skunkworks/com/danitheskunk/skunkworks/backends/gl/Window.java

162 lines
4.3 KiB
Java

package com.danitheskunk.skunkworks.backends.gl;
import com.danitheskunk.skunkworks.*;
import com.danitheskunk.skunkworks.gfx.IRenderContext;
import com.danitheskunk.skunkworks.gfx.ITexture;
import com.danitheskunk.skunkworks.gfx.Image;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import java.util.ArrayList;
import java.util.List;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL46.*;
import static org.lwjgl.system.MemoryUtil.NULL;
public class Window extends BaseWindow {
private boolean debug;
private final Program program;
private final RenderContext renderContext;
private boolean shouldClose;
private final Vec2i size;
private final TextureAtlas textureAtlas;
private final long window;
public Window(Vec2i size, String title, Engine engine) {
super(engine);
GLFWErrorCallback.createPrint(System.err).set();
if(!glfwInit()) throw new IllegalStateException("Unable to initialize GLFW");
glfwDefaultWindowHints();
this.debug = false;
this.size = size;
window = glfwCreateWindow(size.getX(), size.getY(), title, NULL, NULL);
if(window == NULL) throw new RuntimeException("Failed to create GLFW window");
glfwShowWindow(window);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); //vsync
GL.createCapabilities();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, size.getX(), size.getY(), 0.0f, 0.0f, 1.0f);
glEnable(GL_COLOR);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
textureAtlas = new TextureAtlas();
program = new Program(vertexSource, fragmentSource);
program.use();
renderContext = new RenderContext(textureAtlas, program.getAttribLocation("texCoord"));
glProgramUniform2f(program.program, program.getUniformLocation("windowSize"), size.getX(), size.getY());
shouldClose = false;
System.out.println("Skunkworks window initialised");
System.out.print("Maximum Texture Size: ");
System.out.println(GL11.glGetInteger(GL_MAX_TEXTURE_SIZE));
}
@Override
public ITexture loadTexture(Image image) {
return textureAtlas.addTexture(image);
}
@Override
public ITexture loadTexture(String path) {
var img = engine.loadImage(path);
return textureAtlas.addTexture(img);
}
@Override
public List<ITexture> loadTextureArray(Image image, Vec2i tileSize) {
var tileCount = Vec2i.div(image.getSize(), tileSize);
var tiles = new ArrayList<ITexture>();
for(int y = 0; y < tileCount.getY(); ++y) {
for(int x = 0; x < tileCount.getX(); ++x) {
var rect = new Recti(Vec2i.mul(new Vec2i(x, y), tileSize), tileSize);
var img = image.getSubImage(rect);
tiles.add(loadTexture(img));
}
}
return tiles;
}
@Override
public List<ITexture> loadTextureArray(String path, Vec2i tileSize) {
var img = engine.loadImage(path);
return loadTextureArray(img, tileSize);
}
@Override
public void renderFinish(IRenderContext context) {
if(debug) {
context.drawTextureRectangle(new Recti(Vec2i.ZERO, size), textureAtlas.getAtlasTexture());
}
glEnd();
glfwSwapBuffers(window);
}
@Override
public IRenderContext renderStart() {
textureAtlas.update();
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program.use();
glBegin(GL_TRIANGLES);
return renderContext;
}
@Override
public void setDebug(boolean on) {
this.debug = on;
}
@Override
public boolean shouldClose() {
return shouldClose;
}
@Override
public void tick() {
glfwMakeContextCurrent(window);
if(glfwWindowShouldClose(window)) {
shouldClose = true;
return;
}
glfwPollEvents();
}
private static String vertexSource = """
#version 450
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 texCoord;
layout(location = 2) uniform vec2 windowSize;
layout(location = 1) out vec2 out_texCoord;
void main() {
gl_Position = vec4(pos / windowSize * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
out_texCoord = texCoord;
}
""";
private static String fragmentSource = """
#version 450
layout(location = 1) in vec2 texCoord;
layout(binding = 0) uniform sampler2D tex;
out vec4 color;
void main() {
//color = vec4(texCoord.x, texCoord.y, 0.7f, 1.0f);
color = texture(tex, texCoord);
}
""";
}