189 lines
5.7 KiB
Java
189 lines
5.7 KiB
Java
package xyz.valnet.engine;
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import org.lwjgl.glfw.*;
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import org.lwjgl.openal.*;
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import org.lwjgl.opengl.*;
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import org.lwjgl.system.*;
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import xyz.valnet.engine.math.Matrix4f;
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import java.nio.*;
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import static org.lwjgl.glfw.Callbacks.*;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.system.MemoryStack.*;
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import static org.lwjgl.system.MemoryUtil.*;
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import static org.lwjgl.openal.ALC10.*;
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public class App {
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// The window handle
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private long window;
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private int width = 1024, height = 576;
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private Matrix4f matrix = Matrix4f.orthographic(0, width, height, 0, 0, 100);
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public static int mouseX, mouseY;
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public static long audioContext;
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public static long audioDevice;
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@Deprecated
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public static boolean mouseLeft, mouseMiddle, mouseRight;
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private Game game;
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public void run() {
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init();
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loop();
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// Free the window callbacks and destroy the window
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glfwFreeCallbacks(window);
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glfwDestroyWindow(window);
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alcDestroyContext(audioContext);
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alcCloseDevice(audioDevice);
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// Terminate GLFW and free the error callback
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glfwTerminate();
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glfwSetErrorCallback(null).free();
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}
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private void init() {
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// Setup an error callback. The default implementation
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// will print the error message in System.err.
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GLFWErrorCallback.createPrint(System.err).set();
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// Initialize GLFW. Most GLFW functions will not work before doing this.
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if ( !glfwInit() )
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throw new IllegalStateException("Unable to initialize GLFW");
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// Configure GLFW
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glfwDefaultWindowHints(); // optional, the current window hints are already the default
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // the window will be resizable
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// Create the window
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window = glfwCreateWindow(width, height, "Hello World!", NULL, NULL);
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if ( window == NULL )
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throw new RuntimeException("Failed to create the GLFW window");
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// Setup a key callback. It will be called every time a key is pressed, repeated or released.
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glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
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if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
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glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
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});
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glfwSetCursorPosCallback(window, new GLFWCursorPosCallback() {
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@Override
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public void invoke(long window, double xpos, double ypos) {
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mouseX = (int) xpos;
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mouseY = (int) ypos;
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}
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});
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glfwSetMouseButtonCallback(window, new GLFWMouseButtonCallback() {
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@Override
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public void invoke(long window, int button, int action, int mods) {
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if(action == 1) {
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game.mouseDown(button);
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} else if(action == 0) {
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game.mouseUp(button);
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}
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if(button >= 3) return;
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if(button == GLFW_MOUSE_BUTTON_LEFT) { mouseLeft = action == 1; return; }
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if(button == GLFW_MOUSE_BUTTON_RIGHT) { mouseRight = action == 1; return; }
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if(button == GLFW_MOUSE_BUTTON_MIDDLE) { mouseMiddle = action == 1; return ; }
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}
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});
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// Get the thread stack and push a new frame
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try ( MemoryStack stack = stackPush() ) {
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IntBuffer pWidth = stack.mallocInt(1); // int*
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IntBuffer pHeight = stack.mallocInt(1); // int*
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// Get the window size passed to glfwCreateWindow
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glfwGetWindowSize(window, pWidth, pHeight);
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// Get the resolution of the primary monitor
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long primaryMonitor = glfwGetPrimaryMonitor();
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GLFWVidMode vidmode = glfwGetVideoMode(primaryMonitor);
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IntBuffer monitorX = stack.mallocInt(1); // int*
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IntBuffer monitorY = stack.mallocInt(1); // int*
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glfwGetMonitorPos(primaryMonitor, monitorX, monitorY);
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// Center the window
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glfwSetWindowPos(
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window,
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monitorX.get(0) + (vidmode.width() - pWidth.get(0)) / 2,
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monitorY.get(0) + (vidmode.height() - pHeight.get(0)) / 2
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);
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} // the stack frame is popped automatically
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// Make the OpenGL context current
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glfwMakeContextCurrent(window);
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// Enable v-sync
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glfwSwapInterval(1);
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// Audio device
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String defaultDeviceName = alcGetString(0, ALC_DEFAULT_DEVICE_SPECIFIER);
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audioDevice = alcOpenDevice(defaultDeviceName);
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int[] attributes = {0};
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audioContext = alcCreateContext(audioDevice, attributes);
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alcMakeContextCurrent(audioContext);
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ALCCapabilities alcCapabilities = ALC.createCapabilities(audioDevice);
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ALCapabilities alCapabilities = AL.createCapabilities(alcCapabilities);
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if(!alCapabilities.OpenAL10) {
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System.err.println("Audio not supported?!");
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}
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// Make the window visible
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glfwShowWindow(window);
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// This line is critical for LWJGL's interoperation with GLFW's
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// OpenGL context, or any context that is managed externally.
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// LWJGL detects the context that is current in the current thread,
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// creates the GLCapabilities instance and makes the OpenGL
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// bindings available for use.
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GL.createCapabilities();
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float clearBrightness = 0.09f;
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glClearColor(clearBrightness, clearBrightness, clearBrightness, 1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(true);
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glfwSwapInterval(1);
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game.start();
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}
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private void loop() {
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while (!glfwWindowShouldClose(window)) {
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game.updateViewMatrix(matrix);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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game.render();
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game.update();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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public App(Game game) {
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this.game = game;
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}
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} |