package org.example; 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 Main { // 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 Main().run(); } }