Minestom/src/lwjgl/java/net/minestom/demo/largeframebuffers/OpenGLRendering.java

204 lines
6.9 KiB
Java

package net.minestom.demo.largeframebuffers;
import org.joml.Matrix4f;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GLUtil;
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.util.stream.Collectors;
import static org.lwjgl.opengl.GL20.*;
public final class OpenGLRendering {
private static int vbo;
private static int indexBuffer;
private static final int VERTEX_SIZE = 5*4; // position + tex
// array of vertices (order: X,Y,Z, Tex U, Tex V)
private static float[] vertices = {
// front face
-1f, -1f, -1f, 0, 0,
1f, -1f, -1f, 1, 0,
1f, 1f, -1f, 1, 1,
-1f, 1f, -1f, 0, 1,
// back face
-1f, -1f, 1f, 0, 1,
1f, -1f, 1f, 1, 1,
1f, 1f, 1f, 1, 0,
-1f, 1f, 1f, 0, 0,
};
private static int[] indices = {
// south face
0,1,2,
2,3,0,
// north face
4,5,6,
6,7,4,
// west face
0,4,7,
7,3,0,
// east face
1,5,6,
6,2,1,
// top face
3, 2, 6,
6, 7, 3
};
private static int renderShader;
private static Matrix4f projectionMatrix;
private static Matrix4f viewMatrix;
private static Matrix4f modelMatrix;
private static int projectionUniform;
private static int viewUniform;
private static int modelUniform;
private static int boxTexture;
static void init() {
GLUtil.setupDebugMessageCallback();
boxTexture = loadTexture("box");
vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
indexBuffer = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW);
// prepare matrices and shader
renderShader = glCreateProgram();
projectionMatrix = new Matrix4f().setPerspective((float) (Math.PI/4f), 1f, 0.001f, 100f);
viewMatrix = new Matrix4f().setLookAt(5f, 5f, 5f, 0, 0, 0, 0, -1, 0);
modelMatrix = new Matrix4f().identity();
int vertexShader = createShader("/shaders/vertex.glsl", GL_VERTEX_SHADER);
int fragmentShader = createShader("/shaders/fragment.glsl", GL_FRAGMENT_SHADER);
glAttachShader(renderShader, vertexShader);
glAttachShader(renderShader, fragmentShader);
glLinkProgram(renderShader);
if(glGetProgrami(renderShader, GL_LINK_STATUS) == 0) {
System.err.println("Link error: "+glGetProgramInfoLog(renderShader));
}
projectionUniform = glGetUniformLocation(renderShader, "projection");
viewUniform = glGetUniformLocation(renderShader, "view");
modelUniform = glGetUniformLocation(renderShader, "model");
int boxUniform = glGetUniformLocation(renderShader, "box");
glUseProgram(renderShader); {
uploadMatrix(projectionUniform, projectionMatrix);
uploadMatrix(viewUniform, viewMatrix);
glUniform1i(boxUniform, 0); // texture unit 0
}
glUseProgram(0);
}
private static int loadTexture(String filename) {
int tex = glGenTextures();
glBindTexture(GL_TEXTURE_2D, tex);
BufferedImage image;
try {
image = ImageIO.read(OpenGLRendering.class.getResourceAsStream("/textures/"+filename+".png"));
} catch (IOException e) {
e.printStackTrace();
throw new RuntimeException("Missing image "+filename, e);
}
ByteBuffer pixels = BufferUtils.createByteBuffer(image.getWidth()*image.getHeight()*4);
for (int y = 0; y < image.getHeight(); y++) {
for (int x = 0; x < image.getWidth(); x++) {
int rgb = image.getRGB(x, y);
int alpha = (rgb >> 24) & 0xFF;
int red = (rgb >> 16) & 0xFF;
int green = (rgb >> 8) & 0xFF;
int blue = rgb & 0xFF;
pixels.put((byte) red);
pixels.put((byte) green);
pixels.put((byte) blue);
pixels.put((byte) alpha);
}
}
pixels.flip();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// closest neighbor required here, as pixels can have very different rgb values, and interpolation will break palette lookup
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return tex;
}
private static void uploadMatrix(int uniform, Matrix4f matrix) {
float[] values = new float[4*4];
matrix.get(values);
glUniformMatrix4fv(uniform, false, values);
}
private static int createShader(String filename, int type) {
int shader = glCreateShader(type);
try(BufferedReader reader = new BufferedReader(new InputStreamReader(OpenGLRendering.class.getResourceAsStream(filename)))) {
String source = reader.lines().collect(Collectors.joining("\n"));
glShaderSource(shader, source);
glCompileShader(shader);
} catch (IOException e) {
e.printStackTrace();
}
return shader;
}
private static long lastTime = System.currentTimeMillis();
private static int frame = 0;
static void render() {
if(frame % 100 == 0) {
long time = System.currentTimeMillis();
long dt = time-lastTime;
System.out.println(">> Render time for 100 frames: "+dt);
System.out.println(">> Average time per frame: "+(dt/100.0));
System.out.println(">> Average FPS: "+(1000.0/(dt/100.0)));
lastTime = time;
}
frame++;
glClearColor(0f, 0f, 0f, 1f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
modelMatrix.rotateY((float) (Math.PI/60f));
glUseProgram(renderShader); {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, boxTexture);
uploadMatrix(modelUniform, modelMatrix);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, false, VERTEX_SIZE, 0); // position
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, false, VERTEX_SIZE, 3*4); // color
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, indices.length, GL_UNSIGNED_INT, 0);
}
glUseProgram(0);
}
}