How to prevent GLFW window from showing up right in creating? - java

I am creating a 3D game using LWJGL3, and I want the window loaded in the background and hidden, wait for my game setup and only than showing up.
My problem is even if I call GLFW.glfwHideWindow(window) immidetly after GLFW.glfwCreateWindow(width, height, title, isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);
the window flickering, than load the game and than showing up (when I want).
How to prevent the window from flickering? Maybe I just change one of the arguments in GLFW.glfwCreateWindow?
My code:
Window class:
package renderEngine.io;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjglx.util.vector.Vector3f;
public class Window {
private int width, height;
private String title;
private long window;
private int frames;
private static long time;
private Input input;
private Vector3f background = new Vector3f(0, 0, 0);
private GLFWWindowSizeCallback sizeCallback;
private boolean isResized;
private boolean isFullscreen;
private int[] windowPosX = new int[1], windowPosY = new int[1];
public Window(int width, int height, String title) {
this.width = width;
this.height = height;
this.title = title;
}
public static void initLWJGL() {
if (!GLFW.glfwInit()) {
System.err.println("ERROR: GLFW wasn't initializied");
return;
}
}
public void create() {
initLWJGL();
input = new Input();
window = GLFW.glfwCreateWindow(width, height, title, isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);
if (window == 0) {
System.err.println("ERROR: Window wasn't created");
return;
}
GLFW.glfwHideWindow(window);
GLFWVidMode videoMode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor());
windowPosX[0] = (videoMode.width() - width) / 2;
windowPosY[0] = (videoMode.height() - height) / 2;
GLFW.glfwSetWindowPos(window, windowPosX[0], windowPosY[0]);
GLFW.glfwMakeContextCurrent(window);
GL.createCapabilities();
GL11.glEnable(GL11.GL_DEPTH_TEST);
createCallbacks();
GLFW.glfwSwapInterval(1);
time = System.currentTimeMillis();
}
public void setVisible(boolean visible) {
if (visible) {
GLFW.glfwShowWindow(window);
}else {
GLFW.glfwHideWindow(window);
}
}
private void createCallbacks() {
sizeCallback = new GLFWWindowSizeCallback() {
public void invoke(long window, int w, int h) {
width = w;
height = h;
isResized = true;
}
};
GLFW.glfwSetKeyCallback(window, input.getKeyboardCallback());
GLFW.glfwSetCursorPosCallback(window, input.getMouseMoveCallback());
GLFW.glfwSetMouseButtonCallback(window, input.getMouseButtonsCallback());
GLFW.glfwSetScrollCallback(window, input.getMouseScrollCallback());
GLFW.glfwSetWindowSizeCallback(window, sizeCallback);
}
public void update() {
if (isResized) {
GL11.glViewport(0, 0, width, height);
isResized = false;
}
GL11.glClearColor(background.getX(), background.getY(), background.getZ(), 1.0f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GLFW.glfwPollEvents();
frames++;
if (System.currentTimeMillis() > time + 1000) {
GLFW.glfwSetWindowTitle(window, title + " | FPS: " + frames);
time = System.currentTimeMillis();
frames = 0;
}
}
public void swapBuffers() {
GLFW.glfwSwapBuffers(window);
}
public boolean shouldClose() {
return GLFW.glfwWindowShouldClose(window);
}
public void destroy() {
input.destroy();
sizeCallback.free();
GLFW.glfwWindowShouldClose(window);
GLFW.glfwDestroyWindow(window);
GLFW.glfwTerminate();
}
public void setBackgroundColor(float r, float g, float b) {
background.set(r, g, b);
}
public boolean isFullscreen() {
return isFullscreen;
}
public void setFullscreen(boolean isFullscreen) {
this.isFullscreen = isFullscreen;
isResized = true;
if (isFullscreen) {
GLFW.glfwGetWindowPos(window, windowPosX, windowPosY);
GLFW.glfwSetWindowMonitor(window, GLFW.glfwGetPrimaryMonitor(), 0, 0, width, height, 0);
} else {
GLFW.glfwSetWindowMonitor(window, 0, windowPosX[0], windowPosY[0], width, height, 0);
}
}
public void mouseState(boolean lock) {
GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, lock ? GLFW.GLFW_CURSOR_DISABLED : GLFW.GLFW_CURSOR_NORMAL);
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public String getTitle() {
return title;
}
public long getWindow() {
return window;
}
}
Main class:
package main;
import java.util.Calendar;
import org.lwjglx.util.vector.Vector3f;
import entities.Camera;
import entities.Light;
import gameplay.Car;
import models.RawModel;
import models.TexturedModel;
import renderEngine.Loader;
import renderEngine.MasterRenderer;
import renderEngine.OBJLoader;
import renderEngine.io.Window;
import shaders.StaticShader;
import terrains.Terrain;
import textures.ModelTexture;
import textures.TerrainTexture;
import textures.TerrainTexturesPack;
public class Main{
public static Window window = new Window(1000, 600, "Driving Game");
public static void main(String[] args) {
Light light = new Light(new Vector3f(3, -2, -20), new Vector3f(1, 1, 1));
Loader loader = new Loader();
Camera camera = new Camera(null);
camera.setAngleAround(180);
camera.setPitch(20);
camera.setDistance(10);
Car myCar = new Car(null, new Vector3f(0,0,0),0,0,0,1f);
myCar.setBonus_height(0.5f);
myCar.setBonus_rotation(new Vector3f(0, -90, 0));
camera.setPlayer(myCar);
window.create();
TexturedModel carTexturedModel = loadTexturedModel(loader, "/models/cars/Car1.obj", "/models/cars/texture.png");
myCar.setModel(carTexturedModel);
Terrain terrain = new Terrain(0, -1, loader,
new TerrainTexturesPack(new TerrainTexture(loader.loadTexture("/res/1/grassy")),
new TerrainTexture(loader.loadTexture("/res/1/dirt")),
new TerrainTexture(loader.loadTexture("/res/1/pinkFlowers")),
new TerrainTexture(loader.loadTexture("/res/1/path"))),
new TerrainTexture(loader.loadTexture("/res/1/blendMap")), "/res/heightmap");
StaticShader shader = new StaticShader();
MasterRenderer masterRenderer = new MasterRenderer(loader);
Calendar c = Calendar.getInstance();
int frames = 0;
window.setVisible(true);
while(!window.shouldClose()){
window.update();
frames++;
camera.move();
myCar.move(terrain);
shader.start();
masterRenderer.proccessTerrain(terrain);
masterRenderer.proccessEntity(myCar);
masterRenderer.render(light, camera);
shader.stop();
window.swapBuffers();
}
System.out.println("The game run at "
+ ((double)frames/(Calendar.getInstance().getTimeInMillis() - c.getTimeInMillis())*1000) + " FPS");
shader.cleanUp();
loader.cleanUp();
masterRenderer.cleanUp();
window.destroy();
}
public static TexturedModel loadTexturedModel(Loader loader, String objFile, String textureFile) {
RawModel rawModel = OBJLoader.loadObjModel(objFile, loader);
ModelTexture modelTexture = new ModelTexture(loader.loadTexture(textureFile));
TexturedModel texturedModel = new TexturedModel(rawModel, modelTexture);
return texturedModel;
}
}
Notice:
I have to create the window before loading the models into the VAO, so I can't move the window.create() method lower than where it is.
Thank for any answer!

Create a hidden window. See GLFW - Window visibility. Set the GLFW_VISIBLE property before creating the window
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
window = GLFW.glfwCreateWindow(width, height, title,
isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);

Related

How to make an animated number counter using Java Swing?

I want to make an animated numeric counter, like this one:
I want to be able to input the value and have the counter update with animation.
I can find how to do this on Android from Google, but I cannot find any information on how to make it in Java Swing. How would I make something like this in Swing?
This isn't a complete answer, but this is a working example of a sliding JPanel. This code could be modified to create the display in the question.
Here's the complete runnable example.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.font.FontRenderContext;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class SlidingDigitGUI implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new SlidingDigitGUI());
}
private SlidingPanel secondPanel;
#Override
public void run() {
JFrame frame = new JFrame("Sliding Digit");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(createSlidingPanel(), BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
Animation animation = new Animation();
new Thread(animation).start();
}
public JPanel createSlidingPanel() {
String[] digitValues = { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" };
JPanel panel = new JPanel();
panel.setBorder(BorderFactory.createLineBorder(Color.LIGHT_GRAY, 4, false));
panel.setPreferredSize(new Dimension(300, 100));
Font font = panel.getFont();
Font derivedFont = font.deriveFont(Font.BOLD, 48F);
secondPanel = new SlidingPanel(digitValues, derivedFont);
secondPanel.setPanelValue("0");
panel.add(secondPanel);
return panel;
}
public class SlidingPanel extends JPanel {
private static final long serialVersionUID = 661553022861652947L;
private static final int MARGIN = 4;
private int imageY;
private BufferedImage slidingImage;
private Dimension characterDimension;
private final Font font;
private String currentValue;
private final String[] panelValues;
public SlidingPanel(String[] panelValues, Font font) {
this.panelValues = panelValues;
this.font = font;
this.characterDimension = calculateFontSize();
this.slidingImage = generateSlidingImage();
this.setPreferredSize(characterDimension);
}
private Dimension calculateFontSize() {
int maxWidth = 0;
int maxHeight = 0;
FontRenderContext frc = new FontRenderContext(null, true, true);
for (String s : panelValues) {
Rectangle2D r2D = font.getStringBounds(s, frc);
int rWidth = (int) Math.round(r2D.getWidth());
int rHeight = (int) Math.round(r2D.getHeight());
maxWidth = Math.max(maxWidth, rWidth);
maxHeight = Math.max(maxHeight, rHeight);
}
return new Dimension(maxWidth, maxHeight);
}
private BufferedImage generateSlidingImage() {
int height = calculateStringHeight() * (panelValues.length + 1);
BufferedImage slidingImage = new BufferedImage(characterDimension.width,
height, BufferedImage.TYPE_INT_RGB);
Graphics g = slidingImage.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, characterDimension.width, height);
g.setColor(Color.BLACK);
g.setFont(font);
int y = characterDimension.height - MARGIN;
for (String s : panelValues) {
g.drawString(s, 0, y);
y += calculateStringHeight();
}
g.drawString(panelValues[0], 0, y);
g.dispose();
return slidingImage;
}
public void setPanelValue(String value) {
int index = getValueIndex(value);
this.currentValue = value;
this.imageY = calculateStringHeight() * index;
repaint();
}
public void updatePanelValue(String value) {
if (!currentValue.equals(value)) {
int index = getValueIndex(value);
int finalY = calculateStringHeight() * index;
SliderAnimation sliderAnimation = new SliderAnimation(imageY, finalY);
new Thread(sliderAnimation).start();
this.currentValue = value;
}
}
private int getValueIndex(String value) {
for (int index = 0; index < panelValues.length; index++) {
if (value.equals(panelValues[index])) {
return index;
}
}
return -1;
}
private int calculateStringHeight() {
return characterDimension.height + MARGIN;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
BufferedImage subImage = slidingImage.getSubimage(0, imageY,
characterDimension.width,
characterDimension.height);
g.drawImage(subImage, 0, 0, this);
}
public class SliderAnimation implements Runnable {
private int originalY;
private int finalY;
public SliderAnimation(int originalY, int finalY) {
this.originalY = originalY;
this.finalY = finalY;
}
#Override
public void run() {
int differenceY = finalY - originalY;
if (finalY == 0) {
differenceY = characterDimension.height + MARGIN;
}
int steps = 10;
double difference = (double) differenceY / steps;
for (int index = 1; index <= steps; index++) {
imageY = (int) Math.round(difference * index + originalY);
update();
sleep(120L);
}
if (finalY == 0) {
imageY = 0;
update();
} else {
imageY = finalY;
}
}
private void update() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
SlidingPanel.this.repaint();
}
});
}
private void sleep(long duration) {
try {
Thread.sleep(duration);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
public class Animation implements Runnable {
#Override
public void run() {
while (true) {
update("3");
sleep(2000L);
update("8");
sleep(2000L);
}
}
private void update(final String value) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
secondPanel.updatePanelValue(value);
}
});
}
private void sleep(long duration) {
try {
Thread.sleep(duration);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.Point;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Animation {
boolean loop=true;//true //loop
static int start=1;//1 //start
static int end=10+1;//20 // end + 1
int delay1=1000;//1s // delay
int delay2=1;//1ms // delay
Font font=new Font("Helvetica",Font.BOLD,25); //Font
Timer timer=new Timer(delay1, e -> move());JPanel panel = new JPanel();int[] size = {50,100};Point point = new Point(210,size[1]);
Timer timer1=null;int value=start-1;int i;
public static void main(String[] args) {if (start!=end) {new Animation();}}
public void move() {
timer.stop();value ++;
if (!loop && value==end) {timer.stop();}i=0;
timer1 = new Timer(delay2, e -> {
if (i==100) {
timer1.stop();
timer.start();
}
point.setLocation(point.getX(), point.getY()-1);
panel.setLocation(point);
panel.revalidate();
i++;
});timer1.start();
if (loop && value==end-1) {point.setLocation(point.getX(),size[1]+size[1]);value = start-1;}else if (value==end-1 && !loop){System.exit(0);}
}
public Animation() {
JFrame frame = new JFrame();frame.setSize(500,300);frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);frame.add(panel);frame.setLocationRelativeTo(null);
panel.setLocation(point);frame.setLayout(null);frame.revalidate();panel.setSize(new Dimension(size[0],size[1]*Math.abs(end-(start-1))));
panel.setLayout(new GridLayout(Math.abs(end-start)+start,1));if (!(end-start<0)) {for (int i=start;i!=(end-start)+start;i++) {JLabel la = new JLabel(String.valueOf(i));la.setFont(font);panel.add(la);
}}timer.start();frame.revalidate();frame.setVisible(true);
}
}

How to get my Buffered Image class to display in my GUI?

I have a program that does an animation using timers switching images. When the program is on its last image I use a class to create a buffered image of that image with text over it. When the last image of the animation is displayed I want to change the image displayed to the buffered image. I can't get it to work. The code as is plays as if the bolded section isnt there. If I delete the line above it, it displays the image with text over it and nothing else. What edits should I make to my code to fix this?
The Class that does the animation
**import java.awt.event.*;
import java.awt.Graphics;
import java.awt.Color;
import java.awt.Font;
import java.awt.image.*;
import java.io.*;
import java.io.File;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.net.URL;
import javax.swing.*;
import javax.swing.*;
import javax.imageio.ImageIO;
/**
* Write a description of class Reveal here.
*
* #author (your name)
* #version (a version number or a date)
*/
public class Reveal extends JPanel
{
private JPanel panel = new JPanel(); //a panel to house the label
private JLabel label = new JLabel(); //a label to house the image
private String[] image = {"Jack in the Box 1.png","Jack in the Box 2.png","Jack in the Box 3.png","Jack in the Box 4.png","Jack in the Box 5.png","Jack in the Box 6.png","Jack in the Box 7.png"}; //an array to hold the frames of the animation
private ImageIcon[] icon = new ImageIcon[7]; //an array of icons to be the images
private JFrame f;
private TextOverlay TO;
private Timer timer;
private Timer timer2;
int x = 0;
int y = 4;
int counter = 0;
/**
* Constructor for objects of class Reveal
*/
public Reveal(String name, int number)
{
TO = new TextOverlay("Jack in the Box 7.png", name, number);
for (int h = 0; h < 7; h++){
icon[h] = new ImageIcon(image[h]);
icon[h].getImage();
}
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
//Sets the size of the window
f.setSize(800,850);
panel = new JPanel();
label = new JLabel();
label.setIcon( icon[x] );
panel.add(label);
setVisible(true);
f.add(panel);
display(name, number);
**f.add(TO);**
}
public void display(String name, int number){
timer = new Timer(150, new ActionListener(){
public void actionPerformed(ActionEvent e) {
if (counter > 27){
timer.stop();
timer2.start(); //starts the second half of the animation
}else{
if (x != 3){
x++;
}else{
x = 0;
}
label.setIcon( icon[x] );
counter++;
} //ends if-else
} //ends action method
}); //ends timer
timer2 = new Timer(250, new ActionListener(){
public void actionPerformed(ActionEvent e){
if (y > 6) {
timer2.stop();
}else{
label.setIcon( icon[y] );
y++;
} //ends if-else
} //ends action method
}); //ends timer2
timer.start();
}
}
**
The class that puts text over an image
import java.io.*;
import java.awt.*;
import javax.swing.*;
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
/**
* #see https://stackoverflow.com/questions/2658663
*/
public class TextOverlay extends JPanel {
private BufferedImage image;
private String name;
private String fileX;
private int number;
public TextOverlay(String f, String s, int n) {
name = s;
number = n;
fileX = f;
try {
image = ImageIO.read(new File(fileX));
} catch (IOException e) {
e.printStackTrace();
}
image = process(image, name, number);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
private BufferedImage process(BufferedImage old, String name, int number) {
int w = old.getWidth();
int h = old.getHeight();
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.drawImage(old, 0, 0, w, h, this);
g2d.setPaint(Color.black);
g2d.setFont(new Font("Franklin Gothic Demi Cond", Font.PLAIN, 30));
String s1 = name;
String s2 = Integer.toString(number);;
FontMetrics fm = g2d.getFontMetrics();
g2d.drawString(s1, 40, 90);
g2d.drawString(s2, 40, 140);
g2d.dispose();
return img;
}
}
So, you seem to have a misunderstanding of how Swing works, you might find How to Use Swing Timers and Concurrency in Swing of some assistance.
Basically, when you start a Timer, it doesn't block at this point until the timer ends (and even if it did, your wouldn't work the way you wanted it to). Instead, a new thread is created and after the specified period a request is placed on Event Dispatching Thread to execute the supplied Runnable.
This means that when you do something like...
f.add(panel);
display(name, number);
f.add(TO);
You are actually adding the TO component onto of the JLabel (because the frame is using a BorderLayout and the CENTRE position is the default position.
Instead, in your second timer completes, you need to remove the label and add the TO component...
timer2 = new Timer(250, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (y > 6) {
timer2.stop();
Container parent = label.getParent();
parent.remove(label);
parent.add(TO);
parent.revalidate();
} else {
label.setIcon(icon[y]);
y++;
} //ends if-else
} //ends action method
}); //ends timer2
Runnable Example...
import java.awt.event.*;
import java.awt.Graphics;
import java.awt.Color;
import java.awt.Font;
import java.awt.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
import javax.swing.border.LineBorder;
public class Reveal extends JPanel {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
new Reveal("Test", 5);
}
});
}
private JPanel panel = new JPanel(); //a panel to house the label
private JLabel label = new JLabel(); //a label to house the image
private ImageIcon[] icon = new ImageIcon[7]; //an array of icons to be the images
private JFrame f;
private TextOverlay TO;
private Timer timer;
private Timer timer2;
int x = 0;
int y = 4;
int counter = 0;
/**
* Constructor for objects of class Reveal
*/
public Reveal(String name, int number) {
TO = new TextOverlay("Jack in the Box 7.png", name, number);
for (int h = 0; h < 7; h++) {
icon[h] = new ImageIcon(makeImage(h));
icon[h].getImage();
}
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
//Sets the size of the window
f.setSize(800, 850);
panel = new JPanel(new GridBagLayout());
label = new JLabel();
label.setIcon(icon[x]);
label.setBorder(new LineBorder(Color.RED));
panel.add(label);
f.add(panel);
display(name, number);
// f.add(TO);
setVisible(true);
}
public void display(String name, int number) {
timer = new Timer(150, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (counter > 27) {
timer.stop();
timer2.start(); //starts the second half of the animation
} else {
if (x != 3) {
x++;
} else {
x = 0;
}
label.setIcon(icon[x]);
counter++;
} //ends if-else
} //ends action method
}); //ends timer
timer2 = new Timer(250, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (y > 6) {
timer2.stop();
Container parent = label.getParent();
parent.remove(label);
parent.add(TO);
parent.revalidate();
} else {
label.setIcon(icon[y]);
y++;
} //ends if-else
} //ends action method
}); //ends timer2
timer.start();
}
protected BufferedImage makeImage(int h) {
BufferedImage img = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
FontMetrics fm = g2d.getFontMetrics();
String text = Integer.toString(h);
int x = (100 - fm.stringWidth(text)) / 2;
int y = ((100 - fm.getHeight()) / 2) + fm.getAscent();
g2d.setColor(Color.BLUE);
g2d.fillRect(0, 0, 100, 100);
g2d.setColor(Color.BLACK);
g2d.drawString(text, x, y);
g2d.dispose();
return img;
}
public class TextOverlay extends JPanel {
private BufferedImage image;
private String name;
private String fileX;
private int number;
public TextOverlay(String f, String s, int n) {
name = s;
number = n;
fileX = f;
image = makeImage(n);
image = process(image, name, number);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(100, 100);
}
private BufferedImage process(BufferedImage old, String name, int number) {
int w = old.getWidth();
int h = old.getHeight();
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.drawImage(old, 0, 0, w, h, this);
g2d.setPaint(Color.black);
g2d.setFont(new Font("Franklin Gothic Demi Cond", Font.PLAIN, 30));
String s1 = name;
String s2 = Integer.toString(number);;
FontMetrics fm = g2d.getFontMetrics();
g2d.drawString(s1, 40, 90);
g2d.drawString(s2, 40, 140);
g2d.dispose();
return img;
}
}
}
A "slightly" different approach...
Animation is actually a really complex subject which is not easy to implement well.
This is why, when faced with problems like these, I prefer to look at libraries which have already been implemented to help solve them. I'd recommend having a look at:
The Timing Framework
Trident
universal-tween-engine
as some starting points.
While I prefer to use libraries, sometimes it's not possible or the libraries don't fit my overall needs ... that and I like to dabble ... it's kind of a hobby.
Based on what I can understand from your code, you're trying to start out with a fast animation and then slow it down till you get to the last frame. In animation theory, this is commonly known as easement, more specifically, "slow/ease out".
The following borrows from a bunch of snippets I've been playing with (to devise a more reusable library) that will basically (randomly) display the images over a period of 4 seconds, with the animation slowing down and finally, presenting the "lucky" number
nb The gif animation is actually really slow, you'll need to run it to see the difference
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Point2D;
import java.awt.image.BufferedImage;
import java.time.Duration;
import java.time.LocalDateTime;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import javax.swing.*;
public class Reveal extends JPanel {
public static void main(String[] args) {
new Reveal();
}
public Reveal() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private IntAnimatable animatable;
private List<ImageIcon> icons = new ArrayList<>(25);
private JLabel label = new JLabel();
public TestPane() {
setLayout(new GridBagLayout());
IntRange range = new IntRange(0, 111);
animatable = new IntAnimatable(range, Duration.ofSeconds(4), Easement.SLOWOUT, new AnimatableListener<Integer>() {
#Override
public void animationChanged(Animatable<Integer> animator) {
int value = animator.getValue();
int index = value % 7;
ImageIcon icon = icons.get(index);
if (label.getIcon() != icon) {
label.setIcon(icon);
}
}
}, new AnimatableLifeCycleAdapter<Integer>() {
#Override
public void animationCompleted(Animatable<Integer> animator) {
BufferedImage img = makeImage(3);
writeTextOverImage("Lucky number", img);
ImageIcon luckNumber = new ImageIcon(img);
label.setIcon(luckNumber);
}
});
for (int index = 0; index < 7; index++) {
icons.add(new ImageIcon(makeImage(index)));
}
Collections.shuffle(icons);
add(label);
Animator.INSTANCE.add(animatable);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
protected void writeTextOverImage(String text, BufferedImage img) {
Graphics2D g2d = img.createGraphics();
Font font = g2d.getFont();
font = font.deriveFont(Font.BOLD, font.getSize2D() + 2);
g2d.setFont(font);
FontMetrics fm = g2d.getFontMetrics();
int width = img.getWidth();
int height = img.getWidth();
int x = (width - fm.stringWidth(text)) / 2;
int y = fm.getAscent();
g2d.setColor(Color.YELLOW);
g2d.drawString(text, x, y);
g2d.dispose();
}
protected BufferedImage makeImage(int h) {
BufferedImage img = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
FontMetrics fm = g2d.getFontMetrics();
String text = Integer.toString(h);
int x = (100 - fm.stringWidth(text)) / 2;
int y = ((100 - fm.getHeight()) / 2) + fm.getAscent();
g2d.setColor(Color.BLUE);
g2d.fillRect(0, 0, 100, 100);
g2d.setColor(Color.WHITE);
g2d.drawString(text, x, y);
g2d.dispose();
return img;
}
/**** Range ****/
/*
A lot of animation is done from one point to another, this just
provides a self contained concept of a range which can be used to
calculate the value based on the current progression over time
*/
public abstract class Range<T> {
private T from;
private T to;
public Range(T from, T to) {
this.from = from;
this.to = to;
}
public T getFrom() {
return from;
}
public T getTo() {
return to;
}
#Override
public String toString() {
return "From " + getFrom() + " to " + getTo();
}
public abstract T valueAt(double progress);
}
public class IntRange extends Range<Integer> {
public IntRange(Integer from, Integer to) {
super(from, to);
}
public Integer getDistance() {
return getTo() - getFrom();
}
#Override
public Integer valueAt(double progress) {
int distance = getDistance();
int value = (int) Math.round((double) distance * progress);
value += getFrom();
return value;
}
}
/**** Animatable ****/
/*
The core concept of something that is animatable. This basic wraps up the
logic for calculating the progression of the animation over a period of time
and then use that to calculate the value of the range and then the observers
are notified so they can do stuff
*/
public class IntAnimatable extends AbstractAnimatableRange<Integer> {
public IntAnimatable(IntRange animationRange, Duration duration, Easement easement, AnimatableListener<Integer> listener, AnimatableLifeCycleListener<Integer> lifeCycleListener) {
super(animationRange, duration, easement, listener, lifeCycleListener);
}
}
public interface AnimatableListener<T> {
public void animationChanged(Animatable<T> animator);
}
public interface AnimatableLifeCycleListener<T> {
public void animationStopped(Animatable<T> animator);
public void animationCompleted(Animatable<T> animator);
public void animationStarted(Animatable<T> animator);
public void animationPaused(Animatable<T> animator);
}
public interface Animatable<T> {
public T getValue();
public void tick();
public Duration getDuration();
public Easement getEasement();
// Wondering if these should be part of a secondary interface
// Provide a "self managed" unit of work
public void start();
public void stop();
public void pause();
}
public class AnimatableLifeCycleAdapter<T> implements AnimatableLifeCycleListener<T> {
#Override
public void animationStopped(Animatable<T> animator) {
}
#Override
public void animationCompleted(Animatable<T> animator) {
}
#Override
public void animationStarted(Animatable<T> animator) {
}
#Override
public void animationPaused(Animatable<T> animator) {
}
}
public abstract class AbstractAnimatable<T> implements Animatable<T> {
private LocalDateTime startTime;
private Duration duration = Duration.ofSeconds(5);
private AnimatableListener<T> animatableListener;
private AnimatableLifeCycleListener<T> lifeCycleListener;
private Easement easement;
private double rawOffset;
public AbstractAnimatable(Duration duration, AnimatableListener<T> listener) {
this.animatableListener = listener;
this.duration = duration;
}
public AbstractAnimatable(Duration duration, AnimatableListener<T> listener, AnimatableLifeCycleListener<T> lifeCycleListener) {
this(duration, listener);
this.lifeCycleListener = lifeCycleListener;
}
public AbstractAnimatable(Duration duration, Easement easement, AnimatableListener<T> listener) {
this(duration, listener);
this.easement = easement;
}
public AbstractAnimatable(Duration duration, Easement easement, AnimatableListener<T> listener, AnimatableLifeCycleListener<T> lifeCycleListener) {
this(duration, easement, listener);
this.lifeCycleListener = lifeCycleListener;
}
public void setEasement(Easement easement) {
this.easement = easement;
}
#Override
public Easement getEasement() {
return easement;
}
public Duration getDuration() {
return duration;
}
protected void setDuration(Duration duration) {
this.duration = duration;
}
public double getCurrentProgress(double rawProgress) {
Easement easement = getEasement();
double progress = Math.min(1.0, Math.max(0.0, getRawProgress()));
if (easement != null) {
progress = easement.interpolate(progress);
}
return Math.min(1.0, Math.max(0.0, progress));
}
public double getRawProgress() {
if (startTime == null) {
return 0.0;
}
Duration duration = getDuration();
Duration runningTime = Duration.between(startTime, LocalDateTime.now());
double progress = rawOffset + (runningTime.toMillis() / (double) duration.toMillis());
return Math.min(1.0, Math.max(0.0, progress));
}
#Override
public void tick() {
if (startTime == null) {
startTime = LocalDateTime.now();
fireAnimationStarted();
}
double rawProgress = getRawProgress();
double progress = getCurrentProgress(rawProgress);
if (rawProgress >= 1.0) {
progress = 1.0;
}
tick(progress);
fireAnimationChanged();
if (rawProgress >= 1.0) {
fireAnimationCompleted();
}
}
protected abstract void tick(double progress);
#Override
public void start() {
if (startTime != null) {
// Restart?
return;
}
Animator.INSTANCE.add(this);
}
#Override
public void stop() {
stopWithNotitifcation(true);
}
#Override
public void pause() {
rawOffset += getRawProgress();
stopWithNotitifcation(false);
double remainingProgress = 1.0 - rawOffset;
Duration remainingTime = getDuration().minusMillis((long) remainingProgress);
setDuration(remainingTime);
lifeCycleListener.animationStopped(this);
}
protected void fireAnimationChanged() {
if (animatableListener == null) {
return;
}
animatableListener.animationChanged(this);
}
protected void fireAnimationCompleted() {
stopWithNotitifcation(false);
if (lifeCycleListener == null) {
return;
}
lifeCycleListener.animationCompleted(this);
}
protected void fireAnimationStarted() {
if (lifeCycleListener == null) {
return;
}
lifeCycleListener.animationStarted(this);
}
protected void fireAnimationPaused() {
if (lifeCycleListener == null) {
return;
}
lifeCycleListener.animationPaused(this);
}
protected void stopWithNotitifcation(boolean notify) {
Animator.INSTANCE.remove(this);
startTime = null;
if (notify) {
if (lifeCycleListener == null) {
return;
}
lifeCycleListener.animationStopped(this);
}
}
}
public abstract class AbstractAnimatableRange<T> extends AbstractAnimatable<T> {
private Range<T> range;
private T value;
public AbstractAnimatableRange(Range<T> range, Duration duration, AnimatableListener<T> listener) {
super(duration, listener);
this.range = range;
}
public AbstractAnimatableRange(Range<T> range, Duration duration, AnimatableListener<T> listener, AnimatableLifeCycleListener<T> lifeCycleListener) {
super(duration, listener, lifeCycleListener);
this.range = range;
}
public AbstractAnimatableRange(Range<T> range, Duration duration, Easement easement, AnimatableListener<T> listener) {
super(duration, easement, listener);
this.range = range;
}
public AbstractAnimatableRange(Range<T> range, Duration duration, Easement easement, AnimatableListener<T> listener, AnimatableLifeCycleListener<T> lifeCycleListener) {
super(duration, easement, listener, lifeCycleListener);
this.range = range;
}
protected void tick(double progress) {
setValue(range.valueAt(progress));
}
protected void setValue(T value) {
this.value = value;
}
#Override
public T getValue() {
return value;
}
}
/*
Easement, complicated, but fun
*/
public enum Easement {
SLOWINSLOWOUT(1d, 0d, 0d, 1d), FASTINSLOWOUT(0d, 0d, 1d, 1d), SLOWINFASTOUT(0d, 1d, 0d, 0d), SLOWIN(1d, 0d, 1d, 1d), SLOWOUT(0d, 0d, 0d, 1d);
private final double[] points;
private final List<PointUnit> normalisedCurve;
private Easement(double x1, double y1, double x2, double y2) {
points = new double[]{x1, y1, x2, y2};
final List<Double> baseLengths = new ArrayList<>();
double prevX = 0;
double prevY = 0;
double cumulativeLength = 0;
for (double t = 0; t <= 1; t += 0.01) {
Point2D xy = getXY(t);
double length = cumulativeLength + Math.sqrt((xy.getX() - prevX) * (xy.getX() - prevX) + (xy.getY() - prevY) * (xy.getY() - prevY));
baseLengths.add(length);
cumulativeLength = length;
prevX = xy.getX();
prevY = xy.getY();
}
normalisedCurve = new ArrayList<>(baseLengths.size());
int index = 0;
for (double t = 0; t <= 1; t += 0.01) {
double length = baseLengths.get(index++);
double normalLength = length / cumulativeLength;
normalisedCurve.add(new PointUnit(t, normalLength));
}
}
public double interpolate(double fraction) {
int low = 1;
int high = normalisedCurve.size() - 1;
int mid = 0;
while (low <= high) {
mid = (low + high) / 2;
if (fraction > normalisedCurve.get(mid).getPoint()) {
low = mid + 1;
} else if (mid > 0 && fraction < normalisedCurve.get(mid - 1).getPoint()) {
high = mid - 1;
} else {
break;
}
}
/*
* The answer lies between the "mid" item and its predecessor.
*/
final PointUnit prevItem = normalisedCurve.get(mid - 1);
final double prevFraction = prevItem.getPoint();
final double prevT = prevItem.getDistance();
final PointUnit item = normalisedCurve.get(mid);
final double proportion = (fraction - prevFraction) / (item.getPoint() - prevFraction);
final double interpolatedT = prevT + (proportion * (item.getDistance() - prevT));
return getY(interpolatedT);
}
protected Point2D getXY(double t) {
final double invT = 1 - t;
final double b1 = 3 * t * invT * invT;
final double b2 = 3 * t * t * invT;
final double b3 = t * t * t;
final Point2D xy = new Point2D.Double((b1 * points[0]) + (b2 * points[2]) + b3, (b1 * points[1]) + (b2 * points[3]) + b3);
return xy;
}
protected double getY(double t) {
final double invT = 1 - t;
final double b1 = 3 * t * invT * invT;
final double b2 = 3 * t * t * invT;
final double b3 = t * t * t;
return (b1 * points[2]) + (b2 * points[3]) + b3;
}
protected class PointUnit {
private final double distance;
private final double point;
public PointUnit(double distance, double point) {
this.distance = distance;
this.point = point;
}
public double getDistance() {
return distance;
}
public double getPoint() {
return point;
}
}
}
/**** Core Animation Engine ****/
public enum Animator {
INSTANCE;
private Timer timer;
private List<Animatable> properies;
private Animator() {
properies = new ArrayList<>(5);
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
List<Animatable> copy = new ArrayList<>(properies);
Iterator<Animatable> it = copy.iterator();
while (it.hasNext()) {
Animatable ap = it.next();
ap.tick();
}
if (properies.isEmpty()) {
timer.stop();
}
}
});
}
public void add(Animatable ap) {
properies.add(ap);
timer.start();
}
protected void removeAll(List<Animatable> completed) {
properies.removeAll(completed);
}
public void remove(Animatable ap) {
properies.remove(ap);
if (properies.isEmpty()) {
timer.stop();
}
}
}
}

lwjgl 3: No GLCapabilities instance set for the current thread. glCreateProgram()

I can not solve the problem in question. I tried several solutions to this error but without any positive result. If i try to remove glCreateProgram() method the error move to glCreateShader() method.
Error
Exception in thread "main" java.lang.ExceptionInInitializerError
Caused by: java.lang.IllegalStateException: No GLCapabilities instance set for the current thread. Possible solutions:
a) Call GL.createCapabilities() after making a context current in the current thread.
b) Call GL.setCapabilities() if a GLCapabilities instance already exists for the current context.
at org.lwjgl.opengl.GL.getCapabilities(GL.java:238)
at org.lwjgl.opengl.GL20.glCreateProgram(GL20.java:209)
at ms.shaders.ShaderProgram.<init>(ShaderProgram.java:18)
at ms.shaders.Shaders.<init>(Shaders.java:8)
at ms.renderer.Renderer.<init>(Renderer.java:13)
at ms.main.MainGame.<clinit>(MainGame.java:16)
ShaderProgram
package ms.shaders;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
public abstract class ShaderProgram {
private int programID;
private int vShaderID;
private int fShaderID;
public ShaderProgram(String vShader, String fShader) {
programID = glCreateProgram(); //Error line
String vertexShaderSource = loadShader(vShader);
vShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vShaderID, vertexShaderSource);
glCompileShader(vShaderID);
if (glGetShaderi(vShaderID, GL_COMPILE_STATUS) == GL_FALSE) {
throw new RuntimeException("Error creating vertex shader\n"
+ glGetShaderInfoLog(vShaderID, glGetShaderi(vShaderID, GL_INFO_LOG_LENGTH)));
}
glAttachShader(programID, vShaderID);
String fragmentShaderSource = loadShader(vShader);
fShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fShaderID, fragmentShaderSource);
glCompileShader(fShaderID);
if (glGetShaderi(fShaderID, GL_COMPILE_STATUS) == GL_FALSE) {
throw new RuntimeException("Error creating vertex shader\n"
+ glGetShaderInfoLog(fShaderID, glGetShaderi(fShaderID, GL_INFO_LOG_LENGTH)));
}
glAttachShader(programID, vShaderID);
}
protected abstract void bindAttribute();
protected void bindAttribute(int attribute, String name) {
glBindAttribLocation(programID, attribute, name);
}
public void link() {
glLinkProgram(programID);
if(glGetProgrami(programID, GL_LINK_STATUS) == GL_FALSE) {
throw new RuntimeException("Failed to link program: ");
}
}
public void validate() {
glValidateProgram(programID);
if(glGetShaderi(programID, GL_VALIDATE_STATUS) == GL_FALSE) {
throw new RuntimeException("Failed to validate program: ");
}
}
public void bind() {
glUseProgram(programID);
}
public void unbind() {
glUseProgram(0);
}
public void dispose() {
unbind();
glDetachShader(programID, vShaderID);
glDetachShader(programID, fShaderID);
glDeleteShader(vShaderID);
glDeleteShader(fShaderID);
glDeleteProgram(programID);
}
private static String loadShader(String file) {
StringBuilder shaderSource = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
String line;
while((line = reader.readLine()) != null) {
shaderSource.append(line).append("//\n");
}
reader.close();
} catch(IOException e){
e.printStackTrace();
System.exit(-1);
}
return shaderSource.toString();
}
}
Renderer
package ms.renderer;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import ms.renderer.VertexArrayObject.Vertex;
import ms.shaders.Shaders;
public class Renderer {
VertexArrayObject vertex = new VertexArrayObject();
Shaders shaders = new Shaders();
public void prepare() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void render(Vertex vertex) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaders.bind();
glBindVertexArray(vertex.getVaoID());
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, vertex.getVertexCount(), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaders.unbind();
}
public void clear() {
shaders.dispose();
vertex.cleanUp();
}
}
MainGame
package ms.main;
import static org.lwjgl.glfw.GLFW.*;
import ms.input.KeyboardInput;
import ms.renderer.Renderer;
import ms.renderer.VertexArrayObject;
import ms.renderer.VertexArrayObject.Vertex;
import ms.utils.FinalVariables;
public class MainGame implements Runnable {
private Thread thread;
private static Display display = new Display();
private static Renderer renderer = new Renderer();
private static VertexArrayObject loader = new VertexArrayObject();
private static int WIDTH = FinalVariables.WIDTH;
private static int HEIGHT = FinalVariables.HEIGHT;
private static String TITLE = FinalVariables.TITLE;
private boolean isRunning = false;
public static void main(String[] args) {
MainGame game = new MainGame();
display = new Display(WIDTH, HEIGHT, TITLE);
game.start();
}
public void start() {
isRunning = true;
thread = new Thread(this, "MainThread");
thread.start();
}
public void run() {
display.init();
display.libVersion();
float[] positions = new float[]{
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
};
int[] indices = new int[]{
0, 1, 3, 3, 1, 2
};
Vertex vertex = loader.loadToVAO(positions, indices);
while(isRunning) {
update();
renderer.prepare();
renderer.render(vertex);
if(glfwWindowShouldClose(display.window)) {
isRunning = false;
}
}
renderer.clear();
}
public void update() {
if(KeyboardInput.isKeyDown(GLFW_KEY_ESCAPE)) {
isRunning = false;
}
glfwSwapBuffers(display.window);
glfwPollEvents();
}
}
Display Where i call createCapabilities method
package ms.main;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWVidMode;
import ms.input.KeyboardInput;
public class Display {
#SuppressWarnings("unused")
private GLFWKeyCallback keyCallback;
private int width;
private int height;
private String title;
public long window;
public Display() {
}
public Display(int width, int height, String title) {
this.width = width;
this.height = height;
this.title = title;
}
public void init() {
glfwInit();
if(!glfwInit()) {
System.err.println("Failed to initialize GLFW");
}
glfwDefaultWindowHints();
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(width, height, title, NULL, NULL);
if(window == NULL) {
System.err.println("Failed to create Window");
}
keyCallback = glfwSetKeyCallback(window, keyCallback = new KeyboardInput());
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window,
(vidMode.width() - width) / 2,
(vidMode.height() - height) / 2);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwShowWindow(window);
createCapabilities();
}
public void libVersion() {
System.out.println("LWJGL Version: " + glfwGetVersionString());
System.out.println("OpenGL Version: " + glGetString(GL_VERSION));
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public String getTitle() {
return title;
}
public void setTitle(String title) {
this.title = title;
}
}
The problem I think is in the createCapabilities() method position but I do not know how to solve.
State that I am a beginner and I'm getting closer now to the creation of video games.
Thanks in advance for any solutions.

3D Java programming tutorial isn't working

http://www.youtube.com/watch?v=iH1xpfOBN6M I've followed this tutorial up to episode four and where his window has pixels in it, mine is completely blank. I want to know whether anyone with experience with 3d programming in eclipse can see if there is something that doesn't look right to you.
Display:
package com.mine.minefrost;
import java.awt.Canvas;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import com.minefrost.graphics.Render;
import com.minefrost.graphics.Screen;
public class Display extends Canvas {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final String TITLE = "Minefrost Pre-Alpha 0.01";
private Thread thread;
private Screen screen;
private BufferedImage img;
private Render render;
private boolean running = false;
private int[] pixels;
public Display() {
screen = new Screen(WIDTH, HEIGHT);
img = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
}
private void start() {
if (running)
return;
running = true;
thread = new Thread();
thread.start();
}
private void stop() {
if (!running) return;
running = false;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void run() {
while (running) {
tick();
render();
}
}
private void tick() {
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
screen.render();
for (int i = 0; i<WIDTH * HEIGHT; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, WIDTH, HEIGHT, null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
Display game = new Display();
JFrame frame = new JFrame();
frame.add(game);
frame.pack();
frame.setTitle(TITLE);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setSize(WIDTH, HEIGHT);
frame.setResizable(false);
frame.setVisible(true);
game.start();
}
}
Render:
package com.minefrost.graphics;
public class Render {
public final int width;
public final int height;
public final int[] pixels;
public Render(int width,int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
}
public void draw(Render render, int xOffset, int yOffset) {
for (int y = 0; y < render.height; y++) {
int yPix = y + yOffset;
for (int x = 0; x < render.width; x++) {
int xPix = x + xOffset;
pixels[xPix+yPix*width] = render.pixels[x+y*render.width];
}
}
}
}
Screen:
package com.minefrost.graphics;
import java.util.Random;
public class Screen extends Render {
private Render test;
public Screen(int width, int height) {
super(width, height);
Random random = new Random();
test = new Render(256, 256);
for (int i = 0; i <256*256; i++) {
test.pixels[i] = random.nextInt();
}
}
public void render() {
draw(test, 0, 0);
}
}
Thanks in advance!
Your main method in the Display class needs to call game.run(). With that in, you get a display of some random pixel 'snow' in the top left corner. I'm not sure if that's what you wanted, but it's what happens!
Another minor point is that the reference to the Render class in Display is unused. Also, it's odd that stop() and run() are private.

Java 3d game random pixels not appearing

I have been watching tutorials on how to make a 3D game in Java using Eclipse. I have copied all the code word for word and am not getting the same result and it is very frustrating. At the moment all I am trying to do is create a small square of randomly generated pixels and all I'm getting is a blank window. This is the code and classes I am using.
Class1 = Display
package com.mime.testgame2;
import java.awt.Canvas;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import com.mime.testgame2.graphics.Render;
import com.mime.testgame2.graphics.Screen;
public class Display extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int width = 800;
public static final int height = 600;
public static String title = "3D Game Pre-Alpha 0.0.1";
private Thread thread;
private boolean running = false;
private Render render;
private Screen screen;
private BufferedImage img;
private int[] pixels;
public Display() {
screen = new Screen(width, height);
img = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();
}
private void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
private void stop() {
if(!running) return;
running = false;
try {
thread.join();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
public void run() {
while (running) {
tick();
render();
}
}
private void tick() {
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
screen.render();
for (int i = 0; i < width * height; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, width, height, null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
Display game = new Display();
JFrame frame = new JFrame();
frame.add(game);
frame.setResizable(false);
frame.setVisible(true);
frame.setSize(width, height);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setTitle(title);
}
}
Class2 = Render
package com.mime.testgame2.graphics;
public class Render {
public final int Width;
public final int Height;
public final int[] pixels;
public Render(int Width, int Height) {
this.Width = Width;
this.Height = Height;
pixels = new int[Width * Height];
}
public void draw(Render render, int xOffset, int yOffset) {
for(int y = 0; y < render.Height; y++) {
int yPix = y + yOffset;
for(int x = 0; x < render.Width; x++) {
int xPix = x + xOffset;
pixels[xPix + yPix * Width] = render.pixels[x + y * rend er.Width];
}
}
}
}
Class3 = Screen
package com.mime.testgame2.graphics;
import java.util.Random;
public class Screen extends Render {
private Render test;
public Screen(int Width, int Height) {
super(Width, Height);
Random random = new Random();
test = new Render(256, 256);
for (int i = 0; i < 256 * 256; i++) {
test.pixels[i] = random.nextInt();
}
}
public void render() {
draw(test, 0, 0);
}
}
Can anyone help me?

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