OpenGL:Tutorials:Java:LWJGL:Introduction

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LWJGL, What, Where, How?

LWJGL is a collection of bindings for OpenGL, OpenAL, DevIL, FMOD and allows Java developers to develop high quality professional games. LWJGL is available from http://lwjgl.org and is free to use and modify (BSD License)

Basic OpenGL Rendering using LWJGL

The purpose of this tutorial is to setup a screen for basic rendering in OpenGL. We will base it on the Game example in cvs, but with most non-opengl stuff removed. The structure of the tutorial will therefore be similar to a Game setup, where you basically just have to fill out the methods :)

Basic class

Lets start off with creating a class that will setup a 640x480 display with configurable fullscreen. We will also add code to handle exit via close button or escape key. import org.lwjgl.Sys; import org.lwjgl.input.Keyboard; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11;

/**

* Basic game
*
* @author Name <email>
* @version 1.0
*/

public class Game {

 /** Game title */
 public static final String GAME_TITLE = "My Game";
 /** Desired frame time */
 private static final int FRAMERATE = 60;
 /** Exit the game */
 private static boolean finished;
 /** Angle of rotating square */
 private static float angle;
 /**
  * Application init
  * @param args Commandline args
  */
 public static void main(String[] args) {
   boolean fullscreen = (args.length == 1 && args[0].equals("-fullscreen"));
   try {
     init(fullscreen);
     run();
   } catch (Exception e) {
     e.printStackTrace(System.err);
     Sys.alert(GAME_TITLE, "An error occured and the game will exit.");
   } finally {
     cleanup();
   }
   System.exit(0);
 }
 /**
  * Initialise the game
  * @throws Exception if init fails
  */
 private static void init(boolean fullscreen) throws Exception {
   // Create a fullscreen window with 1:1 orthographic 2D projection (default)
   Display.setTitle(GAME_TITLE);
   Display.setFullscreen(fullscreen);
   // Enable vsync if we can (due to how OpenGL works, it cannot be guarenteed to always work)
   Display.setVSyncEnabled(true);
   // Create default display of 640x480
   Display.create();
 }
 /**
  * Runs the game (the "main loop")
  */
 private static void run() {
   while (!finished) {
     // Always call Window.update(), all the time - it does some behind the
     // scenes work, and also displays the rendered output
     Display.update();
     // Check for close requests
     if (Display.isCloseRequested()) {

finished = true;

     } 
     // The window is in the foreground, so we should play the game
     else if (Display.isActive()) {
       logic();
       render();
       Display.sync(FRAMERATE);
     } 
     // The window is not in the foreground, so we can allow other stuff to run and
     // infrequently update
     else {
       try {
         Thread.sleep(100);
       } catch (InterruptedException e) {
       }
       logic();

// Only bother rendering if the window is visible or dirty

       if (Display.isVisible() || Display.isDirty()) {
         render();
       }
     }
   }
 }
 /**
  * Do any game-specific cleanup
  */
 private static void cleanup() {
   // Close the window
   Display.destroy();
 }
 /**
  * Do all calculations, handle input, etc.
  */
 private static void logic() {
   // Example input handler: we'll check for the ESC key and finish the game instantly when it's pressed
   if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
     finished = true;
   }
   // Rotate the square
   angle += 2.0f % 360;
 }

}

Rendering our square

The astute reader will have noticed the angle field, and the incremented value in our logic method. We use this angle to determine the rotation of our square. To render we will need to call some OpenGL commands. The method for rendering a rotating square is as follows

 /**
  * Render the current frame
  */
 private static void render() {
   GL11.glMatrixMode(GL11.GL_PROJECTION);
   GL11.glLoadIdentity();
   GL11.glOrtho(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight(), -1, 1);
   GL11.glMatrixMode(GL11.GL_MODELVIEW);
   // clear the screen
   GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
   // center square according to screen size
   GL11.glPushMatrix();
   GL11.glTranslatef(Display.getDisplayMode().getWidth() / 2, Display.getDisplayMode().getHeight() / 2, 0.0f);
     // rotate square according to angle
     GL11.glRotatef(angle, 0, 0, 1.0f);
     GL11.glBegin(GL11.GL_QUADS);
       GL11.glVertex2i(-50, -50);
       GL11.glVertex2i(50, -50);
       GL11.glVertex2i(50, 50);
       GL11.glVertex2i(-50, 50);
     GL11.glEnd();
   GL11.glPopMatrix();
 }

Experimenting

That wasn't so hard?
It's now time to experiment with the example. You can do so with removing the setVsyncEnabled along with the Display.sync(FRAMERATE) lines which should make the it render at full speed - probably thousands of frames per second. You could also try to change the values in the GL11.glVertex2i commands to make the square skewed, smaller or larger.

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