refactor: fbo

This commit is contained in:
2025-05-17 12:38:29 +02:00
parent 0a1582cf07
commit c80805fc66
3 changed files with 153 additions and 58 deletions

View File

@@ -1,21 +1,15 @@
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;
import org.lwjgl.opengl.GL30;
import chess.view.DDDrender.opengl.FrameBuffer;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.shader.BoardShader;
import chess.view.DDDrender.shader.PieceShader;
@@ -24,41 +18,18 @@ import chess.view.DDDrender.shader.ShaderProgram;
public class Renderer implements Closeable {
private BoardShader boardShader;
private PieceShader pieceShader;
private FrameBuffer frameBuffer;
public Renderer() {
this.boardShader = new BoardShader();
this.pieceShader = new PieceShader();
}
public void Init() {
public void Init(float windowWidth, float widowHeight) {
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);
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);
this.frameBuffer = new FrameBuffer((int) windowWidth, (int) (widowHeight * 8.0f / 10.0f));
}
public void Update(Camera cam) {
@@ -89,6 +60,10 @@ public class Renderer implements Closeable {
vertexArray.Unbind();
}
public FrameBuffer getFrameBuffer() {
return frameBuffer;
}
public BoardShader getBoardShader() {
return boardShader;
}