thebounzer.org.lwgldemo.Chapter3.java Source code

Java tutorial

Introduction

Here is the source code for thebounzer.org.lwgldemo.Chapter3.java

Source

/*
 * The MIT License
 *
 * Copyright 2014 thbounzer.
 *
 * 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 thebounzer.org.lwgldemo;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import thebounzer.org.lwgldemo.glutils.GenericShader;

/**
 *
 * @author thbounzer
 */
public class Chapter3 extends Chapter {

    @Override
    public void configure() {
        shaders.add(new GenericShader("src/main/resources/shadersCap3/shader.vert", GL20.GL_VERTEX_SHADER));
        shaders.add(new GenericShader("src/main/resources/shadersCap3/shader.frag", GL20.GL_FRAGMENT_SHADER));
        shaderSetup();
    }

    @Override
    public void loopCycle() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        GL20.glUseProgram(program.getId());

        vaoId = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vaoId);
        attributesBind(time += 0.01f);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
        GL20.glUseProgram(0);
    }

    private void attributesBind(float time) {
        GL20.glVertexAttrib1f(1, time);
    }

    @Override
    public void destroy() {
        program.destroy();
        GL30.glBindVertexArray(0);
        GL30.glDeleteVertexArrays(vaoId);
    }

}