#include #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow* window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; int main() { // 初始化 GLFW glfwInit(); // 配置 GLFW : 版本 3.3 ,使用 Core-profile 模式 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // MACOS 平台需要启用这一条 #ifdef _APPLE_ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // _APPLE_ // 创建窗口对象 GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // 注册帧缓冲变化时的回调函数 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 初始化 GLAD : load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // 渲染循环 (Render Loop) while (!glfwWindowShouldClose(window)) { // input processInput(window); // 渲染指令 glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // 状态设置函数 glClear(GL_COLOR_BUFFER_BIT); // 状态使用函数 // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources glfwTerminate(); return 0; } // 窗口大小改变时的回调函数 void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // 视口 glViewport(0, 0, width, height); } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); }