Added a way of just running the config ui by itself so I can do quicker tests

This commit is contained in:
coolGi
2022-09-19 19:07:07 +09:30
parent 22628983a7
commit dd11b89bb9
2 changed files with 188 additions and 17 deletions
@@ -20,14 +20,6 @@ public class ConfigScreen extends AbstractScreen {
GLVertexBuffer sharedContextBuffer;
VertexAttribute va;
private static final float[] vertices = {
// PosX,Y, ColorR,G,B,A
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.4f, -0.4f, 1.0f, 0.0f, 0.0f, 1.0f,
0.3f, 0.3f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.2f, 0.2f, 0.0f, 1.0f, 1.0f, 1.0f
};
@Override
public void init() {
System.out.println("init");
@@ -44,11 +36,14 @@ public class ConfigScreen extends AbstractScreen {
createBuffer();
}
private void createBuffer() {
GLProxy.getInstance().recordOpenGlCall(() -> sharedContextBuffer = createTextingBuffer());
GLProxy.ensureAllGLJobCompleted();
sameContextBuffer = createTextingBuffer();
}
// Render a square with uv color
private static final float[] vertices = {
// PosX,Y, ColorR,G,B,A
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.4f, -0.4f, 1.0f, 0.0f, 0.0f, 1.0f,
0.3f, 0.3f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.2f, 0.2f, 0.0f, 1.0f, 1.0f, 1.0f
};
private static GLVertexBuffer createTextingBuffer() {
ByteBuffer buffer = ByteBuffer.allocateDirect(vertices.length * Float.BYTES);
@@ -62,21 +57,25 @@ public class ConfigScreen extends AbstractScreen {
return vbo;
}
private void createBuffer() {
GLProxy.getInstance().recordOpenGlCall(() -> sharedContextBuffer = createTextingBuffer());
GLProxy.ensureAllGLJobCompleted();
sameContextBuffer = createTextingBuffer();
}
@Override
public void render(float delta) {
System.out.println("Updated config screen with the delta of " + delta);
GLState state = new GLState();
init();
// GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, GL32.GL_FRAMEBUFFER_BINDING);
// GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
GL32.glViewport(0,0, width, height);
GL32.glPolygonMode(GL32.GL_FRONT_AND_BACK, GL32.GL_FILL);
// GL32.glDisable(GL32.GL_3D); // TODO: Disable 3d for the config as we dont need it
GL32.glDisable(GL32.GL_CULL_FACE);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL32.GL_STENCIL_TEST);
GL32.glDisable(GL32.GL_BLEND);
// GL32.glDisable(GL32.GL_SCISSOR_TEST);
//GL32.glDisable(GL32.GL_SCISSOR_TEST);
basicShader.bind();
va.bind();
@@ -0,0 +1,172 @@
package com.seibel.lod.core.config.gui.standaloneTests;
import com.seibel.lod.core.api.internal.ClientApi;
import com.seibel.lod.core.config.gui.AbstractScreen;
import com.seibel.lod.core.config.gui.ConfigScreen;
import com.seibel.lod.core.pos.Pos2D;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* This just allows for a quicker testing of the config screen without loading up the whole game
*
* @author coolGi
*/
public class TestConfigMain {
// The window handle
private long window;
public AbstractScreen abstractScreen;
public static void main(String[] args) {
new TestConfigMain().run();
}
public void run() {
abstractScreen = new ConfigScreen();
System.out.println("Hello LWJGL version " + Version.getVersion());
// ClientApi.INSTANCE.rendererStartupEvent();
init();
Pos2D windowDim = getWindowDimentions(window);
abstractScreen.width = windowDim.x;
abstractScreen.height = windowDim.y;
abstractScreen.init();
loop();
// Code isnt moved until loop is done (and it is only done if window is closed)
// ClientApi.INSTANCE.rendererShutdownEvent();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( !glfwInit() )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(640, 480, "DH Test config", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
// Is this really nessesery
// glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
// if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
// glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
// });
// Get the thread stack and push a new frame
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
GL.createCapabilities();
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GL.createCapabilities();
// Set the clear color (if not set it would just be black)
// glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
// Set this so we can use it for the delta time
lastLoopTime = getTime();
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
// (only works if glfwPollEvents() is called)
while ( !glfwWindowShouldClose(window) ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer (will cause a ghosting effect if not called)
// Poll for window events. (this allows the window to be closed)
glfwPollEvents();
Pos2D windowDim = getWindowDimentions(window);
abstractScreen.width = windowDim.x;
abstractScreen.height = windowDim.y;
abstractScreen.render(getDelta());
glfwSwapBuffers(window); // swap the color buffers
}
abstractScreen.onClose();
}
public Pos2D getWindowDimentions(long window) {
IntBuffer w = BufferUtils.createIntBuffer(1);
IntBuffer h = BufferUtils.createIntBuffer(1);
glfwGetWindowSize(window, w, h);
return new Pos2D(w.get(0), h.get(0));
}
private double lastLoopTime;
private float timeCount;
public double getTime() {
return glfwGetTime();
}
public float getDelta() {
double time = getTime();
float delta = (float) (time - lastLoopTime);
lastLoopTime = time;
timeCount += delta;
return delta;
}
}