package chess.render; import org.lwjgl.*; import org.lwjgl.glfw.*; import org.lwjgl.opengl.*; import org.lwjgl.system.*; 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.*; public class Window { // The window handle private long window; private Renderer renderer; private Camera cam; public Window() { this.renderer = new Renderer(); this.cam = new Camera(); } public void run() { System.out.println("LWJGL " + 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(); } 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_TRUE); // the window will be resizable // Create the window window = glfwCreateWindow(1000, 1000, "Chess4J", NULL, NULL); if (window == NULL) throw new RuntimeException("Failed to create the GLFW window"); // 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 render() { cam.rotate(0.01f, 0.01f); renderer.Render(cam); } private void loop() { // 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(); renderer.Init(); // Set the clear color glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); // Run the rendering loop until the user has attempted to close // the window or has pressed the ESCAPE key. while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer render(); glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); 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); glViewport(0, 0, pWidth.get(), pHeight.get()); } // the stack frame is popped automatically } } }