mirror of https://github.com/Minestom/Minestom.git
258 lines
9.8 KiB
Java
258 lines
9.8 KiB
Java
package net.minestom.server.map.framebuffers;
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import org.lwjgl.BufferUtils;
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import javax.imageio.ImageIO;
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import java.awt.image.BufferedImage;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStreamReader;
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import java.nio.ByteBuffer;
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import java.util.stream.Collectors;
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import static org.lwjgl.opengl.GL30.*;
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/**
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* Helper class designed to help OpenGL users to convert their RGB values to map colors inside a post processing pass
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* with a shader provided by Minestom.
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*
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* When rendering to a {@link GLFWFramebuffer} or a {@link LargeGLFWFramebuffer}, wrap your rendering in a MapColorRenderer to render to the GLFW with map colors.
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*
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* {@link MapColorRenderer} sets up an OpenGL framebuffer with the size of the underlying framebuffer and renders to it.
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* The initialization of the framebuffer is done in the constructor.
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* Therefore, the constructor call should be done inside the thread linked to the OpenGL context. The context can
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* be moved through {@link GLFWCapableBuffer#changeRenderingThreadToCurrent()} and {@link GLFWCapableBuffer#unbindContextFromThread()}
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*
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* <hr>
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* Resources created in constructor are:
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* <ul>
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* <li>Framebuffer</li>
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* <li>Color texture (if default fbo initialization chosen)</li>
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* <li>Depth24 Stencil8 render buffer (if default fbo initialization chosen)</li>
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* <li>Post processing shader program</li>
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* <li>Palette texture</li>
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* <li>Screen quad VAO</li>
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* <li>Screen quad index buffer</li>
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* </ul>
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*
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* The constructor also puts the given buffer in map color mode.
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*/
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public class MapColorRenderer implements Runnable {
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private final int fboID;
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private final GLFWCapableBuffer framebuffer;
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private final Runnable renderCode;
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private final int colorTextureID;
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private final int width;
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private final int height;
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private final int renderShader;
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private final int screenQuadIndices;
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private int paletteTexture;
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private float paletteSize;
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private final int screenQuadVAO;
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public MapColorRenderer(GLFWCapableBuffer framebuffer, Runnable renderCode) {
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this(framebuffer, renderCode, MapColorRenderer.defaultFramebuffer(framebuffer.width(), framebuffer.height()));
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}
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public MapColorRenderer(GLFWCapableBuffer framebuffer, Runnable renderCode, FboInitialization fboInitialization) {
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this.framebuffer = framebuffer;
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this.framebuffer.useMapColors();
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this.renderCode = renderCode;
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this.width = framebuffer.width();
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this.height = framebuffer.height();
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this.fboID = glGenFramebuffers();
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glBindFramebuffer(GL_FRAMEBUFFER, fboID);
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this.colorTextureID = fboInitialization.initFbo(fboID);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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throw new RuntimeException("Framebuffer is not complete!");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// create post-process shader
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this.renderShader = glCreateProgram();
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int vertexShader = createShader("/shaders/mapcolorconvert.vertex.glsl", GL_VERTEX_SHADER);
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int fragmentShader = createShader("/shaders/mapcolorconvert.fragment.glsl", GL_FRAGMENT_SHADER);
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glAttachShader(renderShader, vertexShader);
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glAttachShader(renderShader, fragmentShader);
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glLinkProgram(renderShader);
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if(glGetProgrami(renderShader, GL_LINK_STATUS) == 0) {
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throw new RuntimeException("Link error: "+glGetProgramInfoLog(renderShader));
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}
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loadPalette("palette");
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// create screen quad VAO
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screenQuadVAO = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, screenQuadVAO);
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glBufferData(GL_ARRAY_BUFFER, new float[] {
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-1f, -1f,
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1f, -1f,
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1f, 1f,
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-1f, 1f
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}, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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screenQuadIndices = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screenQuadIndices);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, new int[] {0,1,2, 2,3,0}, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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int paletteSizeUniform = glGetUniformLocation(renderShader, "paletteSize");
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int paletteUniform = glGetUniformLocation(renderShader, "palette");
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int frameUniform = glGetUniformLocation(renderShader, "frame");
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glUseProgram(renderShader); {
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glUniform1i(frameUniform, 0); // texture unit 0
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glUniform1i(paletteUniform, 1); // texture unit 1
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glUniform1f(paletteSizeUniform, paletteSize);
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}
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glUseProgram(0);
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}
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private static FboInitialization defaultFramebuffer(int width, int height) {
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return fboId -> defaultFramebufferInit(fboId, width, height);
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}
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private static int defaultFramebufferInit(int fbo, int width, int height) {
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// color
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int colorTexture = glGenTextures();
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glBindTexture(GL_TEXTURE_2D, colorTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0L);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// attach to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// depth
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int depthStencilBuffer = glGenRenderbuffers();
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glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencilBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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return colorTexture;
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}
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@Override
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public void run() {
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glViewport(0, 0, width, height);
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// run user code inside of framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, fboID);
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renderCode.run();
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// run post processing to display on screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0f, 0f, 0f, 1f); // 0 on RED channel makes maps use NONE
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, colorTextureID);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, paletteTexture);
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glUseProgram(renderShader); {
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// render post processing quad
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glBindBuffer(GL_ARRAY_BUFFER, screenQuadVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, false, 2*4, 0); // position
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screenQuadIndices);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/**
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* Frees OpenGL resources used by this renderer.
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* You should NOT render with this renderer after this call.
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*/
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public void cleanupResources() {
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glDeleteFramebuffers(fboID);
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glDeleteProgram(renderShader);
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glDeleteTextures(paletteTexture);
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// TODO: more cleanup
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}
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private void loadPalette(String filename) {
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int tex = glGenTextures();
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glBindTexture(GL_TEXTURE_2D, tex);
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BufferedImage image;
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try {
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image = ImageIO.read(MapColorRenderer.class.getResourceAsStream("/textures/"+filename+".png"));
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} catch (IOException e) {
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e.printStackTrace();
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throw new RuntimeException("Missing image "+filename, e);
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}
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ByteBuffer pixels = BufferUtils.createByteBuffer(image.getWidth()*image.getHeight()*4);
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for (int y = 0; y < image.getHeight(); y++) {
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for (int x = 0; x < image.getWidth(); x++) {
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int rgb = image.getRGB(x, y);
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int alpha = (rgb >> 24) & 0xFF;
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int red = (rgb >> 16) & 0xFF;
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int green = (rgb >> 8) & 0xFF;
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int blue = rgb & 0xFF;
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pixels.put((byte) red);
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pixels.put((byte) green);
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pixels.put((byte) blue);
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pixels.put((byte) alpha);
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}
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}
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pixels.flip();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// closest neighbor required here, as pixels can have very different rgb values, and interpolation will break palette lookup
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.paletteTexture = tex;
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this.paletteSize = image.getWidth();
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}
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private static int createShader(String filename, int type) {
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int shader = glCreateShader(type);
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try(BufferedReader reader = new BufferedReader(new InputStreamReader(MapColorRenderer.class.getResourceAsStream(filename)))) {
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String source = reader.lines().collect(Collectors.joining("\n"));
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glShaderSource(shader, source);
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glCompileShader(shader);
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} catch (IOException e) {
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e.printStackTrace();
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}
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return shader;
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}
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@FunctionalInterface
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public interface FboInitialization {
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/**
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* Initializes the given framebuffer
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* @param fboId
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* @return the texture ID of the color texture, used for post processing.
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*/
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int initFbo(int fboId);
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}
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}
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