refactor: fbo
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@@ -1,21 +1,15 @@
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package chess.view.DDDrender;
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import static org.lwjgl.opengl.GL11.GL_DEPTH_COMPONENT;
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import static org.lwjgl.opengl.GL11.GL_RGB;
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import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
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import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
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import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
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import static org.lwjgl.opengl.GL11.glBindTexture;
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import static org.lwjgl.opengl.GL11.glTexImage2D;
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import java.io.Closeable;
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import java.io.IOException;
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import java.nio.IntBuffer;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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import org.lwjgl.opengl.GL30;
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import chess.view.DDDrender.opengl.FrameBuffer;
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import chess.view.DDDrender.opengl.VertexArray;
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import chess.view.DDDrender.shader.BoardShader;
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import chess.view.DDDrender.shader.PieceShader;
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@@ -24,41 +18,18 @@ import chess.view.DDDrender.shader.ShaderProgram;
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public class Renderer implements Closeable {
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private BoardShader boardShader;
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private PieceShader pieceShader;
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private FrameBuffer frameBuffer;
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public Renderer() {
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this.boardShader = new BoardShader();
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this.pieceShader = new PieceShader();
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}
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public void Init() {
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public void Init(float windowWidth, float widowHeight) {
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boardShader.LoadShader();
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pieceShader.LoadShader();
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// The frame buffer
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int fbo = GL30.glGenFramebuffers();
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GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
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// The texture
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int renderTexture = GL30.glGenTextures();
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glBindTexture(GL_TEXTURE_2D, renderTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 800, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, GL30.GL_NEAREST);
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GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, GL30.GL_NEAREST);
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// The depth buffer
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int depthBuffer = GL30.glGenRenderbuffers();
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GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
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GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 800, 800);
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GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
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depthBuffer);
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// Set "renderedTexture" as our colour attachement #0
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GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
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// Set the list of draw buffers.
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int[] drawBuffers = { GL30.GL_COLOR_ATTACHMENT0 };
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GL30.glDrawBuffers(drawBuffers);
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this.frameBuffer = new FrameBuffer((int) windowWidth, (int) (widowHeight * 8.0f / 10.0f));
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}
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public void Update(Camera cam) {
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@@ -89,6 +60,10 @@ public class Renderer implements Closeable {
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vertexArray.Unbind();
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}
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public FrameBuffer getFrameBuffer() {
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return frameBuffer;
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}
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public BoardShader getBoardShader() {
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return boardShader;
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}
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