Files
shooter/src/main/java/org/example/Game.java
T

149 lines
4.5 KiB
Java

package org.example;
import org.joml.*;
import org.lwjgl.*;
import org.lwjgl.Version;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.lang.Math;
import java.nio.*;
import java.io.*;
import java.text.MessageFormat;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
import com.mokiat.data.front.parser.*;
import org.lwjgl.system.MemoryStack;
public class Game
{
public static final float Z_FAR = 1000.0f;
public static final float Z_NEAR = 0.1f;
public static final float FOV = (float) Math.toRadians(90.0f);
private long window;
private Matrix4f projection_matrix;
public void run()
{
System.out.println("Running LWJGL Version " + Version.getVersion() + ".");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
public void init()
{
GLFWErrorCallback.createPrint(System.err).set();
if (!glfwInit())
throw new IllegalStateException("Unable to Initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(300, 300, "Hello World!", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Get the thread stack and push a new frame
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void loop()
{
// Setup world
World world = new World();
// Do open gl stuff
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Add stuff to world
world.addEntity(new Entity("/objs/cube.obj", "/shaders/shader.frag", "/shaders/shader.vert"));
// Calculate Perspective Matrix
int w, h;
glfwGetWindowSize(window, w, h);
float aspect_ratio = (float) ;
this.projection_matrix = new Matrix4f().perspective(FOV, )
// Main loop or something
while ( !glfwWindowShouldClose(window) )
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwSwapBuffers(window);
for (Entity entity : world.entities)
render(entity);
glfwPollEvents();
}
}
public void render(Entity entity) {
entity.shader.bind();
glBindVertexArray(entity.mesh.vao_id);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, entity.mesh.vertex_count, GL_UNSIGNED_INT, 0);
}
public static void main(String[] args)
{
new Game().run();
}
}