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add basic shaders and Tile class

This commit is contained in:
MrDev023 2017-01-14 14:02:13 +01:00
parent 569f2dfb00
commit 9124915237
7 changed files with 324 additions and 124 deletions

View file

@ -12,6 +12,16 @@ public class Shaders {
public int program;
public static Shaders MAIN_SHADERS;
static{
try{
MAIN_SHADERS = new Shaders("res/shaders/main.vert","res/shaders/main.frag");
}catch(Exception e){
e.printStackTrace();
}
}
public Shaders(String vertexFile,String fragmentFile) throws Exception{
String fragmentShader = IO.loadFile(fragmentFile);
String vertexShader = IO.loadFile(vertexFile);

View file

@ -0,0 +1,98 @@
package globalgamejam.render;
import globalgamejam.math.Color4f;
import globalgamejam.math.Matrix4f;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;
import java.nio.FloatBuffer;
/**
* Created by MrDev023 (Florian RICHER) on 14/01/2017.
*/
public abstract class Tile {
private int vbo;
private Texture texture;
private Color4f color;
private Matrix4f transform;
private int size;
public Tile(){
this.texture = new Texture(0,0,0);
this.transform = new Matrix4f();
this.color = Color4f.WHITE;
this.vbo = GL15.glGenBuffers();
load();
}
private void load(){
float[] a = new float[]{
-1.0f,-1.0f, 0.0f,0.0f,
1.0f,-1.0f, 1.0f,0.0f,
1.0f,1.0f, 1.0f,1.0f,
1.0f,-1.0f, 0.0f,1.0f,
};
FloatBuffer buffer = BufferUtils.createFloatBuffer(a.length);
buffer.put(a).flip();
size = a.length/(2+2);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
public void render(){
Shaders.MAIN_SHADERS.bind();
Shaders.MAIN_SHADERS.uniform("camera", Camera.matrix);
Shaders.MAIN_SHADERS.uniform("transform", transform);
Shaders.MAIN_SHADERS.uniform("projection", DisplayManager.projection);
Shaders.MAIN_SHADERS.uniform("color", this.color);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
texture.bind();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL11.glDrawArrays(GL11.GL_QUADS, 0, size);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
texture.unbind();
Shaders.MAIN_SHADERS.unbind();
}
public void destroy(){
GL15.glDeleteBuffers(vbo);
texture.destroy();
transform = null;
}
public Texture getTexture() {
return texture;
}
public void setTexture(Texture texture) {
this.texture = texture;
}
public Color4f getColor() {
return color;
}
public void setColor(Color4f color4f) {
this.color = color4f;
}
public int getVbo() {
return vbo;
}
public Matrix4f getTransform() {
return transform;
}
}