opengl.test.object.XO.java Source code

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Here is the source code for opengl.test.object.XO.java

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package opengl.test.object;

import Utils.objLoad;
import Utils.Matrix4F;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Scanner;
import java.util.logging.Level;
import java.util.logging.Logger;
import Utils.objLoad;
import java.io.FileNotFoundException;
import opengl.test.Caro;
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.stb.STBImage;

/**
 *
 * @author castiel
 */
public class XO extends object {

    private FloatBuffer VertexColorBuffer;

    private IntBuffer indices;

    private int value;

    private int x;// vi tri tren ban co caro
    private int y;
    private float x_calc;
    private float y_calc;

    /**
     * 
     * @param vao
     * @param XO
     * @param x -- vi tri tren ban co
     * @param y -- vi tri tren ban co
     */
    public XO(int vao, int XO, int x, int y) {
        Logger.getGlobal().entering("tugiac", "tugiac", new Object[] { vao, XO });

        if (XO != Caro.X && XO != Caro.O)
            throw new IllegalArgumentException("XO != Caro.X && XO != Caro.Y");
        if (vao == 0)
            throw new IllegalArgumentException("init : paramaters is null ");

        this.x = x;
        this.y = y;

        this.vao = vao;
        this.value = XO;

        this.programID = GL20.glCreateProgram();
        this.vertexShader("opengl/test/object/XO.vs");
        this.fragmentShader("opengl/test/object/XO.fs");
        this.link();
        this.initVertex();
        this.initUniformValues();
    }

    /**
     * 
     * @param vao
     * @param XO 
     */
    public XO(int vao, int XO) {
        //super(vao);
        Logger.getGlobal().entering("XO", "XO", new Object[] { vao, XO });

        if (XO != Caro.X && XO != Caro.O)
            throw new IllegalArgumentException("XO != Caro.X && XO != Caro.Y");
        if (vao == 0)
            throw new IllegalArgumentException("init : paramaters is null ");

        this.x = -1;
        this.y = -1;

        this.value = XO;

        this.vao = vao;

        this.programID = GL20.glCreateProgram();
        super.vertexShader("opengl/test/object/XO.vs");
        super.fragmentShader("opengl/test/object/XO.fs");
        this.link();
        this.initVertex();
        this.initUniformValues();

    }

    @Override
    protected void initVertex() {
        if (this.value == Caro.X)
            this.initVertexX();
        else if (this.value == Caro.O)
            this.initVertexO();
    }

    private void initVertexX() {
        GL30.glBindVertexArray(vao);//bind vao  

        this.VertexColorBuffer = objLoad
                .VertexColorLoad(XO.class.getClassLoader().getResourceAsStream("opengl/test/object/X.obj"));

        Logger.getGlobal().log(Level.SEVERE, "FloatBuffer capacity  : " + VertexColorBuffer.capacity());

        this.vbo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, VertexColorBuffer, GL15.GL_STATIC_DRAW);

        this.VertexAttribPointer();

        this.indices = objLoad
                .indicesLoad(XO.class.getClassLoader().getResourceAsStream("opengl/test/object/X.obj"));

        this.ebo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_DYNAMIC_DRAW);

        GL30.glBindVertexArray(0);//unbind vao
    }

    private void initVertexO() {
        GL30.glBindVertexArray(vao);//bind vao  

        this.VertexColorBuffer = objLoad
                .VertexColorLoad(XO.class.getClassLoader().getResourceAsStream("opengl/test/object/O.obj"));

        Logger.getGlobal().log(Level.SEVERE, "FloatBuffer capacity  : " + VertexColorBuffer.capacity());

        this.vbo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, VertexColorBuffer, GL15.GL_STATIC_DRAW);

        this.VertexAttribPointer();

        this.indices = objLoad
                .indicesLoad(XO.class.getClassLoader().getResourceAsStream("opengl/test/object/O.obj"));

        this.ebo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_DYNAMIC_DRAW);

        GL30.glBindVertexArray(0);//unbind vao
    }

    /**
     * Method nay duoc tach rieng ra tu initVertex 
     * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer
     */
    @Override
    protected void VertexAttribPointer() {
        if (this.vbo == 0)
            throw new RuntimeException("Chua khoi tao VBO");

        int positionID = GL20.glGetAttribLocation(programID, "position");
        GL20.glEnableVertexAttribArray(positionID);
        GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 6 * 4, 0);// float size = 4 byte --> next is 3*4 byte
        // size = 3 --> position = x,y,z vec3

        int colorID = GL20.glGetAttribLocation(programID, "color");
        GL20.glEnableVertexAttribArray(colorID);
        GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 6 * 4, 3 * 4);
        // size = 3 --> vec3

    }

    @Override
    protected void initUniformValues() {
        this.bind();
        if (x != -1 && y != -1) {
            modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
            x_calc = 0;
            y_calc = 0;
            if (x == 0)
                y_calc = 0.3f;
            if (x == 1)
                y_calc = 0;
            if (x == 2)
                y_calc = -0.3f;
            if (y == 0)
                x_calc = -0.3f;
            if (y == 1)
                x_calc = 0f;
            if (y == 2)
                x_calc = 0.3f;

            Matrix4F m = Matrix4F.ratio(0.10f, 0.10f, 0.10f).nhanMaTran(Matrix4F.rotateOX(90))
                    .nhanMaTran(Matrix4F.move(x_calc, y_calc, -0.0005f));
            GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());
        } else {
            modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
            Matrix4F m = new Matrix4F();
            GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());
        }

        viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
        Matrix4F v = new Matrix4F();
        GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

        projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
        Matrix4F p = new Matrix4F();

        GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

        this.unbind();
    }

    @Override
    public void render() {

        this.bind();// use porgrma --> ket thuc disable program

        GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
        this.VertexAttribPointer();

        GL20.glEnableVertexAttribArray(0);// set index ve 0 

        GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
        //GL11.
        GL20.glDisableVertexAttribArray(0);// disable 

        GL30.glBindVertexArray(0);// unbind vao

        this.unbind();// dsiable program
    }

    @Override
    public void setModelMatrix(Matrix4F m) {
        this.bind();
        Matrix4F m2 = Matrix4F.ratio(0.10f, 0.10f, 0.10f).nhanMaTran(Matrix4F.rotateOX(90))
                .nhanMaTran(Matrix4F.move(x_calc, y_calc, -0.0005f)).nhanMaTran(m);
        GL20.glUniformMatrix4fv(modelID, false, m2.toFloatBuffer());
        this.unbind();
    }

}