Now a triangle in the config screen (until you resize the window, then it crashes)
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@@ -1,17 +1,99 @@
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package com.seibel.lod.core.config.gui;
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package com.seibel.lod.core.config.gui;
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import com.seibel.lod.core.enums.config.GpuUploadMethod;
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import com.seibel.lod.core.render.GLProxy;
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import com.seibel.lod.core.render.objects.GLState;
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import com.seibel.lod.core.render.objects.GLVertexBuffer;
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import com.seibel.lod.core.render.objects.ShaderProgram;
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import com.seibel.lod.core.render.objects.VertexAttribute;
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import org.lwjgl.opengl.GL32;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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/**
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/**
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* @author coolGi
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* @author coolGi
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*/
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*/
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public class ConfigScreen extends AbstractScreen {
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public class ConfigScreen extends AbstractScreen {
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ShaderProgram basicShader;
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GLVertexBuffer sameContextBuffer;
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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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@Override
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public void init() {
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public void init() {
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System.out.println("init");
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System.out.println("init");
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va = VertexAttribute.create();
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va.bind();
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// Pos
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va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
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// Color
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va.setVertexAttribute(0, 1, VertexAttribute.VertexPointer.addVec4Pointer(false));
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va.completeAndCheck(Float.BYTES * 6);
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basicShader = new ShaderProgram("shaders/test/vert.vert", "shaders/test/frag.frag",
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"fragColor", new String[]{"vPosition", "color"});
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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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private static GLVertexBuffer createTextingBuffer() {
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ByteBuffer buffer = ByteBuffer.allocateDirect(vertices.length * Float.BYTES);
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// Fill buffer with the vertices.
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buffer = buffer.order(ByteOrder.nativeOrder());
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buffer.asFloatBuffer().put(vertices);
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buffer.rewind();
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GLVertexBuffer vbo = new GLVertexBuffer(false);
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vbo.bind();
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vbo.uploadBuffer(buffer, 4, GpuUploadMethod.DATA, vertices.length * Float.BYTES);
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return vbo;
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}
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}
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@Override
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@Override
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public void render(float delta) {
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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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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.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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basicShader.bind();
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va.bind();
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// Switch between the two buffers per second
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if (System.currentTimeMillis() % 2000 < 1000) {
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sameContextBuffer.bind();
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va.bindBufferToAllBindingPoint(sameContextBuffer.getId());
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} else {
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sameContextBuffer.bind();
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va.bindBufferToAllBindingPoint(sharedContextBuffer.getId());
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}
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// Render the square
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GL32.glDrawArrays(GL32.GL_TRIANGLE_FAN, 0, 4);
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GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
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state.restore();
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}
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}
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@Override
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@Override
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