【JAVA】使用OPENGL

2023-12-28 03:26:37

从这个网址下载对应的库:

LWJGL - Lightweight Java Game Libraryicon-default.png?t=N7T8https://www.lwjgl.org/browse/release/3.3.3下载这个压缩包(实际上有很多版本3.3.3是比较新的版本:LWJGL - Lightweight Java Game Library):

https://build.lwjgl.org/release/3.3.3/lwjgl-3.3.3.zip

注意,下载的这个压缩包解压后,解压后,里边的jar包会比较多,使用IDE(我使用的IDEA)创建工程后,要把这些LWJGL的库添加到工程:

这里是需要把整个解压目录里边所有Jar包添加进来,IDEA建立索引要花点时间,注意是子目录和子目录的Jar包:

如果上边这步没有问题,那么可以新建一个HelloWorld.java了,这里网站:

LWJGL - Lightweight Java Game Libraryicon-default.png?t=N7T8https://www.lwjgl.org/guide给了一个示例程序:

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 HelloWorld {

	// The window handle
	private long window;

	public void run() {
		System.out.println("Hello 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(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() {
		// 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();

		// Set the clear color
		glClearColor(1.0f, 0.0f, 0.0f, 0.0f);

		// 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

			glfwSwapBuffers(window); // swap the color buffers

			// Poll for window events. The key callback above will only be
			// invoked during this call.
			glfwPollEvents();
		}
	}

	public static void main(String[] args) {
		new HelloWorld().run();
	}

}

如果没有问题,运行的结果会是这样的:

下边这个代码是画一条直线:

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.GL32.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

public class HelloWorld {

    // The window handle
    private long window;

    public void run() {
        System.out.println("Hello 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(600, 600, "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() {
        GL.createCapabilities();

        glClearColor(1.0f, 1.0f, 0.0f, 0.0f);

        glClear(GL_COLOR_BUFFER_BIT);

        glLineWidth(5);
        glColor3f(1f, 0f, 0f);

        glBegin(GL_LINES);
        glVertex2i(0, 0);
        glVertex2i(0, 2);
        glEnd();
        glfwSwapBuffers(window);
        while (true)
        {
            glfwPollEvents();
        }
    }

    public static void main(String[] args) {
        new HelloWorld().run();
    }

}

显示效果如下:?

其实最终不是想画直线,目标是画3D图形,带放大,旋转,平移等等功能的。。。?

文章来源:https://blog.csdn.net/r77683962/article/details/135255818
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