148 lines
4.0 KiB
Java
148 lines
4.0 KiB
Java
/**
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* CLASS ENGINE
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*
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* Classe principale du moteur de jeu
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*
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* @author François Autin
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*
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*/
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package engine;
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import engine.object.ObjectGl;
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import org.lwjgl.glfw.GLFWFramebufferSizeCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.opengl.GL;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.ListIterator;
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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.MemoryUtil.*;
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public class Engine {
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private long window;
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private List<ObjectGl> objectsGl;
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private boolean running;
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/**
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* Create the engine and initial attributes use .init() to start the engine
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*/
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public Engine() {
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this.running = false;
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this.objectsGl = new ArrayList<ObjectGl>();
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}
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/**
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* Start the engine
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* Create the window
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*/
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private void init() {
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glfwInit();
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this.running = true;
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glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //On utilise la version 3.3 d'openGL
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //Compatible MAC
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //Le core profile est l'interface 'avancé' d'openGL
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int width = 1280;
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int height = 720;
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this.window = glfwCreateWindow(width, height, "Boulevard Combattant", NULL, NULL);
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assert this.window != NULL;
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// On récupère les informations du moniteur principal
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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assert vidmode != null;
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// On met la fenêtre au centre de l'écran principale
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glfwSetWindowPos(this.window, (vidmode.width() - width)/2, (vidmode.height() - height)/2);
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glfwSetKeyCallback(window, new Input());
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
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// Contexte = zone cible des rendus
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glfwMakeContextCurrent(this.window);
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glfwShowWindow(this.window);
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GL.createCapabilities();
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glfwSetFramebufferSizeCallback(window, resizeWindow);
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glEnable(GL_DEPTH_TEST); // Z-Buffer
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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System.out.println("OpenGL: " + glGetString(GL_VERSION));
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}
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/**
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*
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*/
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private void update(){
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glfwPollEvents();
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}
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/**
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*
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*/
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private void render(){
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (ObjectGl objectGl : objectsGl) {
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objectGl.render();
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}
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int error = glGetError();
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if (error != GL_NO_ERROR) System.out.println(error);
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glfwSwapBuffers(window); //Envoie le buffer vers le moniteur
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}
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/**
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* TODO la boucle de rendu doit être inscrite dans la boucle de gameplay: cette methode doit disparaitre
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*/
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public void run(){
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while(running){
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update();
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render();
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if(glfwWindowShouldClose(window)) running = false;
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}
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}
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public void add_objectGl(ObjectGl obj){
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objectsGl.add(obj);
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}
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public void remove_objectGl(ObjectGl obj){
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objectsGl.remove(obj);
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}
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/**
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* Est appelé à chaque modification de la taille de la fenêtre, et modifie la taille de la zone de rendu
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* pour quelle corresponde à la taille de la fenêtre
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*/
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private static final GLFWFramebufferSizeCallback resizeWindow = new GLFWFramebufferSizeCallback(){
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@Override
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public void invoke(long window, int width, int height){
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glViewport(0,0,width,height);
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}
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};
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public static void main(String[] args) {
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Engine engine = new Engine();
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engine.init();
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// Add objects to render
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ObjectGl cube = new ObjectGl(-0.2f,-0.2f,0.0f,1.0f,1.0f);
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engine.add_objectGl(cube);
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// engine.remove_objectGl(cube);
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engine.run();
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}
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}
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