增加RenderDevice定义
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add_executable(NullWindow main.cpp)
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add_executable(NullWindow main.cpp)
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target_link_libraries(NullWindow PRIVATE MathGeoLib)
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target_link_libraries(NullWindow PRIVATE MathGeoLib glfw GL)
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#include<iostream>
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#include<GLFW/glfw3.h>
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int main(int,char **)
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int main(void)
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{
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{
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std::cout<<"hello,world!"<<std::endl;
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GLFWwindow* window;
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/* Initialize the library */
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if (!glfwInit())
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return -1;
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/* Create a windowed mode window and its OpenGL context */
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window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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return -1;
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}
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/* Make the window's context current */
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glfwMakeContextCurrent(window);
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window))
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{
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/* Render here */
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glClear(GL_COLOR_BUFFER_BIT);
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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/* Poll for and process events */
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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29
inc/hgl/render/device/RenderDevice.h
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29
inc/hgl/render/device/RenderDevice.h
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#ifndef HGL_RENDER_DEVICE_INCLUDE
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#define HGL_RENDER_DEVICE_INCLUDE
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#include<hgl/type/_Object.h>
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#include<hgl/type/BaseString.h?
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namespace hgl
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{
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/**
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* 渲染设备基础类<br/>
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* 该类是程序与操作系统或其它系统库的访问交接模块
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*/
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class RenderDevice:public _Object
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{
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public:
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RenderDevice()=default;
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virtual ~RenderDevice()=default;
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public:
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virtual UTF8String ToDebugString() override ///<输出调试用字符串
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{
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return UTF8String(U8_TEXT("RenderDevice(),this is BUG,please override this Function."));
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}
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};//class RenderDevice
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RenderDevice *CreateRenderDeviceGLFW(); ///<创建一个基于GLFW的渲染设备
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}//namespace hgl
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#endif//HGL_RENDER_DEVICE_INCLUDE
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1
src/RenderDevice/GLFW/RenderDeviceGLFW.cpp
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1
src/RenderDevice/GLFW/RenderDeviceGLFW.cpp
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