com.xrbpowered.gl.res.SkyBox.java Source code

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/*******************************************************************************
 * 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();
    }

}