\\ \hline
|
||
GLFW\_BLUE\_BITS & Number of bits for the blue color component.\\ \hline
|
||
GLFW\_ALPHA\_BITS & Number of bits for the alpha buffer.\\ \hline
|
||
GLFW\_DEPTH\_BITS & Number of bits for the depth buffer.\\ \hline
|
||
GLFW\_STENCIL\_BITS & Number of bits for the stencil buffer.\\ \hline
|
||
GLFW\_REFRESH\_RATE & Vertical monitor refresh rate in Hz. Zero indicates an unknown or a default refresh rate.\\ \hline
|
||
GLFW\_ACCUM\_RED\_BITS & Number of bits for the red channel of the accumulation buffer.\\ \hline
|
||
GLFW\_ACCUM\_GREEN\_BITS & Number of bits for the green channel of the accumulation buffer.\\ \hline
|
||
GLFW\_ACCUM\_BLUE\_BITS & Number of bits for the blue channel of the accumulation buffer.\\ \hline
|
||
GLFW\_ACCUM\_ALPHA\_BITS & Number of bits for the alpha channel of the accumulation buffer.\\ \hline
|
||
GLFW\_AUX\_BUFFERS & Number of auxiliary buffers.\\ \hline
|
||
GLFW\_STEREO & GL\_TRUE if stereo rendering is supported, else GL\_FALSE.\\ \hline
|
||
GLFW\_WINDOW\_NO\_RESIZE & GL\_TRUE if the window cannot be resized by the user, else GL\_FALSE.\\ \hline
|
||
GLFW\_FSAA\_SAMPLES & Number of multisampling buffer samples. Zero indicated multisampling is disabled.\\ \hline
|
||
GLFW\_OPENGL\_VERSION\_MAJOR & Major number of the actual version of the context.\\ \hline
|
||
GLFW\_OPENGL\_VERSION\_MINOR & Minor number of the actual version of the context.\\ \hline
|
||
GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_TRUE if the context is forward-compatible, else GL\_FALSE.\\ \hline
|
||
GLFW\_OPENGL\_DEBUG\_CONTEXT & GL\_TRUE if the context is a debug context.\\ \hline
|
||
GLFW\_OPENGL\_PROFILE & The profile implemented by the context, or zero.\\ \hline
|
||
\end{tabular}
|
||
\end{center}
|
||
\caption{Window parameters for \textbf{glfwGetWindowParam}}
|
||
\label{tab:winparams}
|
||
\end{table}
|
||
%-------------------------------------------------------------------------
|
||
|
||
Another useful function is \textbf{glfwSetWindowSizeCallback}, which
|
||
specifies a user function that will be called every time the window size
|
||
has changed. The C syntax is:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetWindowSizeCallback(GLFWwindowsizefun cbfun)
|
||
\end{lstlisting}
|
||
|
||
The user function \textit{fun} should be of the type:
|
||
|
||
\begin{lstlisting}
|
||
void fun(int width, int height)
|
||
\end{lstlisting}
|
||
|
||
The first argument passed to the user function is the width of the window,
|
||
and the second argument is the height of the window. Here is an example
|
||
of how to use a window size callback function:
|
||
|
||
\begin{lstlisting}
|
||
int windowWidth, windowHeight;
|
||
|
||
void WindowResize(int width, int height)
|
||
{
|
||
windowWidth = width;
|
||
windowHeight = height;
|
||
}
|
||
|
||
int main(void)
|
||
{
|
||
...
|
||
glfwSetWindowSizeCallback(WindowResize);
|
||
...
|
||
}
|
||
\end{lstlisting}
|
||
|
||
Using a callback function for getting the window size is mostly useful for
|
||
windowed applications, since the window size may be changed at any time by
|
||
the user. It can also be used to determine the actual fullscreen
|
||
resolution.
|
||
|
||
An alternative to using a callback function for getting the window size,
|
||
is to use the function \textbf{glfwGetWindowSize}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwGetWindowSize(int* width, int* height)
|
||
\end{lstlisting}
|
||
|
||
The variables pointed to by \textit{width} and \textit{height} are set to the
|
||
current window dimensions. Note that either of these may be NULL; that
|
||
argument is then ignored.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Buffer Swapping}
|
||
\GLFW\ windows are always double buffered. That means that you have two
|
||
rendering buffers; a front buffer and a back buffer. The front buffer is
|
||
the buffer that is being displayed, and the back buffer is not displayed.
|
||
\OpenGL\ lets you select which of these two buffers you want to render to
|
||
(with the \textbf{glDrawBuffer} command), but the default (and preferred)
|
||
rendering buffer is the back buffer. This way you will avoid flickering
|
||
and artifacts caused by graphics being only partly drawn at the same time
|
||
as the video raster beam is displaying the graphics on the monitor.
|
||
|
||
When an entire frame has been rendered to the back buffer, it is time to
|
||
swap the back and the front buffers in order to display the rendered
|
||
frame, and begin rendering a new frame. This is done with the command
|
||
\textbf{glfwSwapBuffers}. The C syntax is:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSwapBuffers(void)
|
||
\end{lstlisting}
|
||
|
||
After swapping the front and back rendering buffers, \textbf{glfwSwapBuffers}
|
||
by default calls \textbf{glfwPollEvents}\footnote{This behavior can be disabled
|
||
by calling \textbf{glfwDisable} with the argument GLFW\_AUTO\_POLL\_EVENTS.}.
|
||
This is to ensure frequent polling of events, such as keyboard and mouse input,
|
||
and window reshaping events. Even if a given application does not use input
|
||
events, without frequent polling of events (at \emph{least} once every few
|
||
seconds), most modern window systems will flag the application as unresponsive
|
||
and may suggest that the user terminate it.
|
||
|
||
Sometimes it can be useful to select when the buffer swap will occur. With
|
||
the function \textbf{glfwSwapInterval} it is possible to select the
|
||
minimum number of vertical retraces the video raster line should do before
|
||
swapping the buffers:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSwapInterval(int interval)
|
||
\end{lstlisting}
|
||
|
||
If \textit{interval} is zero, the swap will take place immediately when
|
||
\textbf{glfwSwapBuffers} is called, without waiting for a vertical retrace
|
||
(also known as ``vsync off''). Otherwise at least \textit{interval}
|
||
retraces will pass between each buffer swap (also known as ``vsync on'').
|
||
Using a swap interval of zero can be useful for benchmarking purposes,
|
||
when it is not desirable to measure the time it takes to wait for the
|
||
vertical retrace. However, a swap interval of 1 generally gives better
|
||
visual quality.
|
||
|
||
It should be noted that not all \OpenGL\ implementations and hardware support
|
||
this function, in which case \textbf{glfwSwapInterval} will have no effect. ATI
|
||
Radeon cards under Microsoft Windows are especially notorious in this regard.
|
||
Sometimes it is only possible to affect the swap interval through driver
|
||
settings (e.g. the display settings under Windows, or as an environment
|
||
variable setting under Unix).
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Querying Video Modes}
|
||
Although \GLFW\ generally does a good job at selecting a suitable video
|
||
mode for you when you open a fullscreen window, it is sometimes useful to
|
||
know exactly which modes are available on a certain system. For example,
|
||
you may want to present the user with a list of video modes to select
|
||
from. To get a list of available video modes, you can use the function
|
||
\textbf{glfwGetVideoModes}:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetVideoModes(GLFWvidmode* list, int maxcount)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{list} is a vector of GLFWvidmode structures, and
|
||
\textit{maxcount} is the maximum number of video modes that your vector can
|
||
hold. \textbf{glfwGetVideoModes} will return the number of video modes detected
|
||
on the system, up to \textit{maxcount}.
|
||
|
||
The GLFWvidmode structure looks like this:
|
||
|
||
\begin{lstlisting}
|
||
typedef struct {
|
||
int Width, Height; // Video resolution
|
||
int RedBits; // Red bits per pixel
|
||
int GreenBits; // Green bits per pixel
|
||
int BlueBits; // Blue bits per pixel
|
||
} GLFWvidmode;
|
||
\end{lstlisting}
|
||
|
||
Here is an example of retrieving all available video modes:
|
||
|
||
\begin{lstlisting}
|
||
int nummodes;
|
||
GLFWvidmode list[200];
|
||
nummodes = glfwGetVideoModes(list, 200);
|
||
\end{lstlisting}
|
||
|
||
The returned list is sorted, first by color depth ($RedBits + GreenBits +
|
||
BlueBits$), and then by resolution ($Width\times Height$), with the
|
||
lowest resolution, fewest bits per pixel mode first.
|
||
|
||
To get the desktop video mode, use the function
|
||
\textbf{glfwGetDesktopMode}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwGetDesktopMode(GLFWvidmode* mode)
|
||
\end{lstlisting}
|
||
|
||
The function returns the resolution and color depth of the user desktop in
|
||
the mode structure. Note that the user desktop mode is independent of the
|
||
current video mode if a \GLFW\ fullscreen window has been opened.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
% Input Handling
|
||
%-------------------------------------------------------------------------
|
||
\chapter{Input Handling}
|
||
\label{par:inputhandling}
|
||
\thispagestyle{fancy}
|
||
In this chapter you will learn how to use keyboard, mouse and joystick
|
||
input, using either polling or callback functions.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Event Polling}
|
||
The first thing to know about input handling in \GLFW\ is that all
|
||
keyboard and mouse input is collected by checking for input events. This
|
||
has do be done manually by calling either \textbf{glfwPollEvents} or
|
||
\textbf{glfwSwapBuffers} (which implicitly calls \textbf{glfwPollEvents}
|
||
for you). Normally this is not a cause for concern, as
|
||
\textbf{glfwSwapBuffers} is called every frame, which should be often
|
||
enough (about 10-100 times per second for a normal \OpenGL\ application) that
|
||
the window will feel responsive.
|
||
|
||
One exception is when an application is updating its view only in response to input.
|
||
In this case the \textbf{glfwWaitEvents} is useful, as it blocks the calling
|
||
thread until an event arrives. The refresh callback, set with
|
||
\textbf{glfwSetWindowRefreshCallback}, may also be useful for such
|
||
applications, especially on unbuffered window systems.
|
||
|
||
If it is not desirable that \textbf{glfwPollEvents is} called implicitly
|
||
from \textbf{glfwSwapBuffers}, call \textbf{glfwDisable} with the argument
|
||
GLFW\_AUTO\_POLL\_EVENTS.
|
||
|
||
Note that event polling is not needed for joystick input, since all
|
||
relevant joystick state is gathered every time a joystick function is
|
||
called.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Keyboard Input}
|
||
\GLFW\ provides three mechanisms for getting keyboard input:
|
||
|
||
\begin{itemize}
|
||
\item Manually polling the state of individual keys.
|
||
\item Automatically receive new key state for any key, using a callback
|
||
function.
|
||
\item Automatically receive characters, using a callback function.
|
||
\end{itemize}
|
||
|
||
Depending on what the keyboard input will be used for, different methods may be
|
||
preferred. The main difference between the two last methods is that while
|
||
characters are affected by modifier keys (such as shift), key state is
|
||
independent of any modifier keys. Also, special keys (such as function keys,
|
||
cursor keys and modifier keys) are not reported to the character callback
|
||
function.
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Key state}
|
||
To check if a key is held down or not at any given moment, use the
|
||
function \textbf{glfwGetKey}:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetKey(int key)
|
||
\end{lstlisting}
|
||
|
||
It queries the current status of individual keyboard keys. The argument
|
||
\textit{key} specifies which key to check, which must be a valid GLFW key code.
|
||
\textbf{glfwGetKey} returns GLFW\_PRESS (or 1) if the key is currently
|
||
held down, or GLFW\_RELEASE (or 0) if the key is not being held down.
|
||
|
||
In most situations, it may be useful to know if a key has been pressed and
|
||
released between two calls to \textbf{glfwGetKey} (especially if the
|
||
animation is fairly slow, which may allow the user to press and release a
|
||
key between two calls to \textbf{glfwGetKey}). This can be accomplished by
|
||
enabling sticky keys, which is done by calling \textbf{glfwEnable} with
|
||
the argument GLFW\_STICKY\_KEYS, as in the following example:
|
||
|
||
\begin{lstlisting}
|
||
glfwEnable(GLFW_STICKY_KEYS);
|
||
\end{lstlisting}
|
||
|
||
When sticky keys are enabled, a key will not be released until it is
|
||
checked with \textbf{glfwGetKey}. To disable sticky keys, call
|
||
\textbf{glfwDisable} witht the argument GLFW\_STICKY\_KEYS. Then all keys
|
||
that are not currently held down will be released and future key releases
|
||
will take place immediately when the user releases the key without
|
||
waiting for \textbf{glfwGetKey} to check the key. By default sticky keys
|
||
are disabled.
|
||
|
||
Sticky keys are often very useful and should be used in most cases where
|
||
\textbf{glfwGetKey} is used. There is however a danger involved with
|
||
enabling sticky keys, and that is that keys that are pressed by the user
|
||
but are not checked with \textbf{glfwGetKey}, may remain ``pressed'' for a
|
||
very long time. A typical situation where this may be dangerous is in a
|
||
program that consists of two or more sections (e.g. a menu section and a
|
||
game section). If the first section enables sticky keys but does not check
|
||
for keys which the second section checks for, there is a potential of
|
||
recording many key presses in the first section that will be detected in
|
||
the second section. To avoid this problem, always disable sticky keys
|
||
before leaving a section of a program.
|
||
|
||
A usually better alternative to using \textbf{glfwGetKey} is to register a
|
||
keyboard input callback function with \textbf{glfwSetKeyCallback}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetKeyCallback(GLFWkeyfun cbfun)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{fun} is a pointer to a callback function. The
|
||
callback function shall take two integer arguments. The first is the key
|
||
identifier, and the second is the new key state, which can be GLFW\_PRESS
|
||
or GLFW\_RELEASE. To unregister a callback function, call
|
||
\textbf{glfwSetKeyCallback} with \textit{fun} = NULL.
|
||
|
||
Using the callback function, you can be sure not to miss any key press or
|
||
release events, regardless of how many may have occurred during the last frame.
|
||
It also encourages event-based design, where the application responds only to
|
||
actual events instead of having to poll for every supported event.
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Character input}
|
||
If the keyboard is to be used as a text input device (e.g. in a user
|
||
dialog) rather than as a set of independent buttons, a character callback
|
||
function is more suitable. To register a character callback function, use
|
||
\textbf{glfwSetCharCallback}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetCharCallback(GLFWcharfun cbfun)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{fun} is a pointer to a callback function. The
|
||
callback function shall take two integer arguments. The first is a Unicode
|
||
code point, and the second is GLFW\_PRESS if the key that generated
|
||
the character was pressed, or GLFW\_RELEASE if it was released. To
|
||
unregister a callback function, call \textbf{glfwSetCharCallback} with
|
||
\textit{fun} = NULL.
|
||
|
||
The Unicode character set is an international standard for encoding
|
||
characters. It is much more comprehensive than seven or eight bit
|
||
character sets (e.g. US-ASCII and Latin~1), and includes characters for
|
||
most written languages in the world. It should be noted that Unicode
|
||
character codes 0 to 255 are the same as for ISO~8859-1 (Latin~1), so as
|
||
long as a proper range check is performed on the Unicode character code,
|
||
it can be used just as an eight bit Latin~1 character code (which can be
|
||
useful if full Unicode support is not possible).
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Key repeat}
|
||
By default, \GLFW\ does not report key repeats when a key is held down.
|
||
To activate key repeat, call \textbf{glfwEnable} with the argument
|
||
GLFW\_KEY\_REPEAT:
|
||
|
||
\begin{lstlisting}
|
||
glfwEnable(GLFW_KEY_REPEAT);
|
||
\end{lstlisting}
|
||
|
||
This will let a registered key or character callback function receive key
|
||
repeat events when a key is held down.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Special system keys}
|
||
On most systems there are some special system keys that are normally not
|
||
intercepted by an application. For instance, under Windows it is possible
|
||
to switch programs by pressing \texttt{ALT+TAB}, which brings up a list of
|
||
running programs to select from. In certain situations it can be desirable
|
||
to prevent such special system keys from interfering with the program.
|
||
With \GLFW\ it is possible to do by calling \textbf{glfwDisable} with the
|
||
argument GLFW\_SYSTEM\_KEYS:
|
||
|
||
\begin{lstlisting}
|
||
glfwDisable(GLFW_SYSTEM_KEYS);
|
||
\end{lstlisting}
|
||
|
||
By doing so, most system keys will have no effect and will not interfere
|
||
with your program. System keys can be re-enabled by calling
|
||
\textbf{glfwEnable} with the argument GLFW\_SYSTEM\_KEYS. By default,
|
||
system keys are enabled.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Mouse Input}
|
||
Just like for keyboard input, mouse input can be realized with either
|
||
polling or callback functions.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Mouse position}
|
||
To query the position of the mouse cursor, call \textbf{glfwGetMousePos}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwGetMousePos(int* x, int* y)
|
||
\end{lstlisting}
|
||
|
||
The variables pointed to by \textit{x} and \textit{y} will be updated with the
|
||
current position of the mouse cursor relative to the upper-left corner of the
|
||
client area of the \GLFW\ window.
|
||
|
||
An alternative is to use a callback function, which can be set with
|
||
\textbf{glfwSetMousePosCallback}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetMousePosCallback(GLFWmouseposfun cbfun)
|
||
\end{lstlisting}
|
||
|
||
The function that \textit{fun} points to will be called every time the
|
||
mouse cursor moves. The first argument to the callback function is
|
||
the cursor x-coordinate and the second the cursor y-coordinate, both relative
|
||
to the upper-left corner of the client area of the \GLFW\ window.
|
||
|
||
Note that while the \textbf{glfwGetMousePos} function only reports the final
|
||
position after cursor movement events have been processed, using a callback
|
||
function lets the application see each and every such event.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Mouse buttons}
|
||
To query the state of a mouse button, call \textbf{glfwGetMouseButton}:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetMouseButton(int button)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{button} can be any \GLFW\ mouse button token, i.e.
|
||
GLFW\_MOUSE\_BUTTON\_1 through GLFW\_MOUSE\_BUTTON\_8 or one of
|
||
GLFW\_MOUSE\_BUTTON\_LEFT, GLFW\_MOUSE\_BUTTON\_RIGHT or
|
||
GLFW\_MOUSE\_BUTTON\_MIDDLE. \textbf{glfwGetMouseButton} will return
|
||
GLFW\_PRESS (which is a non-zero value) if the corresponding mouse button is
|
||
held down, otherwise it will return GLFW\_RELEASE (which is equal to zero).
|
||
|
||
Just as it is possible to make keys ``sticky'', it is also possible to make
|
||
each mouse button appear as held down until it is checked with
|
||
\textbf{glfwGetMouseButton}. To enable sticky mouse buttons, call
|
||
\textbf{glfwEnable} with the argument GLFW\_STICKY\_MOUSE\_BUTTONS.
|
||
|
||
When sticky mouse buttons are enabled, a mouse button will not be released
|
||
until it is checked with \textbf{glfwGetMouseButton}. To disable sticky
|
||
mouse buttons, call \textbf{glfwDisable} with the argument
|
||
GLFW\_STICKY\_MOUSE\_BUTTONS. Then all mouse buttons that are not
|
||
currently held down will be released and future mouse button releases
|
||
will take place immediately when the user releases the mouse button
|
||
without waiting for \textbf{glfwGetMouseButton} to check for the mouse
|
||
button. By default sticky mouse buttons are disabled.
|
||
|
||
There is also a callback function for mouse button activities, which can
|
||
be set with \textbf{glfwSetMouseButtonCallback}:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetMouseButtonCallback(GLFWmousebuttonfun fun)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{fun} specifies a function that will be called
|
||
whenever a mouse button is pressed or released, or NULL to unregister a
|
||
callback function. The first argument to the callback function is a mouse
|
||
button identifier, and the second is either GLFW\_PRESS or GLFW\_RELEASE,
|
||
depending on the new state of the corresponding mouse button.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Mouse wheel}
|
||
Some mice have a mouse wheel, most commonly used for vertical scrolling. Also,
|
||
most modern touchpads allow the user to scroll at least vertically, either by
|
||
reserving an area for scrolling or through multi-finger gestures. To get the
|
||
position of the mouse wheel, call \textbf{glfwGetMouseWheel}:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetMouseWheel(void)
|
||
\end{lstlisting}
|
||
|
||
The function returns an integer that represents the position of the mouse
|
||
wheel. When the user turns the wheel, the wheel position will increase or
|
||
decrease. Note that since scrolling hardware has no absolute position, \GLFW\
|
||
simply sets the position to zero when the window is opened.
|
||
|
||
It is also possible to register a callback function for mouse wheel events
|
||
with the \textbf{glfwSetMouseWheelCallback} function:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetMouseWheelCallback(GLFWmousewheelfun fun)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{fun} specifies a function that will be called
|
||
whenever the mouse wheel is moved, or NULL to unregister a callback
|
||
function. The argument to the callback function is the position of the
|
||
mouse wheel.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Hiding the mouse cursor}
|
||
It is possible to hide the mouse cursor with the function call:
|
||
|
||
\begin{lstlisting}
|
||
glfwDisable(GLFW_MOUSE_CURSOR);
|
||
\end{lstlisting}
|
||
|
||
Hiding the mouse cursor has three effects:
|
||
|
||
\begin{enumerate}
|
||
\item The cursor becomes invisible.
|
||
\item The cursor is guaranteed to be confined to the window.
|
||
\item Mouse coordinates are not limited to the window size.
|
||
\end{enumerate}
|
||
|
||
To show the mouse cursor again, call \textbf{glfwEnable} with the
|
||
argument GLFW\_MOUSE\_CURSOR:
|
||
|
||
\begin{lstlisting}
|
||
glfwEnable(GLFW_MOUSE_CURSOR);
|
||
\end{lstlisting}
|
||
|
||
By default the mouse cursor is hidden if a window is opened in fullscreen
|
||
mode, otherwise it is not hidden.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Joystick Input}
|
||
\GLFW\ has support for up to sixteen joysticks, and an infinite\footnote{%
|
||
There are of course actual limitations posed by the underlying hardware,
|
||
drivers and operation system.} number of axes and buttons per joystick.
|
||
Unlike keyboard and mouse input, joystick input does not need an opened
|
||
window, and \textbf{glfwPollEvents} or \textbf{glfwSwapBuffers} does not
|
||
have to be called in order for joystick state to be updated.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Joystick capabilities}
|
||
First, it is often necessary to determine if a joystick is connected and
|
||
what its capabilities are. To get this information the function
|
||
\textbf{glfwGetJoystickParam} can be used:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetJoystickParam(int joy, int param)
|
||
\end{lstlisting}
|
||
|
||
The \textit{joy} argument specifies which joystick to retrieve the
|
||
parameter from, and it should be GLFW\_JOYSTICK\_\textit{n}, where
|
||
\textit{n} is in the range 1 to 16. The \textit{param} argument specifies
|
||
which parameter to retrieve. To determine if a joystick is connected,
|
||
\textit{param} should be GLFW\_PRESENT, which will cause the function to
|
||
return GL\_TRUE if the joystick is connected, or GL\_FALSE if it is not.
|
||
To determine the number of axes or buttons that are supported by the
|
||
joystick, \textit{param} should be GLFW\_AXES or GLFW\_BUTTONS,
|
||
respectively.
|
||
|
||
Note that \GLFW\ supports both D-pads and POVs, even though they are not
|
||
explicitly mentioned in the API. D-pads are exposed as a set of four buttons
|
||
and POVs are as two axes.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Joystick position}
|
||
To get the current axis positions of the joystick, the
|
||
\textbf{glfwGetJoystickPos} is used:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetJoystickPos(int joy, float* pos, int numaxes)
|
||
\end{lstlisting}
|
||
|
||
As with \textbf{glfwGetJoystickParam}, the \textit{joy} argument
|
||
specifies which joystick to retrieve information from. The
|
||
\textit{numaxes} argument specifies how many axes to return positions for and the
|
||
\textit{pos} argument specifies an array in which they
|
||
are stored. The function returns the actual number of axes that were
|
||
returned, which could be less than \textit{numaxes} if the joystick does
|
||
not support all the requested axes, or if the joystick is not connected.
|
||
|
||
For instance, to get the position of the first two axes (the X and Y axes)
|
||
of joystick 1, the following code can be used:
|
||
|
||
\begin{lstlisting}
|
||
float position[2];
|
||
|
||
glfwGetJoystickPos(GLFW_JOYSTICK_1, position, 2);
|
||
\end{lstlisting}
|
||
|
||
After this call, the first element of the \textit{position} array will
|
||
hold the X axis position of the joystick, and the second element will hold
|
||
the Y axis position. In this example we do not use the information about
|
||
how many axes were really returned.
|
||
|
||
The position of an axis can be in the range -1.0 to 1.0, where positive
|
||
values represent right, forward or up directions, while negative values
|
||
represent left, back or down directions. If a requested axis is not
|
||
supported by the joystick, the corresponding array element will be set
|
||
to zero. The same goes for the situation when the joystick is not
|
||
connected (all axes are treated as unsupported).
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Joystick buttons}
|
||
A function similar to the \textbf{glfwGetJoystickPos} function is
|
||
available for querying the state of joystick buttons, namely the
|
||
\textbf{glfwGetJoystickButtons} function:
|
||
|
||
\begin{lstlisting}
|
||
int glfwGetJoystickButtons(int joy, unsigned char* buttons,
|
||
int numbuttons)
|
||
\end{lstlisting}
|
||
|
||
The function works just like the \textbf{glfwGetJoystickAxis} function, except
|
||
that it returns the state of joystick buttons instead of axis positions. Each
|
||
button in the array specified by the \textit{buttons} argument can be either
|
||
GLFW\_PRESS or GLFW\_RELEASE, indicating whether the corresponding button is
|
||
currently held down or not. Unsupported buttons will have the value
|
||
GLFW\_RELEASE.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
% Timing
|
||
%-------------------------------------------------------------------------
|
||
\chapter{Timing}
|
||
\thispagestyle{fancy}
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{High Resolution Timer}
|
||
In most applications, it is useful to know exactly how much time has
|
||
passed between point $A$ and point $B$ in a program. A typical situation
|
||
is in a game, where you need to know how much time has passed between two
|
||
rendered frames in order to calculate the correct movement and physics
|
||
etc. Another example is when you want to benchmark a certain piece of
|
||
code.
|
||
|
||
\GLFW\ provides a high-resolution timer, which reports a double precision
|
||
floating point value representing the number of seconds that have passed
|
||
since \textbf{glfwInit} was called. The timer is accessed with the
|
||
function \textbf{glfwGetTime}:
|
||
|
||
\begin{lstlisting}
|
||
double glfwGetTime(void)
|
||
\end{lstlisting}
|
||
|
||
The precision of the timer depends on which computer and operating
|
||
system you are running, but it is almost guaranteed to be better than
|
||
$10~ms$, and in most cases it is much better than $1~ms$ (on a modern PC
|
||
you can get resolutions in the order of $1~ns$).
|
||
|
||
It is possible to set the value of the high precision timer using the
|
||
\textbf{glfwSetTime} function:
|
||
|
||
\begin{lstlisting}
|
||
void glfwSetTime(double time)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{time} is the time, in seconds, that the timer should
|
||
be set to.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
% OpenGL Extension Support
|
||
%-------------------------------------------------------------------------
|
||
\chapter{OpenGL Extension Support}
|
||
\thispagestyle{fancy}
|
||
One of the benefits of \OpenGL\ is that it is extensible. Independent
|
||
hardware vendors (IHVs) may include functionality in their \OpenGL\
|
||
implementations that exceed that of the \OpenGL\ standard.
|
||
|
||
An extension is defined by:
|
||
|
||
\begin{enumerate}
|
||
\item An extension name (e.g. GL\_ARB\_multitexture).
|
||
\item New OpenGL tokens (e.g. GL\_TEXTURE1\_ARB).
|
||
\item New OpenGL functions (e.g. \textbf{glActiveTextureARB}).
|
||
\end{enumerate}
|
||
|
||
A list of official extensions, together with their definitions, can be
|
||
found at the \textit{OpenGL Registry}
|
||
(\url{http://www.opengl.org/registry/}).
|
||
|
||
To use a certain extension, the following steps must be performed:
|
||
|
||
\begin{enumerate}
|
||
\item A compile time check for the support of the extension.
|
||
\item A run time check for the support of the extension.
|
||
\item Fetch function pointers for the extended \OpenGL\ functions (done at
|
||
run time).
|
||
\end{enumerate}
|
||
|
||
How this is done using \GLFW\ is described in the following sections.
|
||
Please note that this chapter covers some advanced topics, and is quite
|
||
specific to the C programming language.
|
||
|
||
For a much easier way to get access to \OpenGL\ extensions, you should probably
|
||
use a dedicated extension loading library such as GLEW or GLee. This kind of
|
||
library greatly reduces the amount of work necessary to use \OpenGL\
|
||
extensions. GLEW in particular has been extensively tested with and works well
|
||
with \GLFW .
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Compile Time Check}
|
||
The compile time check is necessary to perform in order to know if the
|
||
compiler include files have defined the necessary tokens. It is very easy
|
||
to do. The include file \texttt{GL/gl.h} will define a constant with the
|
||
same name as the extension, if all the extension tokens are defined. Here
|
||
is an example of how to check for the extension GL\_ARB\_multitexture:
|
||
|
||
\begin{lstlisting}
|
||
#ifdef GL_ARB_multitexture
|
||
// Extension is supported by the include files
|
||
#else
|
||
// Extension is not supported by the include files
|
||
// Get a more up-to-date <GL/gl.h> file!
|
||
#endif
|
||
\end{lstlisting}
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Runtime Check}
|
||
Even if the compiler include files have defined all the necessary tokens, a
|
||
given machine may not actually support the extension (it may have a graphics
|
||
card with a different \OpenGL\ implementation, or an older driver). That is why
|
||
it is necessary to do a run time check for the extension support as well. This
|
||
is done with the \GLFW\ function \textbf{glfwExtensionSupported}, which has the
|
||
C syntax:
|
||
|
||
\begin{lstlisting}
|
||
int glfwExtensionSupported(const char* extension)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{extension} is a null terminated ASCII string
|
||
with the extension name. \textbf{glfwExtensionSupported} returns GL\_TRUE
|
||
if the extension is supported, otherwise it returns GL\_FALSE.
|
||
|
||
Let us extend the previous example of checking for support of the
|
||
extension GL\_ARB\_multitexture. This time we add a run time check, and a
|
||
variable which we set to GL\_TRUE if the extension is supported, or
|
||
GL\_FALSE if it is not supported.
|
||
|
||
\begin{lstlisting}
|
||
int multitexture_supported;
|
||
|
||
#ifdef GL_ARB_multitexture
|
||
// Check if extension is supported at run time
|
||
multitexture_supported = glfwExtensionSupported("GL_ARB_multitexture");
|
||
#else
|
||
// Extension is not supported by the include files
|
||
// Get a more up-to-date <GL/gl.h> file!
|
||
multitexture_supported = GL_FALSE;
|
||
#endif
|
||
\end{lstlisting}
|
||
|
||
Now it is easy to check for the extension within the program, simply do:
|
||
|
||
\begin{lstlisting}
|
||
if (multitexture_supported)
|
||
{
|
||
// Use multi texturing
|
||
}
|
||
else
|
||
{
|
||
// Use some other solution (or fail)
|
||
}
|
||
\end{lstlisting}
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\section{Fetching Function Pointers}
|
||
Some extensions, though not all, require the use of new \OpenGL\ functions.
|
||
These entry points are not necessarily exposed by your link libraries, making
|
||
it necessary to find them dynamically at run time. You can retrieve these
|
||
entry points using the \textbf{glfwGetProcAddress} function:
|
||
|
||
\begin{lstlisting}
|
||
void* glfwGetProcAddress(const char* procname)
|
||
\end{lstlisting}
|
||
|
||
The argument \textit{procname} is a null terminated ASCII string
|
||
holding the name of the \OpenGL\ function. \textbf{glfwGetProcAddress}
|
||
returns the address to the function if the function is available,
|
||
otherwise NULL is returned.
|
||
|
||
Obviously, fetching the function pointer is trivial. For instance, if we
|
||
want to obtain the pointer to \textbf{glActiveTextureARB}, we simply call:
|
||
|
||
\begin{lstlisting}
|
||
glActiveTextureARB = glfwGetProcAddress("glActiveTextureARB");
|
||
\end{lstlisting}
|
||
|
||
However, there are many possible naming and type definition conflicts
|
||
involved with such an operation, which may result in compiler warnings or
|
||
errors. My proposed solution is the following:
|
||
|
||
\begin{itemize}
|
||
\item Do not use the function name for the variable name. Use something
|
||
similar, perhaps by adding a prefix or suffix, and then use
|
||
\texttt{\#define} to map the function name to your variable.
|
||
\item The standard type definition naming convention for function pointers
|
||
is \texttt{PFN\textit{xxxx}PROC}, where \texttt{\textit{xxxx}} is
|
||
the uppercase version of the function name (e.g.
|
||
\texttt{PFNGLACTIVETEXTUREARBPROC}). Either make sure your compiler uses
|
||
a compatible \texttt{gl.h} and/or \texttt{glext.h} file and rely on it to
|
||
define these types, or use define the types yourself using a different
|
||
naming convention (for example \texttt{\textit{xxxx}\_T}) and do the
|
||
type definitions yourself.
|
||
\end{itemize}
|
||
|
||
Here is a slightly longer example of how to use an extension, this time using
|
||
our own function pointer type definition):
|
||
|
||
\begin{lstlisting}
|
||
// Type definition of the function pointer
|
||
typedef void (APIENTRY * GLACTIVETEXTUREARB_T) (GLenum texture);
|
||
|
||
// Function pointer
|
||
GLACTIVETEXTUREARB_T _ActiveTextureARB;
|
||
#define glActiveTextureARB _ActiveTextureARB
|
||
|
||
// Extension availability flag
|
||
int multitexture_supported;
|
||
|
||
#ifdef GL_ARB_multitexture
|
||
// Check if extension is supported at run time
|
||
if (glfwExtensionSupported("GL_ARB_multitexture"))
|
||
{
|
||
// Get the function pointer
|
||
glActiveTextureARB = (GLACTIVETEXTUREARB_T)
|
||
glfwGetProcAddress("glActiveTextureARB");
|
||
|
||
multitexture_supported = GL_TRUE;
|
||
}
|
||
else
|
||
{
|
||
multitexture_supported = GL_FALSE;
|
||
}
|
||
#else
|
||
// Extension is not supported by the include files
|
||
multitexture_supported = GL_FALSE;
|
||
#endif
|
||
\end{lstlisting}
|
||
|
||
Even this example leaves some things to be desired. First of all, the
|
||
GL\_ARB\_multitexture extension defines many more functions than the single
|
||
function used above. Secondly, checking if an extension is supported using
|
||
\textbf{glfwExtensionSupported} is not enough to ensure that the corresponding
|
||
functions will be valid. You also need to check that the all function pointers
|
||
returned by \textbf{glfwGetProcAddress} are non-NULL.
|
||
|
||
|
||
%-------------------------------------------------------------------------
|
||
\subsection{Function pointer type definitions}
|
||
To make a function pointer type definition, you need to know the function
|
||
prototype. This can often be found in the extension definitions (e.g. at
|
||
the \textit{OpenGL Registry}). All the entry points that are defined by an
|
||
extension are listed with their C prototype definitions under the section
|
||
\textit{New Procedures and Functions} in the extension definition.
|
||
|
||
For instance, if we look at the definition of the
|
||
GL\_ARB\_texture\_compression extension, we find a list of new functions.
|
||
One of these is declared like this:
|
||
|
||
\begin{lstlisting}
|
||
void GetCompressedTexImageARB(enum target, int lod, void* img);
|
||
\end{lstlisting}
|
||
|
||
Like in most official \OpenGL\ documentation, all the \texttt{GL} and
|
||
\texttt{gl} prefixes have been left out. In other words, the real function
|
||
prototype would look like this:
|
||
|
||
\begin{lstlisting}
|
||
void glGetCompressedTexImageARB(GLenum target, GLint lod, void* img);
|
||
\end{lstlisting}
|
||
|
||
All we have to do to turn this prototype definition into a function
|
||
pointer type definition, is to replace the function name with
|
||
\texttt{(APIENTRY * \textit{xxxx}\_T)}, where \textit{xxxx} is the
|
||
uppercase version of the name (according to the proposed naming
|
||
convention). The keyword \texttt{APIENTRY} is needed to be compatible
|
||
between different platforms. The \GLFW\ header file \texttt{GL/glfw.h}
|
||
ensures that \texttt{APIENTRY} is properly defined on all supported platforms.
|
||
|
||
In other words, for the function \textbf{glGetCompressedTexImageARB} we
|
||
get:
|
||
|
||
\begin{lstlisting}
|
||
typedef void (APIENTRY * GLGETCOMPRESSEDTEXIMAGEARB_T)
|
||
(GLenum target, GLint level, void* img);
|
||
\end{lstlisting}
|
||
|
||
|
||
\end{document}
|