Java tutorial
/******************************************************************************* * Copyright 2012 Martijn Courteaux <martijn.courteaux@skynet.be> * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.colonycraft.rendering.world; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import com.colonycraft.TextureStorage; import com.colonycraft.rendering.Mesh; import com.colonycraft.rendering.Shader; import com.colonycraft.rendering.ShaderStorage; import com.colonycraft.world.Chunk; import com.colonycraft.world.World; public class ChunkMeshRenderer { public static final int STRIDE = 7; public static final int POSITION_SIZE = 3; public static final int POSITION_OFFSET = 0; public static final int LIGHT_OFFSET = POSITION_OFFSET + POSITION_SIZE; public static final int LIGTH_SIZE = 2; public static final int TEX_COORD_SIZE = 2; public static final int TEX_COORD_OFFSET = LIGHT_OFFSET + LIGTH_SIZE; public static final int FLOAT_SIZE = 4; private static Shader shader = ShaderStorage.getShader("chunk"); private static Shader grassShader = ShaderStorage.getShader("grass"); private static int CHUNK_ATTRIBUTE_LIGHT = shader.getAttribute("light"); private static int GRASS_ATTRIBUTE_LIGHT = grassShader.getAttribute("light"); public static void renderChunkMesh(World world, Chunk chunk, int meshType) { /* Bind the correct texture */ GL11.glEnable(GL11.GL_TEXTURE_2D); TextureStorage.getTexture("terrain").bind(); if (meshType == ChunkMesh.MESH_OPAQUE) { GL11.glDisable(GL11.GL_BLEND); } else if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); } ChunkMesh cmesh = chunk.getMesh(); Mesh mesh = cmesh.getMesh(meshType); if (mesh == null) return; /* Bind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, mesh.getVertexBufferHandle()); /* Enable the different kinds of data in the buffer */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glEnableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glEnableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } /* Define the starting positions */ GL11.glVertexPointer(POSITION_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, POSITION_OFFSET * FLOAT_SIZE); GL11.glTexCoordPointer(TEX_COORD_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, TEX_COORD_OFFSET * FLOAT_SIZE); GL20.glVertexAttribPointer(CHUNK_ATTRIBUTE_LIGHT, 2, GL11.GL_FLOAT, false, STRIDE * FLOAT_SIZE, LIGHT_OFFSET * FLOAT_SIZE); /* Draw the buffer */ GL11.glDrawArrays(GL11.GL_QUADS, 0, mesh.vertices()); /* Unbind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); /* Disable the different kinds of data */ GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glDisableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glDisableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_ALPHA_TEST); } } }