fb8f3fd521
Added initial quick tutorial, compatibility appendix, transition guide and external main page.
201 lines
5.6 KiB
Plaintext
201 lines
5.6 KiB
Plaintext
/*!
|
|
|
|
@page quick Getting started
|
|
|
|
@section quick_start Introduction
|
|
|
|
In this guide you will learn how to write simple OpenGL applications using
|
|
GLFW 3. We start by initializing GLFW, then we create a window and read some
|
|
user keyboard input.
|
|
|
|
|
|
@section quick_include Including the GLFW header
|
|
|
|
The first thing you have to do when using GLFW is including the GLFW header.
|
|
|
|
@code
|
|
#include <GL/glfw3.h>
|
|
@endcode
|
|
|
|
This header defines all the constants, types and function prototypes of the
|
|
GLFW API. It also includes the OpenGL header provided by your development
|
|
environment and defines all the necessary constants and types for it to work on
|
|
that particular platform.
|
|
|
|
Starting with version 3.0, the GLU header @c glu.h is no longer included by
|
|
default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
|
|
inclusion of the GLFW header.
|
|
|
|
|
|
@section quick_init_term Initializing and terminating GLFW
|
|
|
|
Before you can use most GLFW functions, the library must be initialized. This
|
|
is done with @ref glfwInit, which returns non-zero if successful, or zero if an
|
|
error occurred.
|
|
|
|
@code
|
|
if (!glfwInit())
|
|
{
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
@endcode
|
|
|
|
When you are done using GLFW, typically at the very end of the program, you need
|
|
to call @ref glfwTerminate.
|
|
|
|
@code
|
|
glfwTerminate();
|
|
@endcode
|
|
|
|
This destroys any remaining windows and releases any other resources allocated by
|
|
GLFW. After this call, you must call @ref glfwInit again before using any GLFW
|
|
functions that require it.
|
|
|
|
|
|
@section quick_create_window Creating a window and context
|
|
|
|
The window (and its context) is created with @ref glfwCreateWindow, which
|
|
returns a handle to the created window. For example, this creates an 640 by 480
|
|
pixels windowed mode window:
|
|
|
|
@code
|
|
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
|
@endcode
|
|
|
|
If window creation fails, @c NULL will be returned, so you need to check whether
|
|
it did.
|
|
|
|
@code
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
@endcode
|
|
|
|
This handle is then passed to all window related functions, and is provided to
|
|
you along with input events, so you know which window received the input.
|
|
|
|
To create a fullscreen window, you need to specify which monitor the window
|
|
should use. In most cases, the user's primary monitor is a good choice. You
|
|
can get this with @ref glfwGetPrimaryMonitor. To make the above window
|
|
fullscreen, just pass along the monitor handle:
|
|
|
|
@code
|
|
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
|
|
@endcode
|
|
|
|
Fullscreen windows cover the entire screen, have no border or decorations, and
|
|
change the monitor's resolution to the one most closely matching the requested
|
|
window size.
|
|
|
|
When you are done with the window, destroy it with the @ref glfwDestroyWindow
|
|
function.
|
|
|
|
@code
|
|
glfwDestroyWindow(window);
|
|
@endcode
|
|
|
|
Once this function is called, no more events will be delivered for that window
|
|
and its handle becomes invalid.
|
|
|
|
|
|
@section quick_window_attribs Retrieving window attributes
|
|
|
|
Each window provides a number of attributes that can be queried with @ref
|
|
glfwGetWindowParam. Some are related to the window itself and others to the
|
|
OpenGL context. For example, to find out if the user is attempting to close the
|
|
window, either by pressing the close widget in the title bar or using a key
|
|
combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute.
|
|
|
|
@code
|
|
while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
|
|
{
|
|
// Keep running
|
|
}
|
|
@endcode
|
|
|
|
|
|
@section quick_swap_buffers Swapping buffers
|
|
|
|
GLFW windows always use double-buffering. That means that you have two
|
|
rendering buffers; a front buffer and a back buffer. The front buffer is the
|
|
one being displayed and the back buffer the one you render to.
|
|
|
|
When the entire frame has been rendered, 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 @ref glfwSwapBuffers.
|
|
|
|
@code
|
|
glfwSwapBuffers(window);
|
|
@endcode
|
|
|
|
|
|
@section quick_process_events Processing events
|
|
|
|
GLFW needs to communicate regularly with the window system in order to receive
|
|
events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned
|
|
above. Event processing must be done regularly and is normally done each frame
|
|
before rendering but after buffer swap.
|
|
|
|
There are two ways to process events. @ref glfwPollEvents processes only those
|
|
events that have already been received and then returns immediately. This is
|
|
the best choice when rendering continually, like most games do.
|
|
|
|
@code
|
|
glfwPollEvents();
|
|
@endcode
|
|
|
|
If instead you only need to update your rendering once you have received new
|
|
input, @ref glfwWaitEvents is a better choice. It will wait until at least one
|
|
event has been received and then process all received events before returning.
|
|
|
|
@code
|
|
glfwWaitEvents();
|
|
@endcode
|
|
|
|
|
|
@section quick_example Putting it together: A minimal GLFW application
|
|
|
|
Now that you know how to initialize GLFW, create a window and poll for
|
|
keyboard input, it's possible to create a simple program.
|
|
|
|
@code
|
|
#include <GL/glfw3.h>
|
|
#include <stdlib.h>
|
|
|
|
int main(void)
|
|
{
|
|
GLFWwindow* window;
|
|
|
|
if (!glfwInit())
|
|
{
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
glfwDestroyWindow(window);
|
|
|
|
glfwTerminate();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
@endcode
|
|
|
|
This program creates a 640 by 480 pixels window and runs a loop clearing the
|
|
screen and processing events until the user closes the window.
|
|
|
|
*/
|