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rendering: window with triangle
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@ -1,10 +1,12 @@
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package de.bixilon.minosoft.gui.rendering;
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import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
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import org.lwjgl.Version;
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public class DummyRender {
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public static void main(String[] args) {
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import java.io.IOException;
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public class DummyRender {
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public static void main(String[] args) throws IOException, ShaderLoadingException {
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System.out.println("Hello LWJGL " + Version.getVersion() + "!");
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RenderWindow renderWindow = new RenderWindow();
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package de.bixilon.minosoft.gui.rendering;
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import org.lwjgl.opengl.ARBShaderObjects;
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public final class OpenGLUtil {
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public static String getLogInfo(int obj) {
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return ARBShaderObjects.glGetInfoLogARB(obj, ARBShaderObjects.glGetObjectParameteriARB(obj, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB));
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}
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}
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@ -1,23 +1,68 @@
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package de.bixilon.minosoft.gui.rendering;
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import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
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import org.lwjgl.glfw.GLFWErrorCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.glfw.GLFWWindowSizeCallback;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.opengl.*;
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import org.lwjgl.system.MemoryStack;
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import java.io.IOException;
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import java.nio.IntBuffer;
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import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.opengl.GL15.*;
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import static org.lwjgl.opengl.GL20.*;
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import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL30.glGenVertexArrays;
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import static org.lwjgl.system.MemoryStack.stackPush;
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import static org.lwjgl.system.MemoryUtil.NULL;
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public class RenderWindow {
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float[] vertices = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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int[] indices = { // note that we start from 0!
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0, 1, 3, // first Triangle
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1, 2, 3 // second Triangle
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};
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boolean polygonEnabled;
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private long window;
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private static int loadShaders() throws ShaderLoadingException, IOException {
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int vertexShader = ShaderUtil.createShader("/vertex.glsl", ARBVertexShader.GL_VERTEX_SHADER_ARB);
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int fragmentShader = ShaderUtil.createShader("/fragment.glsl", ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
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int shaderId = ARBShaderObjects.glCreateProgramObjectARB();
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if (shaderId == NULL) {
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throw new ShaderLoadingException();
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}
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ARBShaderObjects.glAttachObjectARB(shaderId, vertexShader);
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ARBShaderObjects.glAttachObjectARB(shaderId, fragmentShader);
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ARBShaderObjects.glLinkProgramARB(shaderId);
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if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
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throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
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}
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ARBShaderObjects.glValidateProgramARB(shaderId);
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if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
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throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderId;
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}
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public void init() {
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// Setup an error callback. The default implementation
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// will print the error message in System.err.
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@ -56,6 +101,16 @@ public class RenderWindow {
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glfwSetKeyCallback(this.window, (window, key, scancode, action, mods) -> {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
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glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
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return;
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}
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if (key == GLFW_KEY_P && action == GLFW_RELEASE) {
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if (this.polygonEnabled) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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this.polygonEnabled = !this.polygonEnabled;
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return;
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}
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});
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@ -69,14 +124,10 @@ public class RenderWindow {
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glfwGetWindowSize(this.window, pWidth, pHeight);
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// Get the resolution of the primary monitor
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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GLFWVidMode videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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// Center the window
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glfwSetWindowPos(
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this.window,
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(vidmode.width() - pWidth.get(0)) / 2,
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(vidmode.height() - pHeight.get(0)) / 2
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);
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glfwSetWindowPos(this.window, (videoMode.width() - pWidth.get(0)) / 2, (videoMode.height() - pHeight.get(0)) / 2);
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} // the stack frame is popped automatically
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// Make the OpenGL context current
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@ -92,29 +143,54 @@ public class RenderWindow {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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}
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public void startLoop() throws IOException, ShaderLoadingException {
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int vAO = glGenVertexArrays();
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int vBO = glGenBuffers();
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int eBO = glGenBuffers();
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(vAO);
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glBindBuffer(GL_ARRAY_BUFFER, vBO);
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glBufferData(GL_ARRAY_BUFFER, this.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, this.indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, 0L);
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glEnableVertexAttribArray(0);
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// 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
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// 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.
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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int shaderId = loadShaders();
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public void startLoop() {
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// This line is critical for LWJGL's interoperation with GLFW's
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// OpenGL context, or any context that is managed externally.
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// LWJGL detects the context that is current in the current thread,
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// creates the GLCapabilities instance and makes the OpenGL
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// bindings available for use.
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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while (!glfwWindowShouldClose(this.window)) {
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loop();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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glUseProgram(shaderId);
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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
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glDrawElements(GL_TRIANGLES, this.indices.length, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(this.window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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}
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}
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private void loop() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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glfwSwapBuffers(this.window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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}
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public void exit() {
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// Free the window callbacks and destroy the window
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package de.bixilon.minosoft.gui.rendering;
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import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
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import de.bixilon.minosoft.util.Util;
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import org.lwjgl.opengl.ARBShaderObjects;
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import org.lwjgl.opengl.GL11;
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import java.io.IOException;
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import static org.lwjgl.system.MemoryUtil.NULL;
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public class ShaderUtil {
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public static int createShader(String shaderPath, int shaderType) throws ShaderLoadingException, IOException {
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int shaderId = ARBShaderObjects.glCreateShaderObjectARB(shaderType);
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if (shaderId == NULL) {
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throw new ShaderLoadingException();
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}
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ARBShaderObjects.glShaderSourceARB(shaderId, Util.readAsset("/rendering/shader" + shaderPath));
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ARBShaderObjects.glCompileShaderARB(shaderId);
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if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
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throw new ShaderLoadingException(OpenGLUtil.getLogInfo(shaderId));
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}
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return shaderId;
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}
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}
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package de.bixilon.minosoft.gui.rendering.exceptions;
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public class ShaderLoadingException extends Exception {
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public ShaderLoadingException() {
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}
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public ShaderLoadingException(String message) {
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super(message);
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}
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}
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6
src/main/resources/assets/rendering/shader/fragment.glsl
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6
src/main/resources/assets/rendering/shader/fragment.glsl
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#version 330 core
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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}
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src/main/resources/assets/rendering/shader/vertex.glsl
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6
src/main/resources/assets/rendering/shader/vertex.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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