uggly working

This commit is contained in:
2025-05-16 11:18:10 +02:00
parent 9ff433c257
commit 3d544eb5ff
6 changed files with 55 additions and 8 deletions

View File

@@ -10,7 +10,7 @@ public class Camera {
public static final float zNear = 0.01f;
public static final float zFar = 1000.0f;
private static final Vector3f up = new Vector3f(0.0f, 1.0f, 0.0f);
private static final Vector3f up = new Vector3f(0.0f, -1.0f, 0.0f);
private static final Vector3f center = new Vector3f(0.0f, 0.0f, 0.0f);
private final float distance = 1.5f;

View File

@@ -232,12 +232,10 @@ public class DDDView extends GameAdaptator implements GameListener {
}
public void run() {
/*
this.window.addRegularTask((delta) -> {
final float angle = 1f;
this.camera.setRotateAngle(this.camera.getRotateAngle() + angle * delta);
});
*/
this.window.run();
// free OpenGL resources

View File

@@ -1,9 +1,16 @@
package chess.view.DDDrender;
import static org.lwjgl.opengl.GL11.GL_DEPTH_COMPONENT;
import static org.lwjgl.opengl.GL11.GL_RGB;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
import static org.lwjgl.opengl.GL11.glBindTexture;
import static org.lwjgl.opengl.GL11.glTexImage2D;
import java.io.Closeable;
import java.io.IOException;
import java.nio.IntBuffer;
import org.joml.Matrix4f;
import org.joml.Vector3f;
@@ -26,6 +33,34 @@ public class Renderer implements Closeable{
public void Init() {
boardShader.LoadShader();
pieceShader.LoadShader();
// The frame buffer
int fbo = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
// The texture
int renderTexture = GL30.glGenTextures();
glBindTexture(GL_TEXTURE_2D, renderTexture);
System.out.println(renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 800, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, GL30.GL_NEAREST);
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, GL30.GL_NEAREST);
// The depth buffer
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 800, 800);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
depthBuffer);
// Set "renderedTexture" as our colour attachement #0
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
// Set the list of draw buffers.
int[] drawBuffers = { GL30.GL_COLOR_ATTACHMENT0 };
GL30.glDrawBuffers(drawBuffers);
}
public void Update(Camera cam) {

View File

@@ -13,6 +13,7 @@ import chess.view.DDDrender.world.World;
import common.Signal1;
import imgui.ImFontConfig;
import imgui.ImGui;
import imgui.ImVec2;
import imgui.gl3.ImGuiImplGl3;
import imgui.glfw.ImGuiImplGlfw;
@@ -176,9 +177,13 @@ public class Window implements Closeable {
}
private void render(float delta, float aspectRatio) {
cam.setAspectRatio(aspectRatio);
cam.setAspectRatio(1.0f);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 1);
glViewport(0, 0, 800, 800);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
renderer.Update(cam);
renderWorld();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
private void renderWorld() {
@@ -226,6 +231,15 @@ public class Window implements Closeable {
ImGui.newFrame();
}
private void renderWindow() {
// ImGui.showDemoWindow();
ImGui.begin("Hello");
ImGui.button("test");
ImGui.image(1, new ImVec2(800, 800));
ImGui.end();
}
private void loop() {
// Set the clear color
@@ -255,7 +269,7 @@ public class Window implements Closeable {
float deltaTime = (float) (currentTime - lastTime);
render(deltaTime, (float) width[0] / (float) height[0]);
// ImGui.showDemoWindow();
renderWindow();
ImGui.render();
implGl3.renderDrawData(ImGui.getDrawData());

View File

@@ -46,7 +46,7 @@ public class BoardShader extends ShaderProgram {
in vec3 toCameraVector;
in vec3 surfaceNormal;
out vec4 out_color;
layout(location = 0) out vec4 out_color;
void main(void){
const float shineDamper = 10.0;

View File

@@ -48,7 +48,7 @@ public class PieceShader extends ShaderProgram {
uniform vec3 modelColor;
out vec4 out_color;
layout(location = 0) out vec4 out_color;
void main(void){
const float shineDamper = 10.0;