Now a triangle in the config screen (until you resize the window, then it crashes)

This commit is contained in:
coolGi
2022-05-11 12:23:05 +00:00
parent 3044a25adc
commit e13c331f0a
@@ -1,17 +1,99 @@
package com.seibel.lod.core.config.gui; package com.seibel.lod.core.config.gui;
import com.seibel.lod.core.enums.config.GpuUploadMethod;
import com.seibel.lod.core.render.GLProxy;
import com.seibel.lod.core.render.objects.GLState;
import com.seibel.lod.core.render.objects.GLVertexBuffer;
import com.seibel.lod.core.render.objects.ShaderProgram;
import com.seibel.lod.core.render.objects.VertexAttribute;
import org.lwjgl.opengl.GL32;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
/** /**
* @author coolGi * @author coolGi
*/ */
public class ConfigScreen extends AbstractScreen { public class ConfigScreen extends AbstractScreen {
ShaderProgram basicShader;
GLVertexBuffer sameContextBuffer;
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 @Override
public void init() { public void init() {
System.out.println("init"); System.out.println("init");
va = VertexAttribute.create();
va.bind();
// Pos
va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
// Color
va.setVertexAttribute(0, 1, VertexAttribute.VertexPointer.addVec4Pointer(false));
va.completeAndCheck(Float.BYTES * 6);
basicShader = new ShaderProgram("shaders/test/vert.vert", "shaders/test/frag.frag",
"fragColor", new String[]{"vPosition", "color"});
createBuffer();
}
private void createBuffer() {
GLProxy.getInstance().recordOpenGlCall(() -> sharedContextBuffer = createTextingBuffer());
GLProxy.ensureAllGLJobCompleted();
sameContextBuffer = createTextingBuffer();
}
private static GLVertexBuffer createTextingBuffer() {
ByteBuffer buffer = ByteBuffer.allocateDirect(vertices.length * Float.BYTES);
// Fill buffer with the vertices.
buffer = buffer.order(ByteOrder.nativeOrder());
buffer.asFloatBuffer().put(vertices);
buffer.rewind();
GLVertexBuffer vbo = new GLVertexBuffer(false);
vbo.bind();
vbo.uploadBuffer(buffer, 4, GpuUploadMethod.DATA, vertices.length * Float.BYTES);
return vbo;
} }
@Override @Override
public void render(float delta) { public void render(float delta) {
System.out.println("Updated config screen with the delta of " + 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.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);
basicShader.bind();
va.bind();
// Switch between the two buffers per second
if (System.currentTimeMillis() % 2000 < 1000) {
sameContextBuffer.bind();
va.bindBufferToAllBindingPoint(sameContextBuffer.getId());
} else {
sameContextBuffer.bind();
va.bindBufferToAllBindingPoint(sharedContextBuffer.getId());
}
// Render the square
GL32.glDrawArrays(GL32.GL_TRIANGLE_FAN, 0, 4);
GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
state.restore();
} }
@Override @Override