Java tutorial
/******************************************************************************* * MIT License * * Copyright (c) 2016 Ashur Rafiev * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ package com.xrbpowered.gl.res; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL13; import org.lwjgl.opengl.GL20; import com.xrbpowered.gl.res.shaders.Shader; import com.xrbpowered.gl.res.shaders.VertexInfo; import com.xrbpowered.gl.res.textures.CubeTexture; import com.xrbpowered.gl.scene.Scene; public class SkyBox { private CubeTexture texture; private StaticMesh cube; private Shader shader; public SkyBox(final Scene scene, String texturePathFormat) { texture = new CubeTexture(texturePathFormat); VertexInfo info = new VertexInfo().addAttrib("in_Position", 3); shader = new Shader(info, "sky_v.glsl", "sky_f.glsl") { private int projectionMatrixLocation; private int viewMatrixLocation; @Override protected void storeUniformLocations() { projectionMatrixLocation = GL20.glGetUniformLocation(pId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(pId, "viewMatrix"); GL11.glDepthMask(false); } @Override public void updateUniforms() { uniform(projectionMatrixLocation, scene.activeCamera.getProjection()); uniform(viewMatrixLocation, scene.activeCamera.getFollowView()); GL11.glDepthMask(true); } }; cube = new StaticMesh(info, new float[] { -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, null); } public void draw() { shader.use(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture.getId()); cube.draw(); shader.unuse(); } }