#include<iostream>
#define GLEW_STATIC
#include<GL/glew.h>
#include<GLFW/glfw3.h>
//回调函数
//key表示按下的键,action表示键按下/释放,mode表示是否有Ctrl、Shift、Alt等按钮操作
void key_callback(GLFWwindow * window, int key, int scancode, int action, int mode)
{
//用户按下ESC键,设置窗口WindowShouldClose属性为true,关闭应用程序
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
int main()
{
glfwInit();
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);//核心模式
GLFWwindow* window = glfwCreateWindow(800,600,"OpenGL Game",NULL,NULL); //创建窗口
if (window == NULL)
{
std::cout << "Open window failed!" << std::endl;
glfwTerminate();
return -1;
}
//将窗口的上下文设置为当前线程的主上下文
glfwMakeContextCurrent(window);
//GLEW是用来管理OpenGL的函数指针,调用任何OpenGL的函数之前都需要初始化GLEW
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Init Glew failed!" << std::endl;
glfwTerminate();
return -1;
}
int width, height;
//从GLFW中获取视口大小
glfwGetFramebufferSize(window,&width,&height);
//窗口左下角的位置、宽度、高度
glViewport(0,0, width, height);
//注册按键回调函数
glfwSetKeyCallback(window, key_callback);
//检查GLFW是否要求退出
while (!glfwWindowShouldClose(window))
{
//检查是否触发事件(鼠标移动、键盘输入等),如果有则调用相应的回调函数
glfwPollEvents();
//渲染操作放入循环中
//清屏
glClearColor(0.2f, 0.3f, 0.3f, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
//交换颜色缓冲
glfwSwapBuffers(window);
}
//结束时释放资源
glfwTerminate();
return 0;
}
运行结果