Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package com.rfdickerson.openworld; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import org.lwjgl.util.glu.GLU; import org.lwjgl.util.vector.Matrix4f; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * * @author Robert F. Dickerson */ public class CubeGeometry extends GameAsset { private static final Logger log = LoggerFactory.getLogger(CubeGeometry.class); public double width = 20; public double height = 20; public int subdivisions = 128; // private int vertexCount = 8; private int indicesCount = 0; private int vboId = 0; private int vaoId = 0; private int vboiId = 0; @Override void init() { float[] vertices = { -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f }; byte[] indices = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 4, 3, 5, 0, 4, 6, 0, 6, 1 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices); verticesBuffer.flip(); //vertexCount = 6; vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.isLoaded = true; exitOnGLError("init terrain patch"); } @Override void draw(SceneNode node) { if (!this.isLoaded) { this.init(); } else { GLSLShaderService shaderService = GLSLShaderService.getInstance(); // use shader Shader basic = shaderService.findShader("basic"); if (basic == null) { log.error("Could not find shader"); } else { //shaderService.useShader(basic); //basic.setUniform4f("projectionMatrix", c.getProjectionMatrix()); //basic.setUniform4f("viewMatrix", c.getViewMatrix()); //basic.setUniform4f("modelMatrix", t); basic.setUniform4f("MVPMatrix", node.getMVPMatrix()); basic.setUniform4f("MVMatrix", node.getMVMatrix()); basic.setUniform3f("NormalMatrix", node.getNormalMatrix()); shaderService.useShader(basic); GL20.glBindAttribLocation(basic.getProgramID(), 0, "in_Position"); } GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL11.glDrawElements(GL11.GL_TRIANGLE_FAN, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } exitOnGLError("draw terrain patch"); } @Override void cleanup() { log.info("Cleaning up the SimpleTerrain"); GL20.glDisableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.isLoaded = false; } private void exitOnGLError(String errorMessage) { int errorValue = GL11.glGetError(); if (errorValue != GL11.GL_NO_ERROR) { String errorString = GLU.gluErrorString(errorValue); log.error("ERROR - " + errorMessage + ": " + errorString); } } }