use of org.lwjgl.opengl.GL30.glClear in project legui by SpinyOwl.
the class Example method main.
// private static String json =
// IOUtil.loadResourceAsString("com/spinyowl/legui/demo/json.json", 1024);
public static void main(String[] args) {
System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
System.setProperty("java.awt.headless", Boolean.TRUE.toString());
if (!glfwInit()) {
throw new RuntimeException("Can't initialize GLFW");
}
// create glfw window
long window = glfwCreateWindow(WIDTH, HEIGHT, "Example", NULL, NULL);
// show window
glfwShowWindow(window);
// make window current on thread
glfwMakeContextCurrent(window);
GL.createCapabilities();
glfwSwapInterval(0);
// read monitors
PointerBuffer pointerBuffer = glfwGetMonitors();
int remaining = pointerBuffer.remaining();
monitors = new long[remaining];
for (int i = 0; i < remaining; i++) {
monitors[i] = pointerBuffer.get(i);
}
// create LEGUI theme and set it as default
// Themes.setDefaultTheme(new FlatColoredTheme(
// rgba(255, 255, 255, 1), // backgroundColor
// rgba(176, 190, 197, 1), // borderColor
// rgba(176, 190, 197, 1), // sliderColor
// rgba(100, 181, 246, 1), // strokeColor
// rgba(194, 219, 245, 1), // allowColor
// rgba(239, 154, 154, 1), // denyColor
// ColorConstants.transparent(), // shadowColor
// ColorConstants.darkGray(), // text color
// FontRegistry.getDefaultFont(), // font
// FlatColoredTheme.FONT_SIZE
// ));
// Firstly we need to create frame component for window.
// new Frame(WIDTH, HEIGHT);
Frame frame = new Frame(WIDTH, HEIGHT);
createGuiElements(frame, WIDTH, HEIGHT);
// also we can create frame for example just by unmarshal it
// frame = GsonMarshalUtil.unmarshal(json);
// frame.setSize(WIDTH, HEIGHT);
// We need to create legui instance one for window
// which hold all necessary library components
// or if you want some customizations you can do it by yourself.
DefaultInitializer initializer = new DefaultInitializer(window, frame);
GLFWKeyCallbackI exitOnEscCallback = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
GLFWKeyCallbackI toggleFullscreenCallback = (w1, key, code, action, mods) -> toggleFullscreen = (key == GLFW_KEY_F && action == GLFW_RELEASE && (mods & GLFW_MOD_CONTROL) != 0);
GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
// if we want to create some callbacks for system events you should create and put them to
// keeper
//
// Wrong:
// glfwSetKeyCallback(window, exitOnEscCallback);
// glfwSetWindowCloseCallback(window, glfwWindowCloseCallbackI);
//
// Right:
initializer.getCallbackKeeper().getChainKeyCallback().add(exitOnEscCallback);
initializer.getCallbackKeeper().getChainKeyCallback().add(toggleFullscreenCallback);
initializer.getCallbackKeeper().getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
// Initialization finished, so we can start render loop.
running = true;
// Everything can be done in one thread as well as in separated threads.
// Here is one-thread example.
// before render loop we need to initialize renderer
Renderer renderer = initializer.getRenderer();
Animator animator = AnimatorProvider.getAnimator();
renderer.initialize();
long time = System.currentTimeMillis();
int updCntr = 0;
context = initializer.getContext();
// context.setDebugEnabled(true);
while (running) {
// Before rendering we need to update context with window size and window framebuffer size
// {
// int[] windowWidth = {0}, windowHeight = {0};
// GLFW.glfwGetWindowSize(window, windowWidth, windowHeight);
// int[] frameBufferWidth = {0}, frameBufferHeight = {0};
// GLFW.glfwGetFramebufferSize(window, frameBufferWidth, frameBufferHeight);
// int[] xpos = {0}, ypos = {0};
// GLFW.glfwGetWindowPos(window, xpos, ypos);
// double[] mx = {0}, my = {0};
// GLFW.glfwGetCursorPos(window, mx, my);
//
// context.update(windowWidth[0], windowHeight[0],
// frameBufferWidth[0], frameBufferHeight[0],
// xpos[0], ypos[0],
// mx[0], my[0]
// );
// }
// Also we can do it in one line
context.updateGlfwWindow();
Vector2i windowSize = context.getFramebufferSize();
glClearColor(1, 1, 1, 1);
// Set viewport size
glViewport(0, 0, windowSize.x, windowSize.y);
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// We need to relayout components.
if (gui.getGenerateEventsByLayoutManager().isChecked()) {
LayoutManager.getInstance().layout(frame, context);
} else {
LayoutManager.getInstance().layout(frame);
}
// render frame
renderer.render(frame, context);
// poll events to callbacks
glfwPollEvents();
glfwSwapBuffers(window);
animator.runAnimations();
// Now we need to handle events. Firstly we need to handle system events.
// And we need to know to which frame they should be passed.
initializer.getSystemEventProcessor().processEvents(frame, context);
// When system events are translated to GUI events we need to handle them.
// This event processor calls listeners added to ui components
initializer.getGuiEventProcessor().processEvents();
// check toggle fullscreen flag and execute.
if (toggleFullscreen) {
if (fullscreen) {
glfwSetWindowMonitor(window, NULL, 100, 100, WIDTH, HEIGHT, GLFW_DONT_CARE);
} else {
GLFWVidMode glfwVidMode = glfwGetVideoMode(monitors[0]);
glfwSetWindowMonitor(window, monitors[0], 0, 0, glfwVidMode.width(), glfwVidMode.height(), glfwVidMode.refreshRate());
}
fullscreen = !fullscreen;
toggleFullscreen = false;
}
update();
updCntr++;
if (System.currentTimeMillis() >= time + 1000) {
time += 1000;
glfwSetWindowTitle(window, "LEGUI Example. Updates per second: " + updCntr);
updCntr = 0;
}
}
// And when rendering is ended we need to destroy renderer
renderer.destroy();
glfwDestroyWindow(window);
glfwTerminate();
}
use of org.lwjgl.opengl.GL30.glClear in project legui by SpinyOwl.
the class MultipleWindowsExample method main.
public static void main(String[] args) {
System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
System.setProperty("java.awt.headless", Boolean.TRUE.toString());
if (!GLFW.glfwInit()) {
throw new RuntimeException("Can't initialize GLFW");
}
glfwSetErrorCallback(GLFWErrorCallback.createPrint(System.err));
int N = 3;
long[] windows = new long[N];
Renderer[] renderers = new NvgRenderer[N];
Context[] contexts = new Context[N];
Frame[] frames = new Frame[N];
CallbackKeeper[] keepers = new DefaultCallbackKeeper[N];
SystemEventProcessor[] systemEventProcessors = new SystemEventProcessor[N];
GLFWKeyCallbackI glfwKeyCallbackI = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
for (int i = 0; i < N; i++) {
windows[i] = glfwCreateWindow(WIDTH, HEIGHT, "Multiple Windows Example " + (i + 1), NULL, NULL);
glfwShowWindow(windows[i]);
glfwMakeContextCurrent(windows[i]);
GL.createCapabilities();
glfwSwapInterval(0);
glfwSetWindowPos(windows[i], 50, 50 + (HEIGHT + 50) * i);
// Renderer which will render our ui components.
renderers[i] = new NvgRenderer();
renderers[i].initialize();
createGuiElements(frames[i] = new Frame(WIDTH, HEIGHT));
contexts[i] = new Context(windows[i]);
keepers[i] = new DefaultCallbackKeeper();
CallbackKeeper.registerCallbacks(windows[i], keepers[i]);
keepers[i].getChainKeyCallback().add(glfwKeyCallbackI);
keepers[i].getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
systemEventProcessors[i] = new SystemEventProcessorImpl();
SystemEventProcessor.addDefaultCallbacks(keepers[i], systemEventProcessors[i]);
}
running = true;
while (running) {
for (int i = 0; i < N; i++) {
glfwMakeContextCurrent(windows[i]);
GL.getCapabilities();
glfwSwapInterval(0);
contexts[i].updateGlfwWindow();
Vector2i windowSize = contexts[i].getFramebufferSize();
glClearColor(1, 1, 1, 1);
glViewport(0, 0, windowSize.x, windowSize.y);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderers[i].render(frames[i], contexts[i]);
glfwPollEvents();
glfwSwapBuffers(windows[i]);
systemEventProcessors[i].processEvents(frames[i], contexts[i]);
EventProcessorProvider.getInstance().processEvents();
// When everything done we need to relayout components.
LayoutManager.getInstance().layout(frames[i]);
}
}
for (int i = 0; i < N; i++) {
renderers[i].destroy();
glfwDestroyWindow(windows[i]);
}
glfwTerminate();
}
use of org.lwjgl.opengl.GL30.glClear in project legui by SpinyOwl.
the class SingleClassExample2 method main.
public static void main(String[] args) throws IOException {
System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
System.setProperty("java.awt.headless", Boolean.TRUE.toString());
if (!GLFW.glfwInit()) {
throw new RuntimeException("Can't initialize GLFW");
}
long window = glfwCreateWindow(WIDTH, HEIGHT, "Legui", NULL, NULL);
glfwShowWindow(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
glfwSwapInterval(0);
// Firstly we need to create frame component for window.
Frame frame = new Frame(WIDTH, HEIGHT);
// we can add elements here or on the fly
// We need to create legui context which shared by renderer and event processor.
// Also we need to pass event processor for ui events such as click on component, key typing and
// etc.
Context context = new Context(window);
// We need to create callback keeper which will hold all of callbacks.
// These callbacks will be used in initialization of system event processor
// (will be added callbacks which will push system events to event queue and after that
// processed by SystemEventProcessor)
CallbackKeeper keeper = new DefaultCallbackKeeper();
// register callbacks for window. Note: all previously binded callbacks will be unbinded.
CallbackKeeper.registerCallbacks(window, keeper);
GLFWKeyCallbackI glfwKeyCallbackI = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
// if we want to create some callbacks for system events you should create and put them to
// keeper
//
// Wrong:
// glfwSetKeyCallback(window, glfwKeyCallbackI);
// glfwSetWindowCloseCallback(window, glfwWindowCloseCallbackI);
//
// Right:
keeper.getChainKeyCallback().add(glfwKeyCallbackI);
keeper.getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
// Event processor for system events. System events should be processed and translated to gui
// events.
SystemEventProcessor systemEventProcessor = new SystemEventProcessorImpl();
SystemEventProcessor.addDefaultCallbacks(keeper, systemEventProcessor);
// Also we need to create renderer provider
// and create renderer which will render our ui components.
Renderer renderer = new NvgRenderer();
// Initialization finished, so we can start render loop.
running = true;
// Everything can be done in one thread as well as in separated threads.
// Here is one-thread example.
// before render loop we need to initialize renderer
renderer.initialize();
AtomicBoolean needToUpdate = new AtomicBoolean(true);
keeper.getChainKeyCallback().add((w, key, scancode, action, mods) -> {
if (key == GLFW_KEY_F1 && action == GLFW_RELEASE)
needToUpdate.set(true);
});
// createUI(frame);
while (running) {
if (needToUpdate.getAndSet(false))
createUI(frame);
// Before rendering we need to update context with window size and window framebuffer size
// {
// int[] windowWidth = {0}, windowHeight = {0};
// GLFW.glfwGetWindowSize(window, windowWidth, windowHeight);
// int[] frameBufferWidth = {0}, frameBufferHeight = {0};
// GLFW.glfwGetFramebufferSize(window, frameBufferWidth, frameBufferHeight);
// int[] xpos = {0}, ypos = {0};
// GLFW.glfwGetWindowPos(window, xpos, ypos);
// double[] mx = {0}, my = {0};
// GLFW.glfwGetCursorPos(window, mx, my);
//
// context.update(windowWidth[0], windowHeight[0],
// frameBufferWidth[0], frameBufferHeight[0],
// xpos[0], ypos[0],
// mx[0], my[0]
// );
// }
// Also we can do it in one line
context.updateGlfwWindow();
Vector2i windowSize = context.getFramebufferSize();
glClearColor(1, 1, 1, 1);
// Set viewport size
glViewport(0, 0, windowSize.x, windowSize.y);
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// render frame
renderer.render(frame, context);
// poll events to callbacks
glfwPollEvents();
glfwSwapBuffers(window);
// Now we need to process events. Firstly we need to process system events.
systemEventProcessor.processEvents(frame, context);
// When system events are translated to GUI events we need to process them.
// This event processor calls listeners added to ui components
EventProcessorProvider.getInstance().processEvents();
// When everything done we need to relayout components.
LayoutManager.getInstance().layout(frame);
// Run animations. Should be also called cause some components use animations for updating
// state.
AnimatorProvider.getAnimator().runAnimations();
}
// And when rendering is ended we need to destroy renderer
renderer.destroy();
glfwDestroyWindow(window);
glfwTerminate();
}
use of org.lwjgl.opengl.GL30.glClear in project legui by SpinyOwl.
the class SingleClassExample method main.
public static void main(String[] args) throws IOException {
System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
System.setProperty("java.awt.headless", Boolean.TRUE.toString());
if (!GLFW.glfwInit()) {
throw new RuntimeException("Can't initialize GLFW");
}
long window = glfwCreateWindow(WIDTH, HEIGHT, "Single Class Example", NULL, NULL);
glfwShowWindow(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
glfwSwapInterval(0);
// Firstly we need to create frame component for window.
Frame frame = new Frame(WIDTH, HEIGHT);
// we can add elements here or on the fly
createGuiElements(frame);
// We need to create legui context which shared by renderer and event processor.
// Also we need to pass event processor for ui events such as click on component, key typing and
// etc.
Context context = new Context(window);
// We need to create callback keeper which will hold all of callbacks.
// These callbacks will be used in initialization of system event processor
// (will be added callbacks which will push system events to event queue and after that
// processed by SystemEventProcessor)
CallbackKeeper keeper = new DefaultCallbackKeeper();
// register callbacks for window. Note: all previously binded callbacks will be unbinded.
CallbackKeeper.registerCallbacks(window, keeper);
GLFWKeyCallbackI glfwKeyCallbackI = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
// if we want to create some callbacks for system events you should create and put them to
// keeper
//
// Wrong:
// glfwSetKeyCallback(window, glfwKeyCallbackI);
// glfwSetWindowCloseCallback(window, glfwWindowCloseCallbackI);
//
// Right:
keeper.getChainKeyCallback().add(glfwKeyCallbackI);
keeper.getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
// Event processor for system events. System events should be processed and translated to gui
// events.
SystemEventProcessor systemEventProcessor = new SystemEventProcessorImpl();
SystemEventProcessor.addDefaultCallbacks(keeper, systemEventProcessor);
// Also we need to create renderer provider
// and create renderer which will render our ui components.
Renderer renderer = new NvgRenderer();
// Initialization finished, so we can start render loop.
running = true;
// Everything can be done in one thread as well as in separated threads.
// Here is one-thread example.
// before render loop we need to initialize renderer
renderer.initialize();
while (running) {
// Before rendering we need to update context with window size and window framebuffer size
// {
// int[] windowWidth = {0}, windowHeight = {0};
// GLFW.glfwGetWindowSize(window, windowWidth, windowHeight);
// int[] frameBufferWidth = {0}, frameBufferHeight = {0};
// GLFW.glfwGetFramebufferSize(window, frameBufferWidth, frameBufferHeight);
// int[] xpos = {0}, ypos = {0};
// GLFW.glfwGetWindowPos(window, xpos, ypos);
// double[] mx = {0}, my = {0};
// GLFW.glfwGetCursorPos(window, mx, my);
//
// context.update(windowWidth[0], windowHeight[0],
// frameBufferWidth[0], frameBufferHeight[0],
// xpos[0], ypos[0],
// mx[0], my[0]
// );
// }
// Also we can do it in one line
context.updateGlfwWindow();
Vector2i windowSize = context.getFramebufferSize();
glClearColor(1, 1, 1, 1);
// Set viewport size
glViewport(0, 0, windowSize.x, windowSize.y);
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// render frame
renderer.render(frame, context);
// poll events to callbacks
glfwPollEvents();
glfwSwapBuffers(window);
// Now we need to process events. Firstly we need to process system events.
systemEventProcessor.processEvents(frame, context);
// When system events are translated to GUI events we need to process them.
// This event processor calls listeners added to ui components
EventProcessorProvider.getInstance().processEvents();
// When everything done we need to relayout components.
LayoutManager.getInstance().layout(frame);
// Run animations. Should be also called cause some components use animations for updating
// state.
AnimatorProvider.getAnimator().runAnimations();
update(context);
}
// And when rendering is ended we need to destroy renderer
renderer.destroy();
glfwDestroyWindow(window);
glfwTerminate();
}
use of org.lwjgl.opengl.GL30.glClear in project legui by SpinyOwl.
the class FBOImageExample method main.
public static void main(String[] args) throws IOException {
System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
System.setProperty("java.awt.headless", Boolean.TRUE.toString());
if (!GLFW.glfwInit()) {
throw new RuntimeException("Can't initialize GLFW");
}
long window = glfwCreateWindow(WIDTH, HEIGHT, "FBO Image example", NULL, NULL);
glfwShowWindow(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
glfwSwapInterval(0);
// Firstly we need to create frame component for window.
Frame frame = new Frame(WIDTH, HEIGHT);
// We need to create legui context which shared by renderer and event processor.
// Also we need to pass event processor for ui events such as click on component, key typing and etc.
Context context = new Context(window);
// We need to create callback keeper which will hold all of callbacks.
// These callbacks will be used in initialization of system event processor
// (will be added callbacks which will push system events to event queue and after that processed by SystemEventProcessor)
CallbackKeeper keeper = new DefaultCallbackKeeper();
// register callbacks for window. Note: all previously binded callbacks will be unbinded.
CallbackKeeper.registerCallbacks(window, keeper);
GLFWKeyCallbackI glfwKeyCallbackI = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
// if we want to create some callbacks for system events you should create and put them to keeper
//
// Wrong:
// glfwSetKeyCallback(window, glfwKeyCallbackI);
// glfwSetWindowCloseCallback(window, glfwWindowCloseCallbackI);
//
// Right:
keeper.getChainKeyCallback().add(glfwKeyCallbackI);
keeper.getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
// Event processor for system events. System events should be processed and translated to gui events.
SystemEventProcessor systemEventProcessor = new SystemEventProcessorImpl();
SystemEventProcessor.addDefaultCallbacks(keeper, systemEventProcessor);
// Also we need to create renderer provider
// and create renderer which will render our ui components.
Renderer renderer = new NvgRenderer();
// Initialization finished, so we can start render loop.
running = true;
// Everything can be done in one thread as well as in separated threads.
// Here is one-thread example.
// before render loop we need to initialize renderer
renderer.initialize();
// //// rendering to texture and use this texture as image
long nvgContext = 0;
FBOImage fboTexture = null;
boolean isVersionNew = (glGetInteger(GL_MAJOR_VERSION) > 3) || (glGetInteger(GL_MAJOR_VERSION) == 3 && glGetInteger(GL_MINOR_VERSION) >= 2);
if (isVersionNew) {
int flags = NanoVGGL3.NVG_STENCIL_STROKES | NanoVGGL3.NVG_ANTIALIAS;
nvgContext = NanoVGGL3.nvgCreate(flags);
} else {
int flags = NanoVGGL2.NVG_STENCIL_STROKES | NanoVGGL2.NVG_ANTIALIAS;
nvgContext = NanoVGGL2.nvgCreate(flags);
}
if (nvgContext != 0) {
fboTexture = createFBOTexture(textureWidth, textureHeight);
Widget widget = new Widget(10, 10, 100, 100);
widget.setCloseable(false);
widget.setMinimizable(false);
widget.setResizable(true);
widget.getContainer().getStyle().setDisplay(DisplayType.FLEX);
ImageView imageView = new ImageView(fboTexture);
imageView.setPosition(10, 10);
imageView.getStyle().setPosition(PositionType.RELATIVE);
imageView.getStyle().getFlexStyle().setFlexGrow(1);
imageView.getStyle().setMargin(10f);
imageView.getStyle().setMinimumSize(50, 50);
widget.getContainer().add(imageView);
frame.getContainer().add(widget);
}
while (running) {
if (fboTexture != null) {
renderToFBO(nvgContext);
}
// Before rendering we need to update context with window size and window framebuffer size
// {
// int[] windowWidth = {0}, windowHeight = {0};
// GLFW.glfwGetWindowSize(window, windowWidth, windowHeight);
// int[] frameBufferWidth = {0}, frameBufferHeight = {0};
// GLFW.glfwGetFramebufferSize(window, frameBufferWidth, frameBufferHeight);
// int[] xpos = {0}, ypos = {0};
// GLFW.glfwGetWindowPos(window, xpos, ypos);
// double[] mx = {0}, my = {0};
// GLFW.glfwGetCursorPos(window, mx, my);
//
// context.update(windowWidth[0], windowHeight[0],
// frameBufferWidth[0], frameBufferHeight[0],
// xpos[0], ypos[0],
// mx[0], my[0]
// );
// }
// Also we can do it in one line
context.updateGlfwWindow();
Vector2i windowSize = context.getFramebufferSize();
glClearColor(1, 1, 1, 1);
// Set viewport size
glViewport(0, 0, windowSize.x, windowSize.y);
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// render frame
renderer.render(frame, context);
// poll events to callbacks
glfwPollEvents();
glfwSwapBuffers(window);
// Now we need to process events. Firstly we need to process system events.
systemEventProcessor.processEvents(frame, context);
// When system events are translated to GUI events we need to process them.
// This event processor calls listeners added to ui components
EventProcessorProvider.getInstance().processEvents();
// When everything done we need to relayout components.
LayoutManager.getInstance().layout(frame);
// Run animations. Should be also called cause some components use animations for updating state.
AnimatorProvider.getAnimator().runAnimations();
}
if (nvgContext != 0) {
glDeleteRenderbuffers(renderBufferID);
glDeleteTextures(textureID);
glDeleteFramebuffers(frameBufferID);
if (isVersionNew) {
NanoVGGL3.nnvgDelete(nvgContext);
} else {
NanoVGGL2.nnvgDelete(nvgContext);
}
}
// And when rendering is ended we need to destroy renderer
renderer.destroy();
glfwDestroyWindow(window);
glfwTerminate();
}
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