Java tutorial
/* This file is part of VoxelGale * * Copyright (c) 2014 jacklin213 * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package tk.jacklin213.voxelgale.rendering; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.lwjgl.util.glu.GLU; /** * Used for basic rendering */ public class BasicRenderer { private DisplayMode displayMode; public void start() { try { createWindow(); initGL(); run(); } catch (LWJGLException e) { e.printStackTrace(); } } private void createWindow() throws LWJGLException { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == 640 && d[i].getHeight() == 480 && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.setTitle("VoxelGale - Made by jacklin213 using LWJGL"); Display.create(); } private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0, 0, 0, 0); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } private void render() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(-3f, 0.0f, -20f); GL11.glRotatef(45f, 0.4f, 1.0f, 0.1f); GL11.glColor3f(0.5f, 0.5f, 1.0f); for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { for (int z = 0; z < 3; z++) { renderCube(); GL11.glTranslatef(0, 0, 2); } GL11.glTranslatef(0, 2, -6); } GL11.glTranslatef(2, -6, 0); } } private void renderCube() { // Cube GL11.glBegin(GL11.GL_QUADS); GL11.glBegin(GL11.GL_LINE_LOOP); //Bellow code renders the quad //Render start GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); //Render end GL11.glEnd(); } private void run() { while (!Display.isCloseRequested()) { render(); Display.update(); Display.sync(60); } Display.destroy(); } }