com.opengrave.og.base.RenderableMultitex.java Source code

Java tutorial

Introduction

Here is the source code for com.opengrave.og.base.RenderableMultitex.java

Source

/*
 * Copyright 2016 Nathan Howard
 * 
 * This file is part of OpenGrave
 * 
 * OpenGrave is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * OpenGrave is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with OpenGrave. If not, see <http://www.gnu.org/licenses/>.
 */
package com.opengrave.og.base;

import java.nio.FloatBuffer;
import java.util.ArrayList;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;

import com.opengrave.og.Util;
import com.opengrave.og.light.Shadow;
import com.opengrave.og.resources.RenderStyle;
import com.opengrave.og.resources.Resources;
import com.opengrave.og.resources.TextureAtlas;
import com.opengrave.og.resources.TextureEditable;
import com.opengrave.og.util.Matrix4f;

public abstract class RenderableMultitex extends Renderable {

    ArrayList<VertexMultiTex> vertexList = new ArrayList<VertexMultiTex>();
    FloatBuffer posBuffer = BufferUtils.createFloatBuffer(0), texBuffer = BufferUtils.createFloatBuffer(0),
            texDBuffer = BufferUtils.createFloatBuffer(0), normBuffer = BufferUtils.createFloatBuffer(0);
    int vaoID = 0, vbopID = 0, vbotID = 0, vbotDID = 0, vboNID = 0;
    public int hidden = 0;
    protected TextureAtlas textureAtlas = null;
    protected TextureAtlas normalAtlas = null;

    // protected TextureEditable colourTexture = null;

    public abstract TextureEditable getColourTexture();

    public static void init() {
        // terrainshader = new ShaderProgram("terrain.vs", "terrain.fs");
        // terrainshadow = new ShaderProgram("terrainshadow.vs",
        // "castshadow.fs");
        // terrainpicking = new ShaderProgram("terrainshadow.vs",
        // "pickingmodel.fs");
    }

    @Override
    public void renderShadows(Matrix4f matrix, Shadow shadow) {
        dealWithChange();
        if (vertexList.size() == 0) {
            return;
        }
        int pID = Resources.loadShader("terrainshadow.vs", "castshadow.fs").getProgram();
        GL20.glUseProgram(pID);
        GL30.glBindVertexArray(vaoID);

        GL20.glEnableVertexAttribArray(0);
        getContext().setShadowMatrices(pID, matrix, shadow);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
        // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered");
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);
        GL20.glUseProgram(0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL30.glBindVertexArray(0);
    }

    @Override
    public void render(Matrix4f matrix, RenderStyle style) {
        dealWithChange();
        if (vertexList.size() == 0) {
            return;
        }
        // GL11.glBindTexture(GL11.GL_TEXTURE_2D,
        // Resources.loadTexture("tex/blank.png").id);
        int pID = Resources.loadShader("terrain.vs", "terrain.fs").getProgram();
        GL20.glUseProgram(pID);
        int atlas = GL20.glGetUniformLocation(pID, "arraytexture");
        int colours = GL20.glGetUniformLocation(pID, "colours");
        int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
        int normals = GL20.glGetUniformLocation(pID, "arraytexturedata");
        GL20.glUniform1i(atlas, 0);
        GL20.glUniform1i(colours, 1);
        GL20.glUniform1i(normals, 2);
        GL20.glUniform1i(shadow, 3);
        GL30.glBindVertexArray(vaoID);

        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);
        GL20.glEnableVertexAttribArray(2);
        GL20.glEnableVertexAttribArray(3);
        GL20.glBindAttribLocation(pID, 0, "in_Position");
        GL20.glBindAttribLocation(pID, 1, "in_TextureCoord");
        GL20.glBindAttribLocation(pID, 2, "in_TexIndex");
        GL20.glBindAttribLocation(pID, 3, "in_Normal");

        getContext().setMatrices(pID, matrix);
        GL20.glUniform1i(GL20.glGetUniformLocation(pID, "hidden"), hidden);
        textureAtlas.bind(GL13.GL_TEXTURE0);
        getColourTexture().bind(GL13.GL_TEXTURE1);
        normalAtlas.bind(GL13.GL_TEXTURE2);
        getContext().bindShadowData(GL13.GL_TEXTURE3);
        getContext().bindLights(pID, GL13.GL_TEXTURE4);
        Util.setRenderStyle(pID, style);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
        getContext().unbindLights();
        getContext().unbindShadowData();

        textureAtlas.unbind();
        // HGMainThread.shadowMap.unbind();

        getColourTexture().unbind();
        // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered");
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL20.glDisableVertexAttribArray(2);
        GL20.glDisableVertexAttribArray(3);
        GL30.glBindVertexArray(0);
        GL20.glUseProgram(0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL30.glBindVertexArray(0);
    }

    @Override
    public void addVertex(VertexData vd) {
        if (vd instanceof VertexMultiTex) {
            vertexList.add((VertexMultiTex) vd);
        }
    }

    @Override
    public void renderForPicking(Matrix4f matrix, Pickable object) {
        dealWithChange();
        if (vertexList.size() == 0) {
            return;
        }
        int pID = Resources.loadShader("terrainshadow.vs", "pickingmodel.fs").getProgram();
        GL20.glUseProgram(pID);
        GL30.glBindVertexArray(vaoID);
        GL20.glEnableVertexAttribArray(0);
        getContext().setMatrices(pID, matrix);
        Picking.registerObject(pID, getContext(), object);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);
        GL20.glUseProgram(0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL30.glBindVertexArray(0);
    }

    @Override
    public void dealWithChange() {
        if (vaoID == 0) {
            vaoID = GL30.glGenVertexArrays();
        }
        GL30.glBindVertexArray(vaoID);
        if (vbopID == 0) {
            vbopID = GL15.glGenBuffers();
        }
        if (vbotID == 0) {
            vbotID = GL15.glGenBuffers();
        }
        if (vbotDID == 0) {
            vbotDID = GL15.glGenBuffers();
        }
        if (vboNID == 0) {
            vboNID = GL15.glGenBuffers();
        }
        if (changed) {
            changed = false;
            vertexList.clear();
            posBuffer.clear();
            texBuffer.clear();
            texDBuffer.clear();
            normBuffer.clear();
            recreate();
            int verts = vertexList.size();
            if (vertexList.size() == 0) {
                return;
            }
            if (posBuffer.capacity() != verts * 3) {
                posBuffer = BufferUtils.createFloatBuffer(verts * 3);
            }
            if (texBuffer.capacity() != verts * 3) {
                texBuffer = BufferUtils.createFloatBuffer(verts * 3);
            }
            if (texDBuffer.capacity() != verts * 3) {
                texDBuffer = BufferUtils.createFloatBuffer(verts * 3);
            }
            if (normBuffer.capacity() != verts * 3) {
                normBuffer = BufferUtils.createFloatBuffer(verts * 3);
            }
            for (int i = 0; i < vertexList.size(); i += 3) {
                VertexMultiTex vm0, vm1, vm2;
                vm0 = vertexList.get(i);
                vm1 = vertexList.get(i + 1);
                vm2 = vertexList.get(i + 2);
                posBuffer.put(vm0.x).put(vm0.y).put(vm0.z);
                posBuffer.put(vm1.x).put(vm1.y).put(vm1.z);
                posBuffer.put(vm2.x).put(vm2.y).put(vm2.z);
                texBuffer.put(vm0.tx).put(vm0.ty).put((float) vm0.tex);
                texBuffer.put(vm1.tx).put(vm1.ty).put((float) vm1.tex);
                texBuffer.put(vm2.tx).put(vm2.ty).put((float) vm2.tex);
                texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex);
                texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex);
                texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex);
                normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz);
                normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz);
                normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz);
            }
            posBuffer.flip();
            texBuffer.flip();
            texDBuffer.flip();
            normBuffer.flip();
            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID);
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW);
            GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);

            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotID);
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texBuffer, GL15.GL_STATIC_DRAW);
            GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0);

            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotDID);
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texDBuffer, GL15.GL_STATIC_DRAW);
            GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0);

            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboNID);
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW);
            GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, true, 0, 0);

            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        }

    }

}