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