#include <iostream> #include <glad/glad.h> #include <GLFW/glfw3.h> void framebuffer_size_callback(GLFWwindow* window, int width, int height);//调整窗口大小时自适应调整渲染视口 void processInput(GLFWwindow *window); //检测ESC是否被按下,并关闭窗口 int main() { glfwInit(); //初始化GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //主版本号 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //次版本号 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //使用core_profile模式 //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //mac系统下需要开启 // GLFWwindow* window = glfwCreateWindow(800, 600, "test", NULL, NULL); //创建一个窗口对象 if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); //设置window为当前线程的主上下文 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) //GLAD初始化 { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } glViewport(0, 0, 800, 600); //设置渲染窗口的尺寸大小,即视口(Viewport) glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //自适应调整渲染视口 //渲染循环 while(!glfwWindowShouldClose(window)) { //输入 processInput(window); //渲染指令 ... glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //设置清空屏幕所用的颜色 glClear(GL_COLOR_BUFFER_BIT); //清空屏幕的颜色缓冲 //检查并调用事件,交换缓冲 glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); //正确释放之前分配的资源 return 0; } void processInput(GLFWwindow *window) { //一个窗口,和一个按键作为输入,该函数酱返回这个按键是否正在被按下, if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //调整用户窗口大小时更新视口的回调函数 void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }