plateau qui tourne
This commit is contained in:
@@ -8,7 +8,7 @@
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plugins {
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// Apply the application plugin to add support for building a CLI application in Java.
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id 'application'
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id "application"
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}
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repositories {
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@@ -16,15 +16,26 @@ repositories {
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mavenCentral()
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}
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def lwjgl_version = "3.3.6"
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def lwjgl_natives = "natives-linux"
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dependencies {
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// Use JUnit Jupiter for testing.
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testImplementation 'org.junit.jupiter:junit-jupiter:5.9.1'
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testImplementation "org.junit.jupiter:junit-jupiter:5.9.1"
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implementation "org.lwjgl:lwjgl:$lwjgl_version"
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implementation "org.lwjgl:lwjgl-opengl:$lwjgl_version"
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implementation "org.lwjgl:lwjgl-glfw:$lwjgl_version"
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implementation "org.joml:joml:1.10.8"
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implementation "org.lwjgl:lwjgl::$lwjgl_natives"
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implementation "org.lwjgl:lwjgl-opengl::$lwjgl_natives"
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implementation "org.lwjgl:lwjgl-glfw::$lwjgl_natives"
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}
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application {
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// Define the main class for the application.
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mainClass = 'chess.App'
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mainClass = "chess.App"
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}
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tasks.named('test') {
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@@ -3,12 +3,14 @@
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*/
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package chess;
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import chess.render.*;
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public class App {
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public String getGreeting() {
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return "Hello World!";
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}
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public static void main(String[] args) {
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System.out.println(new App().getGreeting());
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new Window().run();
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}
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}
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128
app/src/main/java/chess/render/Camera.java
Normal file
128
app/src/main/java/chess/render/Camera.java
Normal file
@@ -0,0 +1,128 @@
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package chess.render;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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public class Camera {
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public static final float fov = 70.0f;
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// should be changed to match screen
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public static final float aspect = 1.0f;
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public static final float zNear = 0.01f;
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public static final float zFar = 100.0f;
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private Vector3f pos;
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private float yaw = 0.0f;
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private float pitch = 0.0f;
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public Camera() {
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this.pos = new Vector3f(0, 2.0f, 0);
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setRotation(0.0f, -3.14150f / 2.0f);
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}
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public void move(float x, float y) {
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this.pos.x += x;
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this.pos.y += y;
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}
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public void rotate(float yaw, float pitch) {
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this.yaw += yaw;
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this.pitch += pitch;
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}
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public Vector3f getPos() {
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return pos;
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}
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public float getYaw() {
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return yaw;
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}
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public float getPitch() {
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return pitch;
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}
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public float getFov() {
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return fov;
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}
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public void setX(float x) {
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this.pos.x = x;
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}
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public void setY(float y) {
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this.pos.y = y;
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}
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public void setZ(float z) {
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this.pos.z = z;
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}
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public void setYaw(float yaw) {
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this.yaw = yaw;
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}
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public void setPitch(float pitch) {
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this.pitch = pitch;
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}
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public void reset() {
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resetPosition();
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resetRotation();
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}
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public void resetPosition() {
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pos = new Vector3f(0.0f, 0.0f, 0.0f);
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}
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public void resetRotation() {
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yaw = 0.0f;
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pitch = 0.0f;
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}
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public void moveForward(float distance) {
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pos.x += distance * (float) Math.cos(yaw);
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pos.y += distance * (float) Math.sin(yaw);
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}
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public void moveRight(float distance) {
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pos.x += distance * (float) Math.cos(yaw);
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pos.y += distance * (float) Math.sin(yaw);
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}
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public void moveUp(float distance) {
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pos.z += distance;
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}
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public void moveDown(float distance) {
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pos.z -= distance;
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}
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public void addYaw(float angle) {
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yaw += angle;
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}
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public void addPitch(float angle) {
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pitch += angle;
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}
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public void setPosition(Vector3f pos) {
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this.pos = pos;
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}
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public void setRotation(float yaw, float pitch) {
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this.yaw = yaw;
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this.pitch = pitch;
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}
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public Matrix4f getMatrix() {
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Vector3f forward = new Vector3f(
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(float) (Math.cos(yaw) * Math.cos(pitch)),
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(float) (Math.sin(pitch)),
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(float) (Math.sin(yaw) * Math.cos(pitch)));
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return new Matrix4f()
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.perspective((float) (Math.toRadians(fov)), aspect, zNear, zFar)
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.lookAt(pos, forward, new Vector3f(0.0f, 1.0f, 0.0f));
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}
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}
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33
app/src/main/java/chess/render/ElementBuffer.java
Normal file
33
app/src/main/java/chess/render/ElementBuffer.java
Normal file
@@ -0,0 +1,33 @@
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package chess.render;
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import org.lwjgl.opengl.GL30;
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public class ElementBuffer {
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private int id;
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private int indiciesCount;
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public ElementBuffer(int[] indicies) {
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this.indiciesCount = indicies.length;
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this.id = GL30.glGenBuffers();
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Bind();
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GL30.glBufferData(GL30.GL_ELEMENT_ARRAY_BUFFER, indicies.length * 4, GL30.GL_STATIC_DRAW);
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GL30.glBufferSubData(GL30.GL_ELEMENT_ARRAY_BUFFER, 0, indicies);
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Unbind();
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}
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public void Destroy() {
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GL30.glDeleteBuffers(this.id);
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}
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public void Bind() {
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GL30.glBindBuffer(GL30.GL_ELEMENT_ARRAY_BUFFER, this.id);
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}
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public void Unbind() {
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GL30.glBindBuffer(GL30.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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public int GetIndiciesCount() {
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return this.indiciesCount;
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}
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}
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123
app/src/main/java/chess/render/Renderer.java
Normal file
123
app/src/main/java/chess/render/Renderer.java
Normal file
@@ -0,0 +1,123 @@
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package chess.render;
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import org.joml.Vector3f;
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import org.lwjgl.opengl.*;
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import static org.lwjgl.opengl.GL30.*;
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import chess.render.shader.BoardShader;
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public class Renderer {
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private BoardShader shader;
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private VertexArray vao;
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private static int BOARD_WIDTH = 8;
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private static int BOARD_HEIGHT = 8;
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private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
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private static int SQUARE_VERTEX_COUNT = 4;
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public Renderer() {
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this.shader = new BoardShader();
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}
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public void Init() {
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shader.LoadShader();
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InitBoard();
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}
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private float[] GetBoardPositions() {
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float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
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for (int i = 0; i < BOARD_WIDTH; i++) {
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for (int j = 0; j < BOARD_HEIGHT; j++) {
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float x = i / (float) BOARD_WIDTH;
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float dx = (i + 1) / (float) BOARD_WIDTH;
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float z = j / (float) BOARD_HEIGHT;
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float dz = (j + 1) / (float) BOARD_HEIGHT;
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float trueX = 2 * x - 1;
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float trueZ = 2 * z - 1;
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float trueDX = 2 * dx - 1;
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float trueDZ = 2 * dz - 1;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
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}
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}
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return positions;
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}
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private float[] GetBoardColors() {
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float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
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for (int i = 0; i < BOARD_WIDTH; i++) {
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for (int j = 0; j < BOARD_HEIGHT; j++) {
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Vector3f color;
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if ((i + j) % 2 != 0) {
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color = new Vector3f(1.0f, 1.0f, 1.0f);
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} else {
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color = new Vector3f(0.0f, 0.0f, 0.0f);
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}
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int squareIndex = i * BOARD_WIDTH + j;
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for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
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}
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}
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}
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return colors;
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}
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private int[] GetBoardIndicies() {
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||||
int[] indices = new int[BOARD_SIZE * 6];
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for (int i = 0; i < BOARD_SIZE; i++) {
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indices[i * 6] = i * 4;
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indices[i * 6 + 1] = i * 4 + 1;
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||||
indices[i * 6 + 2] = i * 4 + 2;
|
||||
indices[i * 6 + 3] = i * 4 + 1;
|
||||
indices[i * 6 + 4] = i * 4 + 2;
|
||||
indices[i * 6 + 5] = i * 4 + 3;
|
||||
}
|
||||
return indices;
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||||
}
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||||
|
||||
private void InitBoard() {
|
||||
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
|
||||
this.vao = new VertexArray(eBuffer);
|
||||
|
||||
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
|
||||
positionBuffer.AddVertexAttribPointer(0, 3, 0);
|
||||
|
||||
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
|
||||
colorBuffer.AddVertexAttribPointer(1, 3, 0);
|
||||
|
||||
this.vao.Bind();
|
||||
this.vao.BindVertexBuffer(positionBuffer);
|
||||
this.vao.BindVertexBuffer(colorBuffer);
|
||||
this.vao.Unbind();
|
||||
}
|
||||
|
||||
public void Render(Camera cam) {
|
||||
this.shader.Start();
|
||||
this.shader.SetCamMatrix(cam.getMatrix());
|
||||
RenderVao(vao);
|
||||
}
|
||||
|
||||
public void RenderVao(VertexArray vertexArray) {
|
||||
this.shader.Start();
|
||||
vertexArray.Bind();
|
||||
GL30.glDrawElements(GL30.GL_TRIANGLES, vertexArray.GetVertexCount(), GL_UNSIGNED_INT, 0);
|
||||
vertexArray.Unbind();
|
||||
}
|
||||
}
|
||||
47
app/src/main/java/chess/render/VertexArray.java
Normal file
47
app/src/main/java/chess/render/VertexArray.java
Normal file
@@ -0,0 +1,47 @@
|
||||
package chess.render;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class VertexArray {
|
||||
private int id;
|
||||
private ElementBuffer elementBuffer;
|
||||
private List<VertexBuffer> vertexBuffers;
|
||||
|
||||
public VertexArray(ElementBuffer elementBuffer) {
|
||||
this.id = GL30.glGenVertexArrays();
|
||||
this.elementBuffer = elementBuffer;
|
||||
this.vertexBuffers = new ArrayList<VertexBuffer>();
|
||||
Bind();
|
||||
BindElementArrayBuffer();
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Destroy() {
|
||||
GL30.glDeleteBuffers(this.id);
|
||||
}
|
||||
|
||||
public int GetVertexCount() {
|
||||
return this.elementBuffer.GetIndiciesCount();
|
||||
}
|
||||
|
||||
public void BindVertexBuffer(VertexBuffer buffer) {
|
||||
buffer.Bind();
|
||||
buffer.BindVertexAttribs();
|
||||
this.vertexBuffers.add(buffer);
|
||||
}
|
||||
|
||||
public void Bind() {
|
||||
GL30.glBindVertexArray(this.id);
|
||||
}
|
||||
|
||||
public void Unbind() {
|
||||
GL30.glBindVertexArray(0);
|
||||
}
|
||||
|
||||
private void BindElementArrayBuffer() {
|
||||
this.elementBuffer.Bind();
|
||||
}
|
||||
}
|
||||
13
app/src/main/java/chess/render/VertexAttribPointer.java
Normal file
13
app/src/main/java/chess/render/VertexAttribPointer.java
Normal file
@@ -0,0 +1,13 @@
|
||||
package chess.render;
|
||||
|
||||
public class VertexAttribPointer {
|
||||
public int index;
|
||||
public int size;
|
||||
public int offset;
|
||||
|
||||
public VertexAttribPointer(int index, int size, int offset) {
|
||||
this.index = index;
|
||||
this.size = size;
|
||||
this.offset = offset;
|
||||
}
|
||||
}
|
||||
50
app/src/main/java/chess/render/VertexBuffer.java
Normal file
50
app/src/main/java/chess/render/VertexBuffer.java
Normal file
@@ -0,0 +1,50 @@
|
||||
package chess.render;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_FLOAT;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class VertexBuffer {
|
||||
private int id;
|
||||
private int dataStride;
|
||||
List<VertexAttribPointer> vertexAttribs;
|
||||
|
||||
public VertexBuffer(float[] data, int stride) {
|
||||
this.id = GL30.glGenBuffers();
|
||||
this.dataStride = stride;
|
||||
this.vertexAttribs = new ArrayList<VertexAttribPointer>();
|
||||
Bind();
|
||||
GL30.glBufferData(GL30.GL_ARRAY_BUFFER, data.length * 4, GL30.GL_STATIC_DRAW);
|
||||
GL30.glBufferSubData(GL30.GL_ARRAY_BUFFER, 0, data);
|
||||
Unbind();
|
||||
}
|
||||
|
||||
public void Destroy() {
|
||||
GL30.glDeleteBuffers(id);
|
||||
}
|
||||
|
||||
public void Bind() {
|
||||
GL30.glBindBuffer(GL30.GL_ARRAY_BUFFER, this.id);
|
||||
}
|
||||
|
||||
public void Unbind() {
|
||||
GL30.glBindBuffer(GL30.GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
public void AddVertexAttribPointer(int index, int coordinateSize, int offset) {
|
||||
VertexAttribPointer pointer = new VertexAttribPointer(index, coordinateSize, offset);
|
||||
this.vertexAttribs.add(pointer);
|
||||
}
|
||||
|
||||
public void BindVertexAttribs() {
|
||||
for (VertexAttribPointer vertexAttribPointer : vertexAttribs) {
|
||||
GL30.glEnableVertexAttribArray(vertexAttribPointer.index);
|
||||
GL30.glVertexAttribPointer(vertexAttribPointer.index, vertexAttribPointer.size, GL_FLOAT, false,
|
||||
this.dataStride * 4, vertexAttribPointer.offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
138
app/src/main/java/chess/render/Window.java
Normal file
138
app/src/main/java/chess/render/Window.java
Normal file
@@ -0,0 +1,138 @@
|
||||
package chess.render;
|
||||
|
||||
import org.lwjgl.*;
|
||||
import org.lwjgl.glfw.*;
|
||||
import org.lwjgl.opengl.*;
|
||||
import org.lwjgl.system.*;
|
||||
|
||||
import chess.render.Camera;
|
||||
import chess.render.Renderer;
|
||||
|
||||
import java.nio.*;
|
||||
|
||||
import static org.lwjgl.glfw.Callbacks.*;
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.system.MemoryStack.*;
|
||||
import static org.lwjgl.system.MemoryUtil.*;
|
||||
|
||||
public class Window {
|
||||
|
||||
// The window handle
|
||||
private long window;
|
||||
|
||||
private Renderer renderer;
|
||||
private Camera cam;
|
||||
|
||||
public Window() {
|
||||
this.renderer = new Renderer();
|
||||
this.cam = new Camera();
|
||||
}
|
||||
|
||||
public void run() {
|
||||
System.out.println("LWJGL " + Version.getVersion() + "!");
|
||||
|
||||
init();
|
||||
loop();
|
||||
|
||||
// Free the window callbacks and destroy the window
|
||||
glfwFreeCallbacks(window);
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
// Terminate GLFW and free the error callback
|
||||
glfwTerminate();
|
||||
glfwSetErrorCallback(null).free();
|
||||
}
|
||||
|
||||
private void init() {
|
||||
// Setup an error callback. The default implementation
|
||||
// will print the error message in System.err.
|
||||
GLFWErrorCallback.createPrint(System.err).set();
|
||||
|
||||
// Initialize GLFW. Most GLFW functions will not work before doing this.
|
||||
if (!glfwInit())
|
||||
throw new IllegalStateException("Unable to initialize GLFW");
|
||||
|
||||
// Configure GLFW
|
||||
glfwDefaultWindowHints(); // optional, the current window hints are already the default
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
|
||||
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
|
||||
|
||||
// Create the window
|
||||
window = glfwCreateWindow(1000, 1000, "Chess4J", NULL, NULL);
|
||||
if (window == NULL)
|
||||
throw new RuntimeException("Failed to create the GLFW window");
|
||||
|
||||
// Get the thread stack and push a new frame
|
||||
try (MemoryStack stack = stackPush()) {
|
||||
IntBuffer pWidth = stack.mallocInt(1); // int*
|
||||
IntBuffer pHeight = stack.mallocInt(1); // int*
|
||||
|
||||
// Get the window size passed to glfwCreateWindow
|
||||
glfwGetWindowSize(window, pWidth, pHeight);
|
||||
|
||||
// Get the resolution of the primary monitor
|
||||
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
||||
|
||||
// Center the window
|
||||
glfwSetWindowPos(
|
||||
window,
|
||||
(vidmode.width() - pWidth.get(0)) / 2,
|
||||
(vidmode.height() - pHeight.get(0)) / 2);
|
||||
} // the stack frame is popped automatically
|
||||
|
||||
// Make the OpenGL context current
|
||||
glfwMakeContextCurrent(window);
|
||||
// Enable v-sync
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Make the window visible
|
||||
glfwShowWindow(window);
|
||||
}
|
||||
|
||||
private void render() {
|
||||
cam.rotate(0.01f, 0.01f);
|
||||
renderer.Render(cam);
|
||||
}
|
||||
|
||||
private void loop() {
|
||||
// This line is critical for LWJGL's interoperation with GLFW's
|
||||
// OpenGL context, or any context that is managed externally.
|
||||
// LWJGL detects the context that is current in the current thread,
|
||||
// creates the GLCapabilities instance and makes the OpenGL
|
||||
// bindings available for use.
|
||||
GL.createCapabilities();
|
||||
|
||||
renderer.Init();
|
||||
|
||||
// Set the clear color
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Run the rendering loop until the user has attempted to close
|
||||
// the window or has pressed the ESCAPE key.
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
|
||||
render();
|
||||
|
||||
glfwSwapBuffers(window); // swap the color buffers
|
||||
|
||||
// Poll for window events. The key callback above will only be
|
||||
// invoked during this call.
|
||||
glfwPollEvents();
|
||||
|
||||
try (MemoryStack stack = stackPush()) {
|
||||
IntBuffer pWidth = stack.mallocInt(1); // int*
|
||||
IntBuffer pHeight = stack.mallocInt(1); // int*
|
||||
|
||||
// Get the window size passed to glfwCreateWindow
|
||||
glfwGetWindowSize(window, pWidth, pHeight);
|
||||
|
||||
glViewport(0, 0, pWidth.get(), pHeight.get());
|
||||
} // the stack frame is popped automatically
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
53
app/src/main/java/chess/render/shader/BoardShader.java
Normal file
53
app/src/main/java/chess/render/shader/BoardShader.java
Normal file
@@ -0,0 +1,53 @@
|
||||
package chess.render.shader;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
public class BoardShader extends ShaderProgram {
|
||||
|
||||
private static String vertexShader = """
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out vec3 pass_color;
|
||||
|
||||
void main(void){
|
||||
gl_Position = camMatrix * vec4(position, 1.0);
|
||||
pass_color = color;
|
||||
}
|
||||
""";
|
||||
|
||||
private static String fragmentShader = """
|
||||
#version 330
|
||||
|
||||
in vec3 pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
out_color = vec4(pass_color, 1.0);
|
||||
}
|
||||
""";
|
||||
|
||||
private int location_CamMatrix = 0;
|
||||
|
||||
public BoardShader() {
|
||||
|
||||
}
|
||||
|
||||
public void LoadShader() {
|
||||
super.LoadProgram(vertexShader, fragmentShader);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void GetAllUniformLocation() {
|
||||
location_CamMatrix = GetUniformLocation("camMatrix");
|
||||
}
|
||||
|
||||
public void SetCamMatrix(Matrix4f mat) {
|
||||
LoadMat4(location_CamMatrix, mat);
|
||||
}
|
||||
}
|
||||
94
app/src/main/java/chess/render/shader/ShaderProgram.java
Normal file
94
app/src/main/java/chess/render/shader/ShaderProgram.java
Normal file
@@ -0,0 +1,94 @@
|
||||
package chess.render.shader;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.lwjgl.BufferUtils;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
import org.lwjgl.system.MemoryStack;
|
||||
|
||||
public abstract class ShaderProgram {
|
||||
private int programId;
|
||||
private int vertexShaderId;
|
||||
private int fragmentShaderId;
|
||||
|
||||
public ShaderProgram() {
|
||||
this.programId = 0;
|
||||
this.vertexShaderId = 0;
|
||||
this.fragmentShaderId = 0;
|
||||
}
|
||||
|
||||
public void Start() {
|
||||
GL30.glUseProgram(this.programId);
|
||||
}
|
||||
|
||||
public void Stop() {
|
||||
GL30.glUseProgram(0);
|
||||
}
|
||||
|
||||
public void LoadProgram(String vertexSource, String fragmentSource) {
|
||||
this.vertexShaderId = LoadShader(vertexSource, GL30.GL_VERTEX_SHADER);
|
||||
this.fragmentShaderId = LoadShader(fragmentSource, GL30.GL_FRAGMENT_SHADER);
|
||||
|
||||
this.programId = GL30.glCreateProgram();
|
||||
GL30.glAttachShader(this.programId, vertexShaderId);
|
||||
GL30.glAttachShader(this.programId, this.fragmentShaderId);
|
||||
GL30.glLinkProgram(this.programId);
|
||||
GL30.glValidateProgram(this.programId);
|
||||
|
||||
if (GL30.glGetProgrami(programId, GL30.GL_VALIDATE_STATUS) == 0) {
|
||||
System.err.println("Warning validating Shader code: " + GL30.glGetProgramInfoLog(programId, 1024));
|
||||
}
|
||||
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
private int LoadShader(String source, int type) {
|
||||
int shaderId = GL30.glCreateShader(type);
|
||||
|
||||
GL30.glShaderSource(shaderId, source);
|
||||
GL30.glCompileShader(shaderId);
|
||||
|
||||
IntBuffer compileSuccesful = BufferUtils.createIntBuffer(1);
|
||||
GL30.glGetShaderiv(shaderId, GL30.GL_COMPILE_STATUS, compileSuccesful);
|
||||
|
||||
if (compileSuccesful.get() != 1) {
|
||||
System.out.println("Shader did not compile !");
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
||||
return shaderId;
|
||||
}
|
||||
|
||||
protected abstract void GetAllUniformLocation();
|
||||
|
||||
protected int GetUniformLocation(String uniformName) {
|
||||
int location = GL30.glGetUniformLocation(programId, uniformName);
|
||||
if (location == -1) {
|
||||
System.out.println("Uniform value not found !");
|
||||
}
|
||||
return location;
|
||||
}
|
||||
|
||||
public void LoadFloat(int location, float value) {
|
||||
GL30.glUniform1f(location, value);
|
||||
}
|
||||
|
||||
public void LoadInt(int location, int value) {
|
||||
GL30.glUniform1i(location, value);
|
||||
}
|
||||
|
||||
public void LoadVector(int location, Vector3f vector) {
|
||||
GL30.glUniform3f(location, vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
public void LoadMat4(int location, Matrix4f mat) {
|
||||
try (MemoryStack stack = MemoryStack.stackPush()) {
|
||||
FloatBuffer buffer = mat.get(stack.mallocFloat(16));
|
||||
GL30.glUniformMatrix4fv(location, false, buffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user