OpenGL ES 绘制三角形,操作键盘移动位置
PS:想快速看到效果的小伙伴,可以在引入依赖后,先跳到完整代码部分
第一步:依赖引入
<properties>
<lwjgl.version>3.2.3</lwjgl.version>
<joml.version>1.9.25</joml.version>
<steamworks4j.version>1.8.0</steamworks4j.version>
<steamworks4j-server.version>1.8.0</steamworks4j-server.version>
</properties>
<profiles>
<profile>
<id>lwjgl-natives-macos-amd64</id>
<activation>
<os>
<family>mac</family>
<arch>amd64</arch>
</os>
</activation>
<properties>
<lwjgl.natives>natives-macos</lwjgl.natives>
</properties>
<dependencies>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-vulkan</artifactId>
<classifier>natives-macos</classifier>
</dependency>
</dependencies>
</profile>
<profile>
<id>lwjgl-natives-windows-amd64</id>
<activation>
<os>
<family>windows</family>
<arch>amd64</arch>
</os>
</activation>
<properties>
<lwjgl.natives>natives-windows</lwjgl.natives>
</properties>
</profile>
<profile>
<id>lwjgl-natives-windows-x86</id>
<activation>
<os>
<family>windows</family>
<arch>x86</arch>
</os>
</activation>
<properties>
<lwjgl.natives>natives-windows-x86</lwjgl.natives>
</properties>
</profile>
</profiles>
<dependencyManagement>
<dependencies>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-bom</artifactId>
<version>${lwjgl.version}</version>
<scope>import</scope>
<type>pom</type>
</dependency>
</dependencies>
</dependencyManagement>
<dependencies>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-assimp</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-bgfx</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-cuda</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-egl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-glfw</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-jawt</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-jemalloc</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-libdivide</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-llvm</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-lmdb</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-lz4</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-meow</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nanovg</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nfd</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nuklear</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-odbc</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-openal</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opencl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengles</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-openvr</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opus</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-ovr</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-par</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-remotery</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-rpmalloc</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-shaderc</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-sse</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-stb</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tinyexr</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tinyfd</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tootle</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-vma</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-vulkan</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-xxhash</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-yoga</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-zstd</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-assimp</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-bgfx</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-glfw</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-jemalloc</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-libdivide</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-llvm</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-lmdb</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-lz4</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-meow</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nanovg</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nfd</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-nuklear</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-openal</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengl</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengles</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-openvr</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opus</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-ovr</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-par</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-remotery</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-rpmalloc</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-shaderc</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-sse</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-stb</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tinyexr</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tinyfd</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-tootle</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-vma</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-xxhash</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-yoga</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-zstd</artifactId>
<classifier>${lwjgl.natives}</classifier>
</dependency>
<dependency>
<groupId>org.joml</groupId>
<artifactId>joml</artifactId>
<version>${joml.version}</version>
</dependency>
<dependency>
<groupId>com.code-disaster.steamworks4j</groupId>
<artifactId>steamworks4j</artifactId>
<version>${steamworks4j.version}</version>
</dependency>
<dependency>
<groupId>com.code-disaster.steamworks4j</groupId>
<artifactId>steamworks4j-server</artifactId>
<version>${steamworks4j-server.version}</version>
</dependency>
</dependencies>
第二步:创建类,引入需要的包,设置全局参数
1.创建类
public class TriangleExample {
......
}
2. 包引入
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.MemoryStack;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import java.nio.IntBuffer;
import java.util.Objects;
import java.util.Random;
3. 全局参数
// 窗口句柄
private long window;
// x坐标
private float triangleX = 0.0f;
// y坐标
private float triangleY = 0.0f;
// 步长
private final float triangleSpeed = 0.05f;
第三步:定义一个初始化方法 init()
1. GLFW 错误信息的回调函数
这样做,在发生 GLFW 错误时,错误信息将被打印到标准错误流(System.err)
GLFWErrorCallback.createPrint(System.err).set();
2. 初始化 GLFW 库
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}
3. 窗口设置
//设置默认的窗口提示参数
glfwDefaultWindowHints();
//设置窗口不可见
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
//设置窗口可调整大小
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
//指定窗口宽度
int width = 500;
//指定窗口高度
int height = 500;
//创建一个指定大小和标题的窗口。
window = glfwCreateWindow(width, height, "OpenGL Triangle Example", NULL, NULL);
//如果创建失败,抛出一个运行时异常
if (window == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}
4. 设置键盘回调函数
- 参数说明:
- window: 表示触发键盘事件的窗口句柄。它指定了事件发生的窗口。
- key:表示被按下或释放的键的键码。每个按键都有一个对应的唯一键码,用于标识不同的按键。
- scancode:表示键的扫描码。扫描码是键盘硬件生成的唯一标识符,它与特定的键码相对应。
- action: 表示键盘事件的动作类型。它可以有以下几种取值
- GLFW_PRESS:按下了键。
- GLFW_RELEASE:释放了键。
- GLFW_REPEAT:重复按下了键,通常在按键持续按下时触发。
- mods: 表示与键盘事件同时按下的修饰键(如 Shift、Ctrl、Alt 等),它是一个位字段,通过对特定位进行设置来表示修饰键的状态。
我们这里监听上下左右键,aswd键和一个esc退出键
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true);
}
if (key == GLFW_KEY_LEFT || key == GLFW_KEY_A) {
triangleX -= triangleSpeed;
} else if (key == GLFW_KEY_RIGHT || key == GLFW_KEY_D) {
triangleX += triangleSpeed;
} else if (key == GLFW_KEY_UP || key == GLFW_KEY_W) {
triangleY += triangleSpeed;
} else if (key == GLFW_KEY_DOWN || key == GLFW_KEY_S) {
triangleY -= triangleSpeed;
}
});
5. 创建一个内存栈,窗口定位
try (MemoryStack stack = MemoryStack.stackPush()) {
//使用内存栈分配两个整型缓冲区,用于存储窗口的宽度和高度
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
//获取窗口的实际大小,并将宽度和高度存储到缓冲区中
glfwGetWindowSize(window, pWidth, pHeight);
//获取当前主显示器的视频模式
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
//将窗口定位到屏幕中心,根据窗口和屏幕尺寸计算得到位置。
glfwSetWindowPos(window, (Objects.requireNonNull(vidMode).width() - pWidth.get(0)) / 2, (vidMode.height() - pHeight.get(0)) / 2);
}
6. 将指定的窗口设置为当前上下文
在进行 OpenGL 渲染之前,需要将窗口的 OpenGL 上下文设置为当前上下文
以确保 OpenGL 命令在正确的上下文中执行。
glfwMakeContextCurrent(window);
7. 设置垂直同步(Vertical Sync)的刷新率
垂直同步是一种同步机制,它将渲染的帧率与显示器的刷新率进行同步
以避免出现画面撕裂(Tearing)的现象。
通过设置刷新率为1,表示与显示器的刷新率保持同步
即每次渲染完一帧后等待显示器垂直同步信号再进行下一帧的渲染。
glfwSwapInterval(1);
8. 显示指定的窗口
在创建窗口后,默认是不可见的,通过调用该函数可以将窗口显示出来
glfwShowWindow(window);
9. init()代码
private void init() {
GLFWErrorCallback.createPrint(System.err).set();
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
int width = 500;
int height = 500;
window = glfwCreateWindow(width, height, "OpenGL Triangle Example", NULL, NULL);
if (window == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true);
}
if (key == GLFW_KEY_LEFT || key == GLFW_KEY_A) {
triangleX -= triangleSpeed;
} else if (key == GLFW_KEY_RIGHT || key == GLFW_KEY_D) {
triangleX += triangleSpeed;
} else if (key == GLFW_KEY_UP || key == GLFW_KEY_W) {
triangleY += triangleSpeed;
} else if (key == GLFW_KEY_DOWN || key == GLFW_KEY_S) {
triangleY -= triangleSpeed;
}
});
try (MemoryStack stack = MemoryStack.stackPush()) {
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(window, pWidth, pHeight);
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window, (Objects.requireNonNull(vidMode).width() - pWidth.get(0)) / 2, (vidMode.height() - pHeight.get(0)) / 2);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwShowWindow(window);
}
第四步:定义主循环体loop()
1. 创建并激活 OpenGL 上下文的功能
GL.createCapabilities();
2. 设置清空颜色缓冲区的颜色
该行代码将清空颜色设置为黑色
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
3. 主循环
用于不断渲染场景,直到窗口被关闭
while (!glfwWindowShouldClose(window)){
......
}
----------------------------------以下属于循环体中的内容----------------------------------
4. 清空颜色缓冲区和深度缓冲区
将之前设置的清空颜色应用到缓冲区,并清除之前渲染的内容
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
5. 设置坐标系的原点
glLoadIdentity();
6. 根据给定的偏移量将当前矩阵进行移动
triangleX和triangleY是控制三角形位置的变量,通过平移变换可以改变三角形的位置
glTranslatef(triangleX, triangleY, 0.0f);
7. 创建三角形
这个步骤可以简单理解为:着色–>画画–>着色–>画画–>…
// 定义一个三角形的顶点序列
glBegin(GL_TRIANGLES);
//设置当前绘制的图元的颜色为红色
glColor3f(1.0f, 0.0f, 0.0f);
//定义三角形的一个顶点坐标
glVertex2f(-0.6f, -0.4f);
//设置当前绘制的图元的颜色为绿色
glColor3f(0.0f, 1.0f, 0.0f);
//定义三角形的第二个顶点坐标
glVertex2f(0.6f, -0.4f);
//设置当前绘制的图元的颜色为蓝色
glColor3f(0.0f, 0.0f, 1.0f);
//定义三角形的第三个顶点坐标
glVertex2f(0.0f, 0.6f);
//结束定义图元的顶点序列
glEnd();
8. 交换前后缓冲区的内容,用于显示渲染结果
glfwSwapBuffers(window);
9. 处理窗口事件,使窗口保持响应状态
例如处理键盘输入、鼠标事件等
glfwPollEvents();
10. loop()代码
private void loop() {
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(triangleX, triangleY, 0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(-0.6f, -0.4f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(0.6f, -0.4f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.6f);
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
}
第五步:定义执行方法run()
1. 执行init()
和loop()
init();
loop();
2. 销毁窗口,关闭程序
用于销毁指定的 GLFW 窗口。它接受一个窗口句柄作为参数,通过调用该函数,可以释放窗口所占用的资源并关闭窗口
glfwDestroyWindow(window);
用于终止 GLFW 库。它用于释放 GLFW 所使用的资源,并进行清理操作。在你的程序即将退出时,调用glfwTerminate()是一个好的实践,以确保资源被正确释放。
glfwTerminate();
4. run()代码
public void run() {
init();
loop();
glfwDestroyWindow(window);
glfwTerminate();
}
完整代码
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.MemoryStack;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import java.nio.IntBuffer;
import java.util.Objects;
import java.util.Random;
public class TriangleExample {
private long window;
private float triangleX = 0.0f;
private float triangleY = 0.0f;
private final float triangleSpeed = 0.05f;
public void run() {
init();
loop();
glfwDestroyWindow(window);
glfwTerminate();
}
private void init() {
GLFWErrorCallback.createPrint(System.err).set();
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
int width = 500;
int height = 500;
window = glfwCreateWindow(width, height, "OpenGL Triangle Example", NULL, NULL);
if (window == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true);
}
if (key == GLFW_KEY_LEFT || key == GLFW_KEY_A) {
triangleX -= triangleSpeed;
} else if (key == GLFW_KEY_RIGHT || key == GLFW_KEY_D) {
triangleX += triangleSpeed;
} else if (key == GLFW_KEY_UP || key == GLFW_KEY_W) {
triangleY += triangleSpeed;
} else if (key == GLFW_KEY_DOWN || key == GLFW_KEY_S) {
triangleY -= triangleSpeed;
}
});
try (MemoryStack stack = MemoryStack.stackPush()) {
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(window, pWidth, pHeight);
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window, (Objects.requireNonNull(vidMode).width() - pWidth.get(0)) / 2, (vidMode.height() - pHeight.get(0)) / 2);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwShowWindow(window);
}
private void loop() {
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(triangleX, triangleY, 0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(-0.6f, -0.4f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(0.6f, -0.4f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 0.6f);
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
}
public static void main(String[] args) {
new TriangleExample().run();
}
}
效果图
画圆
glBegin(GL_TRIANGLE_FAN);
float centerX = 0.0f; // 圆心的X坐标
float centerY = 0.0f; // 圆心的Y坐标
float radius = 0.5f; // 圆的半径
int numSegments = 99; // 圆的细分段数
glColor3f(0.0f, 2.4f, 5.5f);
// 添加圆心顶点0
glVertex2f(centerX, centerY);
Random random = new Random();
// 添加圆上的顶点
for (int i = 0; i <= numSegments; i++) {
float v = random.nextFloat();
float v1 = random.nextFloat();
float v2 = random.nextFloat();
glColor3f(v, v1, v2);
float angle = (float) (2.0 * Math.PI * i / numSegments);
float x = centerX + radius * (float) Math.cos(angle);
float y = centerY + radius * (float) Math.sin(angle);
glVertex2f(x, y);
}
效果图
记得把三角形的代码注释了,不然可能会出现下面的效果