main.TerrainRenderer.java Source code

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Here is the source code for main.TerrainRenderer.java

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package main;

import java.util.List;
import 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;
import org.lwjgl.util.vector.Vector3f;
import shaders.TerrainShader;
import terrains.Terrain;
import textures.ModelTexture;
import toolBox.Maths;

/**
 *
 * @author PC
 */
public class TerrainRenderer {
    private TerrainShader shader;

    public TerrainRenderer(TerrainShader shader, Matrix4f projectionMatrix) {
        this.shader = shader;
        shader.start();
        shader.loadProjectionMatrix(projectionMatrix);
        shader.stop();
    }

    public void render(List<Terrain> terrains) {
        for (Terrain terrain : terrains) {
            prepareTerrain(terrain);
            loadModelMatrix(terrain);
            GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
            unbindTextureModel();
        }
    }

    private void prepareTerrain(Terrain terrain) {
        RawModel rawModel = terrain.getModel();
        GL30.glBindVertexArray(rawModel.getVaoId());
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);
        GL20.glEnableVertexAttribArray(2);
        ModelTexture texture = terrain.getTexture();
        shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId());
    }

    private void loadModelMatrix(Terrain terrain) {
        Matrix4f transformationMatrix = Maths
                .createTransformationMatrix(new Vector3f(terrain.getX(), 0, terrain.getZ()), 0, 0, 0, 1);
        shader.loadTransformationMatrix(transformationMatrix);
    }

    private void unbindTextureModel() {
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL20.glDisableVertexAttribArray(2);
        GL30.glBindVertexArray(0);
    }

}