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https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-14 01:48:04 -04:00
camera, shade, textures, basic window with cubes
This commit is contained in:
parent
cf8c6c5f7c
commit
d06bba2eb6
4
doc/rendering/ShaderData.md
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4
doc/rendering/ShaderData.md
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@ -0,0 +1,4 @@
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Relative Chunk position: 3x 0-15 (3x 4bit = 12bit)
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Side: 0-6 (3 bits)
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Light level: 1x 0-15 (4bit)
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Texture index: ?
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26
pom.xml
26
pom.xml
@ -127,6 +127,13 @@
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<lwjgl.version>3.2.3</lwjgl.version>
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</properties>
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<repositories>
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<repository>
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<id>jitpack.io</id>
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<url>https://jitpack.io</url>
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</repository>
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</repositories>
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<dependencies>
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<dependency>
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<groupId>com.google.code.gson</groupId>
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@ -207,6 +214,10 @@
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl-opengl</artifactId>
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</dependency>
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<dependency>
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl-stb</artifactId>
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</dependency>
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<dependency>
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl</artifactId>
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@ -227,5 +238,20 @@
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<artifactId>lwjgl-opengl</artifactId>
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<classifier>${lwjgl.natives}</classifier>
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</dependency>
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<dependency>
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<groupId>org.lwjgl</groupId>
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<artifactId>lwjgl-stb</artifactId>
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<classifier>${lwjgl.natives}</classifier>
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</dependency>
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<dependency>
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<groupId>org.l33tlabs.twl</groupId>
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<artifactId>pngdecoder</artifactId>
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<version>1.0</version>
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</dependency>
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<dependency>
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<groupId>com.github.kotlin-graphics</groupId>
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<artifactId>glm</artifactId>
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<version>1.0.1</version>
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</dependency>
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</dependencies>
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</project>
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86
src/main/java/de/bixilon/minosoft/gui/rendering/Camera.kt
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86
src/main/java/de/bixilon/minosoft/gui/rendering/Camera.kt
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@ -0,0 +1,86 @@
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package de.bixilon.minosoft.gui.rendering
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import glm_.glm
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import glm_.mat4x4.Mat4
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import glm_.vec3.Vec3
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import org.lwjgl.glfw.GLFW
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import kotlin.math.cos
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import kotlin.math.sin
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class Camera(private var fov: Float, private val windowId: Long) {
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private var mouseSensitivity = 0.1
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private var movementSpeed = 7
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private var cameraFront = Vec3(0.0f, 0.0f, -1.0f)
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private var cameraPosition = Vec3(0.0f, 0.0f, 3.0f)
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private var lastMouseX = 0.0
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private var lastMouseY = 0.0
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private var yaw = 0.0
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private var pitch = 0.0
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fun mouseCallback(xPos: Double, yPos: Double) {
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var xOffset = xPos - this.lastMouseX
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var yOffset = this.lastMouseY - yPos // reversed since y-coordinates go from bottom to top
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lastMouseX = xPos
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lastMouseY = yPos
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xOffset *= mouseSensitivity
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yOffset *= mouseSensitivity
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yaw += xOffset
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pitch += yOffset
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// make sure that when pitch is out of bounds, screen doesn't get flipped
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if (this.pitch > 89.0) {
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this.pitch = 89.0
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} else if (this.pitch < -89.0) {
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this.pitch = -89.0
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}
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cameraFront = Vec3((cos(glm.radians(yaw)) * cos(glm.radians(pitch))).toFloat(), sin(glm.radians(pitch)).toFloat(), (sin(glm.radians(yaw)) * cos(glm.radians(pitch))).toFloat()).normalize()
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}
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fun handleInput(deltaTime: Double) {
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val cameraSpeed = movementSpeed * deltaTime
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val currentY = cameraPosition.y
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_W) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition + cameraFront * cameraSpeed
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}
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_S) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition - cameraFront * cameraSpeed
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}
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_A) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition - (cameraFront.cross(CAMERA_UP_VEC3).normalize()) * cameraSpeed
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}
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_D) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition + (cameraFront.cross(CAMERA_UP_VEC3).normalize()) * cameraSpeed
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}
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this.cameraPosition.y = currentY // stay on xz line when moving (aka. no clip)
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_LEFT_SHIFT) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition - CAMERA_UP_VEC3 * cameraSpeed
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}
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if (GLFW.glfwGetKey(windowId, GLFW.GLFW_KEY_SPACE) == GLFW.GLFW_PRESS) {
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cameraPosition = cameraPosition + CAMERA_UP_VEC3 * cameraSpeed
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}
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}
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fun calculateProjectionMatrix(screenWidth: Int, screenHeight: Int, shader: Shader) {
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shader.use().setMat4("projection", calculateProjectionMatrix(screenWidth, screenHeight))
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}
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private fun calculateProjectionMatrix(screenWidth: Int, screenHeight: Int): Mat4 {
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return glm.perspective(glm.radians(fov), screenWidth.toFloat() / screenHeight.toFloat(), 0.1f, 100f)
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}
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fun calculateViewMatrix(shader: Shader) {
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shader.use().setMat4("view", calculateViewMatrix())
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}
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private fun calculateViewMatrix(): Mat4 {
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return glm.lookAt(cameraPosition, cameraPosition + cameraFront, CAMERA_UP_VEC3)
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}
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fun setFOV(fov: Float) {
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this.fov = fov
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}
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companion object {
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private val CAMERA_UP_VEC3 = Vec3(0.0f, 1.0f, 0.0f)
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}
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}
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@ -13,6 +13,5 @@ public class DummyRender {
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renderWindow.init();
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renderWindow.startLoop();
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renderWindow.exit();
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}
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}
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@ -1,10 +1,13 @@
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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 glm_.glm;
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import glm_.mat4x4.Mat4;
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import glm_.vec3.Vec3;
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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.*;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.system.MemoryStack;
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import java.io.IOException;
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@ -14,7 +17,8 @@ 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.GL20.glEnableVertexAttribArray;
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import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
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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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@ -22,46 +26,74 @@ 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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private final float[] vertices = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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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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private final Vec3[] cubePositions = {
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new Vec3(0.0f, 0.0f, 0.0f),
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new Vec3(2.0f, 5.0f, -15.0f),
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new Vec3(-1.5f, -2.2f, -2.5f),
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new Vec3(-3.8f, -2.0f, -12.3f),
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new Vec3(2.4f, -0.4f, -3.5f),
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new Vec3(-1.7f, 3.0f, -7.5f),
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new Vec3(1.3f, -2.0f, -2.5f),
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new Vec3(1.5f, 2.0f, -2.5f),
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new Vec3(1.5f, 0.2f, -1.5f),
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new Vec3(-1.3f, 1.0f, -1.5f)
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};
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boolean polygonEnabled;
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private long window;
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private int screenWidth = 800;
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private int screenHeight = 600;
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private float visibilityLevel;
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private boolean polygonEnabled;
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private Shader shader;
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private Texture texture0;
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private Texture texture1;
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private long windowId;
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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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private double deltaTime; // time between current frame and last frame
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private double lastFrame;
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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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private Camera camera;
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public void init() {
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// Setup an error callback. The default implementation
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@ -82,38 +114,42 @@ public class RenderWindow {
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
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// Create the window
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this.window = glfwCreateWindow(800, 600, "Hello World!", NULL, NULL);
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if (this.window == NULL) {
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this.windowId = glfwCreateWindow(this.screenWidth, this.screenHeight, "Hello World!", NULL, NULL);
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if (this.windowId == NULL) {
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glfwTerminate();
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throw new RuntimeException("Failed to create the GLFW window");
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}
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this.camera = new Camera(45f, this.windowId);
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glfwSetWindowSizeCallback(this.window, new GLFWWindowSizeCallback() {
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glfwSetWindowSizeCallback(this.windowId, new GLFWWindowSizeCallback() {
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@Override
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public void invoke(long window, int width, int height) {
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glViewport(0, 0, width, height);
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RenderWindow.this.screenWidth = width;
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RenderWindow.this.screenHeight = height;
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RenderWindow.this.camera.calculateProjectionMatrix(RenderWindow.this.screenWidth, RenderWindow.this.screenHeight, RenderWindow.this.shader);
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}
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});
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// Setup a key callback. It will be called every time a key is pressed, repeated or released.
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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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glfwSetKeyCallback(this.windowId, (window, key, scancode, action, mods) -> {
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if (action != GLFW_RELEASE) {
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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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switch (key) {
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case GLFW_KEY_ESCAPE -> glfwSetWindowShouldClose(this.windowId, true);
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case GLFW_KEY_P -> switchPolygonMode();
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}
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});
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glfwSetInputMode(this.windowId, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(this.windowId, ((window, xPos, yPos) -> this.camera.mouseCallback(xPos, yPos)));
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// Get the thread stack and push a new frame
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try (MemoryStack stack = stackPush()) {
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@ -121,33 +157,33 @@ public class RenderWindow {
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IntBuffer pHeight = stack.mallocInt(1); // int*
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// Get the window size passed to glfwCreateWindow
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glfwGetWindowSize(this.window, pWidth, pHeight);
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glfwGetWindowSize(this.windowId, pWidth, pHeight);
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// Get the resolution of the primary monitor
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GLFWVidMode videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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// Center the window
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glfwSetWindowPos(this.window, (videoMode.width() - pWidth.get(0)) / 2, (videoMode.height() - pHeight.get(0)) / 2);
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glfwSetWindowPos(this.windowId, (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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glfwMakeContextCurrent(this.window);
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glfwMakeContextCurrent(this.windowId);
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// Enable v-sync
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glfwSwapInterval(1);
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// Make the window visible
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glfwShowWindow(this.window);
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glfwShowWindow(this.windowId);
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GL.createCapabilities();
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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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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@ -155,12 +191,13 @@ public class RenderWindow {
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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);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this.indices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, 0L);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, false, 5 * Float.BYTES, 0L);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, false, 5 * Float.BYTES, (3 * Float.BYTES));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// 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);
|
||||
|
||||
@ -171,34 +208,98 @@ public class RenderWindow {
|
||||
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||
glBindVertexArray(0);
|
||||
|
||||
this.texture0 = new Texture("/textures/emerald_block.png");
|
||||
this.texture0.load();
|
||||
this.texture1 = new Texture("/textures/brown_wool.png");
|
||||
this.texture1.load();
|
||||
|
||||
int shaderId = loadShaders();
|
||||
this.shader = new Shader("vertex.glsl", "fragment.glsl");
|
||||
this.shader.load();
|
||||
this.shader.use();
|
||||
|
||||
|
||||
this.shader.setInt("texture0", 0);
|
||||
this.shader.setInt("texture1", 1);
|
||||
|
||||
this.shader.setFloat("visibility", this.visibilityLevel);
|
||||
|
||||
this.camera.calculateProjectionMatrix(this.screenWidth, this.screenHeight, this.shader);
|
||||
this.camera.calculateViewMatrix(this.shader);
|
||||
|
||||
|
||||
while (!glfwWindowShouldClose(this.windowId)) {
|
||||
|
||||
|
||||
while (!glfwWindowShouldClose(this.window)) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
|
||||
glUseProgram(shaderId);
|
||||
double currentFrame = glfwGetTime();
|
||||
|
||||
|
||||
this.deltaTime = currentFrame - this.lastFrame;
|
||||
this.lastFrame = currentFrame;
|
||||
|
||||
this.camera.calculateViewMatrix(this.shader);
|
||||
|
||||
|
||||
this.texture0.use(GL_TEXTURE0);
|
||||
this.texture1.use(GL_TEXTURE1);
|
||||
|
||||
this.shader.use();
|
||||
|
||||
|
||||
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
|
||||
for (int i = 0; i < this.cubePositions.length; i++) {
|
||||
float angle = 50.0f * (i + 1) * (float) glfwGetTime();
|
||||
Mat4 model = new Mat4().translate(this.cubePositions[i]).rotate(glm.INSTANCE.radians(angle), new Vec3(i / 0.5f + 0.1f, i / 0.3f + 0.1f, i / 0.1f + 0.1f));
|
||||
this.shader.setMat4("model", model);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(this.windowId); // swap the color buffers
|
||||
|
||||
// Poll for window events. The key callback above will only be
|
||||
// invoked during this call.
|
||||
glfwPollEvents();
|
||||
handleInput();
|
||||
this.camera.handleInput(this.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void exit() {
|
||||
// Free the window callbacks and destroy the window
|
||||
glfwFreeCallbacks(this.window);
|
||||
glfwDestroyWindow(this.window);
|
||||
glfwFreeCallbacks(this.windowId);
|
||||
glfwDestroyWindow(this.windowId);
|
||||
|
||||
// Terminate GLFW and free the error callback
|
||||
glfwTerminate();
|
||||
glfwSetErrorCallback(null).free();
|
||||
}
|
||||
|
||||
private void switchPolygonMode() {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (this.polygonEnabled ? GL_LINE : GL_FILL));
|
||||
this.polygonEnabled = !this.polygonEnabled;
|
||||
}
|
||||
|
||||
private void handleInput() {
|
||||
if (glfwGetKey(this.windowId, GLFW_KEY_UP) == GLFW_PRESS) {
|
||||
this.shader.use();
|
||||
this.visibilityLevel += 0.1f;
|
||||
if (this.visibilityLevel > 1.0f) {
|
||||
this.visibilityLevel = 1.0f;
|
||||
}
|
||||
this.shader.setFloat("visibility", this.visibilityLevel);
|
||||
}
|
||||
if (glfwGetKey(this.windowId, GLFW_KEY_DOWN) == GLFW_PRESS) {
|
||||
this.shader.use();
|
||||
this.visibilityLevel -= 0.1f;
|
||||
if (this.visibilityLevel < 0.0f) {
|
||||
this.visibilityLevel = 0.0f;
|
||||
}
|
||||
this.shader.setFloat("visibility", this.visibilityLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
86
src/main/java/de/bixilon/minosoft/gui/rendering/Shader.java
Normal file
86
src/main/java/de/bixilon/minosoft/gui/rendering/Shader.java
Normal file
@ -0,0 +1,86 @@
|
||||
package de.bixilon.minosoft.gui.rendering;
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException;
|
||||
import glm_.mat4x4.Mat4;
|
||||
import org.lwjgl.BufferUtils;
|
||||
import org.lwjgl.opengl.ARBFragmentShader;
|
||||
import org.lwjgl.opengl.ARBShaderObjects;
|
||||
import org.lwjgl.opengl.ARBVertexShader;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
import static org.lwjgl.system.MemoryUtil.NULL;
|
||||
|
||||
public class Shader {
|
||||
private static Shader usedShader;
|
||||
private final String vertex;
|
||||
private final String fragment;
|
||||
private int programId;
|
||||
|
||||
public Shader(String vertex, String fragment) {
|
||||
this.vertex = vertex;
|
||||
this.fragment = fragment;
|
||||
}
|
||||
|
||||
public int load() throws ShaderLoadingException, IOException {
|
||||
int vertexShader = ShaderUtil.createShader(this.vertex, ARBVertexShader.GL_VERTEX_SHADER_ARB);
|
||||
int fragmentShader = ShaderUtil.createShader(this.fragment, ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
|
||||
|
||||
this.programId = ARBShaderObjects.glCreateProgramObjectARB();
|
||||
|
||||
if (this.programId == NULL) {
|
||||
throw new ShaderLoadingException();
|
||||
}
|
||||
|
||||
ARBShaderObjects.glAttachObjectARB(this.programId, vertexShader);
|
||||
ARBShaderObjects.glAttachObjectARB(this.programId, fragmentShader);
|
||||
|
||||
ARBShaderObjects.glLinkProgramARB(this.programId);
|
||||
if (ARBShaderObjects.glGetObjectParameteriARB(this.programId, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
|
||||
throw new ShaderLoadingException(OpenGLUtil.getLogInfo(this.programId));
|
||||
}
|
||||
|
||||
ARBShaderObjects.glValidateProgramARB(this.programId);
|
||||
if (ARBShaderObjects.glGetObjectParameteriARB(this.programId, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
|
||||
throw new ShaderLoadingException(OpenGLUtil.getLogInfo(this.programId));
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
return this.programId;
|
||||
}
|
||||
|
||||
public int getProgramId() {
|
||||
return this.programId;
|
||||
}
|
||||
|
||||
public Shader use() {
|
||||
if (usedShader != this) {
|
||||
glUseProgram(this.programId);
|
||||
usedShader = this;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
public int getUniformLocation(String variableName) {
|
||||
return glGetUniformLocation(this.programId, variableName);
|
||||
}
|
||||
|
||||
public void setFloat(String name, float value) {
|
||||
glUniform1f(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
public void setInt(String name, int value) {
|
||||
glUniform1i(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
public void set4f(String variableName, float[] floats) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(this.programId, variableName), false, floats);
|
||||
}
|
||||
|
||||
public void setMat4(String variableName, Mat4 mat4) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(this.programId, variableName), false, mat4.to(BufferUtils.createFloatBuffer(16)));
|
||||
}
|
||||
}
|
@ -18,7 +18,7 @@ public class ShaderUtil {
|
||||
throw new ShaderLoadingException();
|
||||
}
|
||||
|
||||
ARBShaderObjects.glShaderSourceARB(shaderId, Util.readAsset("/rendering/shader" + shaderPath));
|
||||
ARBShaderObjects.glShaderSourceARB(shaderId, Util.readAsset("/rendering/shader/" + shaderPath));
|
||||
ARBShaderObjects.glCompileShaderARB(shaderId);
|
||||
|
||||
if (ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
|
||||
|
49
src/main/java/de/bixilon/minosoft/gui/rendering/Texture.java
Normal file
49
src/main/java/de/bixilon/minosoft/gui/rendering/Texture.java
Normal file
@ -0,0 +1,49 @@
|
||||
package de.bixilon.minosoft.gui.rendering;
|
||||
|
||||
import de.matthiasmann.twl.utils.PNGDecoder;
|
||||
import org.lwjgl.BufferUtils;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.nio.ByteBuffer;
|
||||
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
import static org.lwjgl.opengl.GL30.glGenerateMipmap;
|
||||
|
||||
public class Texture {
|
||||
private final String texturePath;
|
||||
private int textureId;
|
||||
|
||||
public Texture(String texturePath) {
|
||||
this.texturePath = texturePath;
|
||||
}
|
||||
|
||||
|
||||
public int load() throws IOException {
|
||||
this.textureId = glGenTextures();
|
||||
glBindTexture(GL_TEXTURE_2D, this.textureId);
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
// load and generate the texture
|
||||
|
||||
PNGDecoder decoder = new PNGDecoder(OpenGLUtil.class.getResourceAsStream(this.texturePath));
|
||||
ByteBuffer buffer = BufferUtils.createByteBuffer(decoder.getWidth() * decoder.getHeight() * 4);
|
||||
decoder.decode(buffer, decoder.getWidth() * 4, PNGDecoder.Format.RGBA);
|
||||
buffer.flip();
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
return this.textureId;
|
||||
}
|
||||
|
||||
public int getTextureId() {
|
||||
return this.textureId;
|
||||
}
|
||||
|
||||
public void use(int textureMode) {
|
||||
glActiveTexture(textureMode); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, this.textureId);
|
||||
}
|
||||
}
|
@ -1,6 +1,16 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 vertexColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
// texture sampler
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
|
||||
uniform float visibility;
|
||||
|
||||
void main() {
|
||||
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
||||
vec2 newTextCoord = vec2(TexCoord.x, -TexCoord.y);
|
||||
FragColor = mix(texture(texture0, newTextCoord), texture(texture1, newTextCoord), visibility);
|
||||
}
|
||||
|
@ -1,6 +1,16 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec3 vertexColor;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user