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LWJGL Game loop 샘플 예제 코드
/* Here is an example of a game loop in 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 Game {
// The window handle
private long window;
private boolean running = true;
public void run() {
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() {
// Initialize GLFW
glfwInit();
// Configure GLFW
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
// Create the window
window = glfwCreateWindow(800, 600, "My Game", 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 )
running = false;
});
// 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(0.0f, 0.0f, 0.0f, 0.0f);
double lastTime = glfwGetTime();
double delta;
// Run the game loop
while (running) {
delta = glfwGetTime() - lastTime;
lastTime = glfwGetTime();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
// Update game state
update(delta);
// Render the scene
render();
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
/* It's important to note that this is a basic example of the game loop, you will have to add your own game logic, input handling, and rendering code to make a full game or application.
You can also add some function like "update(double delta)" and "render()" for updating game state and rendering the scene. */
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