rendering: window with triangle

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Bixilon 2020-12-27 20:55:34 +01:00
parent 018af2dbf9
commit cf8c6c5f7c
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7 changed files with 166 additions and 27 deletions

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@ -1,10 +1,12 @@
package de.bixilon.minosoft.gui.rendering;
import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
import org.lwjgl.Version;
public class DummyRender {
public static void main(String[] args) {
import java.io.IOException;
public class DummyRender {
public static void main(String[] args) throws IOException, ShaderLoadingException {
System.out.println("Hello LWJGL " + Version.getVersion() + "!");
RenderWindow renderWindow = new RenderWindow();

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package de.bixilon.minosoft.gui.rendering;
import org.lwjgl.opengl.ARBShaderObjects;
public final class OpenGLUtil {
public static String getLogInfo(int obj) {
return ARBShaderObjects.glGetInfoLogARB(obj, ARBShaderObjects.glGetObjectParameteriARB(obj, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB));
}
}

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@ -1,23 +1,68 @@
package de.bixilon.minosoft.gui.rendering;
import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.*;
import org.lwjgl.system.MemoryStack;
import java.io.IOException;
import java.nio.IntBuffer;
import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
import static org.lwjgl.system.MemoryStack.stackPush;
import static org.lwjgl.system.MemoryUtil.NULL;
public class RenderWindow {
float[] vertices = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
int[] indices = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
boolean polygonEnabled;
private long window;
private static int loadShaders() throws ShaderLoadingException, IOException {
int vertexShader = ShaderUtil.createShader("/vertex.glsl", ARBVertexShader.GL_VERTEX_SHADER_ARB);
int fragmentShader = ShaderUtil.createShader("/fragment.glsl", ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
int shaderId = ARBShaderObjects.glCreateProgramObjectARB();
if (shaderId == NULL) {
throw new ShaderLoadingException();
}
ARBShaderObjects.glAttachObjectARB(shaderId, vertexShader);
ARBShaderObjects.glAttachObjectARB(shaderId, fragmentShader);
ARBShaderObjects.glLinkProgramARB(shaderId);
if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
}
ARBShaderObjects.glValidateProgramARB(shaderId);
if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderId;
}
public void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
@ -56,6 +101,16 @@ public class RenderWindow {
glfwSetKeyCallback(this.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
return;
}
if (key == GLFW_KEY_P && action == GLFW_RELEASE) {
if (this.polygonEnabled) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
this.polygonEnabled = !this.polygonEnabled;
return;
}
});
@ -69,14 +124,10 @@ public class RenderWindow {
glfwGetWindowSize(this.window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
GLFWVidMode videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
this.window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
glfwSetWindowPos(this.window, (videoMode.width() - pWidth.get(0)) / 2, (videoMode.height() - pHeight.get(0)) / 2);
} // the stack frame is popped automatically
// Make the OpenGL context current
@ -92,29 +143,54 @@ public class RenderWindow {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
}
public void startLoop() throws IOException, ShaderLoadingException {
int vAO = glGenVertexArrays();
int vBO = glGenBuffers();
int eBO = glGenBuffers();
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(vAO);
glBindBuffer(GL_ARRAY_BUFFER, vBO);
glBufferData(GL_ARRAY_BUFFER, this.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this.indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, 0L);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
int shaderId = loadShaders();
public void startLoop() {
// 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.
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while (!glfwWindowShouldClose(this.window)) {
loop();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glUseProgram(shaderId);
glBindVertexArray(vAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawElements(GL_TRIANGLES, this.indices.length, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(this.window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
private void loop() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwSwapBuffers(this.window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
public void exit() {
// Free the window callbacks and destroy the window

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package de.bixilon.minosoft.gui.rendering;
import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
import de.bixilon.minosoft.util.Util;
import org.lwjgl.opengl.ARBShaderObjects;
import org.lwjgl.opengl.GL11;
import java.io.IOException;
import static org.lwjgl.system.MemoryUtil.NULL;
public class ShaderUtil {
public static int createShader(String shaderPath, int shaderType) throws ShaderLoadingException, IOException {
int shaderId = ARBShaderObjects.glCreateShaderObjectARB(shaderType);
if (shaderId == NULL) {
throw new ShaderLoadingException();
}
ARBShaderObjects.glShaderSourceARB(shaderId, Util.readAsset("/rendering/shader" + shaderPath));
ARBShaderObjects.glCompileShaderARB(shaderId);
if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
}
return shaderId;
}
}

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package de.bixilon.minosoft.gui.rendering.exceptions;
public class ShaderLoadingException extends Exception {
public ShaderLoadingException() {
}
public ShaderLoadingException(String message) {
super(message);
}
}

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#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}