从这个网址下载对应的库:
LWJGL - Lightweight Java Game Libraryhttps://www.lwjgl.org/browse/release/3.3.3下载这个压缩包(实际上有很多版本3.3.3是比较新的版本:LWJGL - Lightweight Java Game Library):
https://build.lwjgl.org/release/3.3.3/lwjgl-3.3.3.zip
注意,下载的这个压缩包解压后,解压后,里边的jar包会比较多,使用IDE(我使用的IDEA)创建工程后,要把这些LWJGL的库添加到工程:
这里是需要把整个解压目录里边所有Jar包添加进来,IDEA建立索引要花点时间,注意是子目录和子目录的Jar包:
如果上边这步没有问题,那么可以新建一个HelloWorld.java了,这里网站:
LWJGL - Lightweight Java Game Libraryhttps://www.lwjgl.org/guide给了一个示例程序:
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 HelloWorld {// The window handleprivate long window;public void run() {System.out.println("Hello LWJGL " + Version.getVersion() + "!");init();loop();// Free the window callbacks and destroy the windowglfwFreeCallbacks(window);glfwDestroyWindow(window);// Terminate GLFW and free the error callbackglfwTerminate();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 GLFWglfwDefaultWindowHints(); // optional, the current window hints are already the defaultglfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creationglfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable// Create the windowwindow = 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 frametry ( MemoryStack stack = stackPush() ) {IntBuffer pWidth = stack.mallocInt(1); // int*IntBuffer pHeight = stack.mallocInt(1); // int*// Get the window size passed to glfwCreateWindowglfwGetWindowSize(window, pWidth, pHeight);// Get the resolution of the primary monitorGLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());// Center the windowglfwSetWindowPos(window,(vidmode.width() - pWidth.get(0)) / 2,(vidmode.height() - pHeight.get(0)) / 2);} // the stack frame is popped automatically// Make the OpenGL context currentglfwMakeContextCurrent(window);// Enable v-syncglfwSwapInterval(1);// Make the window visibleglfwShowWindow(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 colorglClearColor(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 framebufferglfwSwapBuffers(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 HelloWorld().run();}}
如果没有问题,运行的结果会是这样的:
下边这个代码是画一条直线:
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.GL32.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;public class HelloWorld {// The window handleprivate long window;public void run() {System.out.println("Hello LWJGL " + Version.getVersion() + "!");init();loop();// Free the window callbacks and destroy the windowglfwFreeCallbacks(window);glfwDestroyWindow(window);// Terminate GLFW and free the error callbackglfwTerminate();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 GLFWglfwDefaultWindowHints(); // optional, the current window hints are already the defaultglfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creationglfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable// Create the windowwindow = glfwCreateWindow(600, 600, "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 frametry ( MemoryStack stack = stackPush() ) {IntBuffer pWidth = stack.mallocInt(1); // int*IntBuffer pHeight = stack.mallocInt(1); // int*// Get the window size passed to glfwCreateWindowglfwGetWindowSize(window, pWidth, pHeight);// Get the resolution of the primary monitorGLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());// Center the windowglfwSetWindowPos(window,(vidmode.width() - pWidth.get(0)) / 2,(vidmode.height() - pHeight.get(0)) / 2);} // the stack frame is popped automatically// Make the OpenGL context currentglfwMakeContextCurrent(window);// Enable v-syncglfwSwapInterval(1);// Make the window visibleglfwShowWindow(window);}private void loop() {GL.createCapabilities();glClearColor(1.0f, 1.0f, 0.0f, 0.0f);glClear(GL_COLOR_BUFFER_BIT);glLineWidth(5);glColor3f(1f, 0f, 0f);glBegin(GL_LINES);glVertex2i(0, 0);glVertex2i(0, 2);glEnd();glfwSwapBuffers(window);while (true){glfwPollEvents();}}public static void main(String[] args) {new HelloWorld().run();}}
显示效果如下:
其实最终不是想画直线,目标是画3D图形,带放大,旋转,平移等等功能的。。。
这部分代码很多不生效的,测试旋转、平移,是可以的:
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.GL32.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;public class HelloWorld {// The window handleprivate long window;public void run() {System.out.println("Hello LWJGL " + Version.getVersion() + "!");init();loop();// Free the window callbacks and destroy the windowglfwFreeCallbacks(window);glfwDestroyWindow(window);// Terminate GLFW and free the error callbackglfwTerminate();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 GLFWglfwDefaultWindowHints(); // optional, the current window hints are already the defaultglfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creationglfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable// Create the windowwindow = glfwCreateWindow(600, 600, "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 frametry ( MemoryStack stack = stackPush() ) {IntBuffer pWidth = stack.mallocInt(1); // int*IntBuffer pHeight = stack.mallocInt(1); // int*// Get the window size passed to glfwCreateWindowglfwGetWindowSize(window, pWidth, pHeight);// Get the resolution of the primary monitorGLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());// Center the windowglfwSetWindowPos(window,(vidmode.width() - pWidth.get(0)) / 2,(vidmode.height() - pHeight.get(0)) / 2);} // the stack frame is popped automatically// Make the OpenGL context currentglfwMakeContextCurrent(window);// Enable v-syncglfwSwapInterval(1);// Make the window visibleglfwShowWindow(window);}private void loop() {GL.createCapabilities();float rTri = 0.5f;float rQuad = 1f;glClearColor(1.0f, 1.0f, 0.0f, 0.0f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清除屏幕和深度缓存//-----------------------------------------glLoadIdentity(); //重置当前的模型观察矩阵glTranslatef(0.1f, -0.2f, -0.20f); //平移矩阵glRotatef(30, 0.0f, 0.0f, 1.0f); //绕Z轴旋转30度glLineWidth(1);glColor3f(1f, 0f, 0f);glBegin(GL_LINES);glVertex2i(0, 0);glVertex2i(0, 1);glEnd();//-----------------------------------------glLoadIdentity(); //重置当前的模型观察矩阵glTranslatef(-1.5f, 0.0f, -116.0f);glRotatef(rTri, 0.0f, 1.0f, 0.0f); //绕Y轴旋转rTri度//开始绘制三角形glBegin(GL_TRIANGLES);//前侧面glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(0.0f, 1.0f, 0.0f); //上顶点glColor3f(0.0f, 1.0f, 0.0f);glVertex3f(-1.0f, -1.0f, 1.0f); //左下顶点glColor3f(0.0f, 0.0f, 1.0f);glVertex3f(1.0f, -1.0f, 1.0f); //右下顶点//右侧面glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(0.0f, 1.0f, 0.0f); //上顶点glColor3f(0.0f, 0.0f, 1.0f);glVertex3f(1.0f, -1.0f, 1.0f); //左下顶点glColor3f(0.0f, 1.0f, 0.0f);glVertex3f(1.0f, -1.0f, -1.0f); //右下顶点//后侧面glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(0.0f, 1.0f, 0.0f); //上顶点glColor3f(0.0f, 1.0f, 0.0f);glVertex3f(1.0f, -1.0f, -1.0f); //左下顶点glColor3f(0.0f, 0.0f, 1.0f);glVertex3f(-1.0f, -1.0f, -1.0f); //右下顶点//左侧面glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(0.0f, 1.0f, 0.0f); //上顶点glColor3f(0.0f, 0.0f, 1.0f);glVertex3f(-1.0f, -1.0f, -1.0f); //左下顶点glColor3f(0.0f, 1.0f, 0.0f);glVertex3f(-1.0f, -1.0f, 1.0f); //右下顶点glEnd();//绘制三角形结束//-----------------------------------------glLoadIdentity(); //重置当前的模型观察矩阵glTranslatef(-1.5f, 0.0f, -117.0f); //越远的对象看起来越小glRotatef(30, 1.0f, 1.0f, 0.0f); //绕X轴旋转rQuad度//开始绘制正方形glTranslatef(3.0f, 0.0f, 0.0f);glBegin(GL_QUADS);//顶面glColor3f(0.0f, 1.0f, 0.0f);glVertex3f(1.0f, 1.0f, -1.0f); //右上顶点glVertex3f(-1.0f, 1.0f, -1.0f); //左上顶点glVertex3f(-1.0f, 1.0f, 1.0f); //左下顶点glVertex3f(1.0f, 1.0f, 1.0f); //右下顶点//底面glColor3f(1.0f, 0.5f, 0.0f);glVertex3f(1.0f, -1.0f, 1.0f); //右上顶点glVertex3f(-1.0f, -1.0f, 1.0f); //左上顶点glVertex3f(-1.0f, -1.0f, -1.0f); //左下顶点glVertex3f(1.0f, -1.0f, -1.0f); //右下顶点//前面glColor3f(1.0f, 0.0f, 0.0f);glVertex3f(1.0f, 1.0f, 1.0f); //右上顶点glVertex3f(-1.0f, 1.0f, 1.0f); //左上顶点glVertex3f(-1.0f, -1.0f, 1.0f); //左下顶点glVertex3f(1.0f, -1.0f, 1.0f); //右下顶点//后面glColor3f(1.0f, 1.0f, 0.0f);glVertex3f(1.0f, -1.0f, -1.0f); //右上顶点glVertex3f(-1.0f, -1.0f, -1.0f); //左上顶点glVertex3f(-1.0f, 1.0f, -1.0f); //左下顶点glVertex3f(1.0f, 1.0f, -1.0f); //右下顶点//左侧面glColor3f(0.0f, 0.0f, 1.0f);glVertex3f(-1.0f, 1.0f, 1.0f); //右上顶点glVertex3f(-1.0f, 1.0f, -1.0f); //左上顶点glVertex3f(-1.0f, -1.0f, -1.0f); //左下顶点glVertex3f(-1.0f, -1.0f, 1.0f); //右下顶点//右侧面glColor3f(1.0f, 0.0f, 1.0f);glVertex3f(1.0f, 1.0f, -1.0f); //右上顶点glVertex3f(1.0f, 1.0f, 1.0f); //左上顶点glVertex3f(1.0f, -1.0f, 1.0f); //左下顶点glVertex3f(1.0f, -1.0f, -1.0f); //右下顶点glEnd();//绘制正方形结束//-----------------------------------------rTri += 5;rQuad += 5;//————————————————//版权声明:本文为CSDN博主「贝勒里恩」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。//原文链接:https://blog.csdn.net/Mr_robot_strange/article/details/123682686glfwSwapBuffers(window);while (true){glfwPollEvents();}}public static void main(String[] args) {new HelloWorld().run();}}