Here's what I have got so far:
package togos.minecraft.maprend.guistandalone;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.system.MemoryUtil.NULL;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GLUtil;
import org.lwjgl.system.Callback;
public class GuiMain2 {
// We need to strongly reference callback instances.
private GLFWErrorCallback errorCallback;
private GLFWKeyCallback keyCallback;
private GLFWWindowSizeCallback wsCallback;
private Callback debugProc;
// The window handle
private long window;
private int width, height;
public void run() {
try {
init();
loop();
// Release window and window callbacks
glfwDestroyWindow(window);
keyCallback.free();
wsCallback.free();
if (debugProc != null)
debugProc.free();
} catch (IOException e) {
e.printStackTrace();
} finally {
glfwTerminate();
errorCallback.free();
}
}
private void init() {
glfwSetErrorCallback(errorCallback = GLFWErrorCallback.createPrint(System.err));
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
// Create the window
window = 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, keyCallback = new GLFWKeyCallback() {
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true); // We will detect this in our rendering loop
}
});
glfwSetWindowSizeCallback(window, wsCallback = new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int w, int h) {
if (w > 0 && h > 0) {
width = w;
height = h;
}
}
});
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
glfwMakeContextCurrent(window);
glfwShowWindow(window);
}
private void loop() throws IOException {
GL.createCapabilities();
debugProc = GLUtil.setupDebugMessageCallback();
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
float[] vertices = {
-0.5f, -0.5f, 0, 0,
0.5f, -0.5f, 1, 0,
0.5f, 0.5f, 1, 1,
-0.5f, 0.5f, 0, 1 };
int vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, (FloatBuffer) BufferUtils.createFloatBuffer(vertices.length).put(vertices).flip(), GL_STATIC_DRAW);
int id = genTexture();
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
float aspect = (float) width / height;
glLoadIdentity();
glOrtho(-aspect, aspect, -1, 1, -1, 1);
{// Rendering
glBindTexture(GL_TEXTURE_2D, id);
glVertexPointer(2, GL_FLOAT, 4 * 4, 0L);
glTexCoordPointer(2, GL_FLOAT, 4 * 4, 4 * 2);
glDrawArrays(GL_QUADS, 0, 4);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
}
public int genTexture() {
int id = glGenTextures();
glBindTexture(GL_TEXTURE_2D, id);
ByteBuffer pixels = BufferUtils.createByteBuffer(512 * 512 * 4);
for (int y = 0; y < 512; y++) {
for (int x = 0; x < 512; x++) {
pixels.put((byte) 255);
pixels.put((byte) 0);
pixels.put((byte) 0);
pixels.put((byte) 255);
}
}
pixels.flip();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return id;
}
public static void main(String[] args) {
new GuiMain2().run();
}
}
When starting, it displays a white quad in the center of the screen. If textures were working, that quad would be red. And I can't get textures to work.