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3DChess/app/src/main/java/chess/view/DDDrender/Renderer.java
2025-05-16 11:18:10 +02:00

104 lines
3.2 KiB
Java

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.VertexArray;
import chess.view.DDDrender.shader.BoardShader;
import chess.view.DDDrender.shader.PieceShader;
import chess.view.DDDrender.shader.ShaderProgram;
public class Renderer implements Closeable {
private BoardShader boardShader;
private PieceShader pieceShader;
public Renderer() {
this.boardShader = new BoardShader();
this.pieceShader = new PieceShader();
}
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) {
this.boardShader.Start();
this.boardShader.SetCamMatrix(cam);
this.pieceShader.Start();
this.pieceShader.SetCamMatrix(cam);
}
public void Render(DDDModel model, Vector3f color, Vector3f position, float rotation) {
this.pieceShader.Start();
this.pieceShader.setModelColor(color);
this.pieceShader.setModelTransform(new Matrix4f().translate(position).rotate(rotation, new Vector3f(0, 1, 0)));
Render(model);
}
public void Render(DDDModel model) {
for (int i = 0; i < model.getVaos().size(); i++) {
VertexArray vao = model.getVaos().get(i);
RenderVao(this.pieceShader, vao);
}
}
public void RenderVao(ShaderProgram shader, VertexArray vertexArray) {
shader.Start();
vertexArray.Bind();
GL30.glDrawElements(GL30.GL_TRIANGLES, vertexArray.GetVertexCount(), GL_UNSIGNED_INT, 0);
vertexArray.Unbind();
}
public BoardShader getBoardShader() {
return boardShader;
}
@Override
public void close() throws IOException {
this.boardShader.close();
this.pieceShader.close();
}
}