hadean/src/main/java/xyz/valnet/engine/App.java

189 lines
5.7 KiB
Java

package xyz.valnet.engine;
import org.lwjgl.glfw.*;
import org.lwjgl.openal.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import xyz.valnet.engine.math.Matrix4f;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
import static org.lwjgl.openal.ALC10.*;
public class App {
// The window handle
private long window;
private int width = 1024, height = 576;
private Matrix4f matrix = Matrix4f.orthographic(0, width, height, 0, 0, 100);
public static int mouseX, mouseY;
public static long audioContext;
public static long audioDevice;
@Deprecated
public static boolean mouseLeft, mouseMiddle, mouseRight;
private Game game;
public void run() {
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
alcDestroyContext(audioContext);
alcCloseDevice(audioDevice);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
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_FALSE); // the window will be resizable
// Create the window
window = glfwCreateWindow(width, height, "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
});
glfwSetCursorPosCallback(window, new GLFWCursorPosCallback() {
@Override
public void invoke(long window, double xpos, double ypos) {
mouseX = (int) xpos;
mouseY = (int) ypos;
}
});
glfwSetMouseButtonCallback(window, new GLFWMouseButtonCallback() {
@Override
public void invoke(long window, int button, int action, int mods) {
if(action == 1) {
game.mouseDown(button);
} else if(action == 0) {
game.mouseUp(button);
}
if(button >= 3) return;
if(button == GLFW_MOUSE_BUTTON_LEFT) { mouseLeft = action == 1; return; }
if(button == GLFW_MOUSE_BUTTON_RIGHT) { mouseRight = action == 1; return; }
if(button == GLFW_MOUSE_BUTTON_MIDDLE) { mouseMiddle = action == 1; return ; }
}
});
// 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
long primaryMonitor = glfwGetPrimaryMonitor();
GLFWVidMode vidmode = glfwGetVideoMode(primaryMonitor);
IntBuffer monitorX = stack.mallocInt(1); // int*
IntBuffer monitorY = stack.mallocInt(1); // int*
glfwGetMonitorPos(primaryMonitor, monitorX, monitorY);
// Center the window
glfwSetWindowPos(
window,
monitorX.get(0) + (vidmode.width() - pWidth.get(0)) / 2,
monitorY.get(0) + (vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Audio device
String defaultDeviceName = alcGetString(0, ALC_DEFAULT_DEVICE_SPECIFIER);
audioDevice = alcOpenDevice(defaultDeviceName);
int[] attributes = {0};
audioContext = alcCreateContext(audioDevice, attributes);
alcMakeContextCurrent(audioContext);
ALCCapabilities alcCapabilities = ALC.createCapabilities(audioDevice);
ALCapabilities alCapabilities = AL.createCapabilities(alcCapabilities);
if(!alCapabilities.OpenAL10) {
System.err.println("Audio not supported?!");
}
// Make the window visible
glfwShowWindow(window);
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GL.createCapabilities();
float clearBrightness = 0.09f;
glClearColor(clearBrightness, clearBrightness, clearBrightness, 1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
glfwSwapInterval(1);
game.start();
}
private void loop() {
while (!glfwWindowShouldClose(window)) {
game.updateViewMatrix(matrix);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
game.render();
game.update();
glfwSwapBuffers(window);
glfwPollEvents();
}
}
public App(Game game) {
this.game = game;
}
}