GLFW 是配合 OpenGL 使用的轻量级工具程序库,缩写自 Graphics Library Framework(图形库框架)。GLFW 的主要功能是创建并管理窗口和 OpenGL 上下文,同时还提供了处理手柄、键盘、鼠标输入的功能。有类似功能的库还有 GLUT和 SDL。
Build
- 下载
$ git clone https://github.com/glfw/glfw.git
- 编译 && 安装
$ cd glfw && mkdir build && cd build && cmake .. && make -j8 && make install
Getting started
可以阅读Getting started来理解GLFW3的使用,通过一个例子讲解如何使用GLFW3来创建一个窗口和绘制一个旋转的三角形,当关闭窗口时如何释放资源。
#include <glad/glad.h> // 需要依赖glad这个库
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "linmath.h" // 这个是glfw3里面的一个文件,可以从里面拿到,不过编译安装的时候不会安装到系统目录
#include <stdlib.h>
#include <stdio.h>
static const struct
{
float x, y;
float r, g, b;
} vertices[3] =
{
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
};
// 一个GLES Vertex Shader
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
// 一个GLES Fragment Shader
static const char* fragment_shader_text =
"#version 110\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
GLFWwindow* window;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
// 设置错误回调
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
// 设置使用2.0版本的GL
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
// 创建一个窗口,窗口名字为"Simple example"
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
// 设置按键回调
glfwSetKeyCallback(window, key_callback);
// 绑定当前线程的Content为window
glfwMakeContextCurrent(window);
// glfwGetProcAddress是对gl库dlsym的封装,gladLoadGLLoader会去尝试加载所有版本的gl库
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
// 设置swap间隔
glfwSwapInterval(1);
// 创建顶点buffer,并上传顶点
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 创建,加载,编译Fragment Shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
// 创建,加载,编译Vertex Shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
// 创建,链接Program
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
// 获取shader中顶点对应的location
mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol");
// 设置顶点的值
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) (sizeof(float) * 2));
// 实时获取窗口的大小,根据时间实时旋转三角形
while (!glfwWindowShouldClose(window)) {
float ratio;
int width, height;
mat4x4 m, p, mvp;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4_identity(m);
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
mat4x4_mul(mvp, p, m);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
// 销毁资源
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
Examples
glfw/examples
目录下有13个例子可以参考