game.skybox.lwjgl.SkyboxRenderer.java Source code

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Here is the source code for game.skybox.lwjgl.SkyboxRenderer.java

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/*
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 * To change this template file, choose Tools | Templates
 * and open the template in the editor.
 */
package game.skybox.lwjgl;

import dataAccess.lwjgl.VAO_Loader;
import game.entity.models.RawModel;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.util.vector.Matrix4f;

/**
 *
 * @author Blackened
 */
public class SkyboxRenderer extends SkyboxShader {

    //<editor-fold defaultstate="collapsed" desc="Static Properties">
    private static final float SIZE = 500f;

    private static final float[] VERTICES = { -SIZE, SIZE, -SIZE, -SIZE, -SIZE, -SIZE, SIZE, -SIZE, -SIZE, SIZE,
            -SIZE, -SIZE, SIZE, SIZE, -SIZE, -SIZE, SIZE, -SIZE, -SIZE, -SIZE, SIZE, -SIZE, -SIZE, -SIZE, -SIZE,
            SIZE, -SIZE, -SIZE, SIZE, -SIZE, -SIZE, SIZE, SIZE, -SIZE, -SIZE, SIZE, SIZE, -SIZE, -SIZE, SIZE, -SIZE,
            SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, -SIZE, SIZE, -SIZE, -SIZE, -SIZE, -SIZE, SIZE,
            -SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, -SIZE, SIZE, -SIZE, -SIZE, SIZE, -SIZE,
            SIZE, -SIZE, SIZE, SIZE, -SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, SIZE, -SIZE, SIZE, SIZE, -SIZE, SIZE,
            -SIZE, -SIZE, -SIZE, -SIZE, -SIZE, -SIZE, SIZE, SIZE, -SIZE, -SIZE, SIZE, -SIZE, -SIZE, -SIZE, -SIZE,
            SIZE, SIZE, -SIZE, SIZE };

    private static String[] TEXTURE_FILES = { "right", "left", "top", "bottom", "back", "front" };
    //</editor-fold>

    private Matrix4f projectionMatrix;
    private RawModel cube;
    private int texture;

    public SkyboxRenderer(Matrix4f projectionMatrix) {
        this.projectionMatrix = projectionMatrix;
        cube = VAO_Loader.loadToVAO(VERTICES, 3);
        texture = VAO_Loader.loadCubeMap(TEXTURE_FILES);
        this.start();
        this.loadUniformMatrix("projectionMatrix", this.projectionMatrix);
        this.stop();
    }

    public void render() {
        GL30.glBindVertexArray(cube.getVaoID());
        GL20.glEnableVertexAttribArray(0);
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount());
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);
    }

}