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184 lines (147 loc) · 5.48 KB
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Copy pathRenderer.java
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184 lines (147 loc) · 5.48 KB
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/*
ahbejarano
Renderer class.
*/
package geetransit.minecraft05.engine;
import java.util.*;
import org.joml.Matrix4f;
import static org.lwjgl.opengl.GL30.*;
public abstract class Renderer {
protected Transformation transformation;
public Renderer() {
this.transformation = new Transformation();
}
// create shaders
public abstract void init(Window window) throws Exception;
// render scene
public abstract void render(Window window);
// destroy shaders
public abstract void cleanup();
public Shader createShader(String vertex, String fragment) throws Exception {
Shader shader = new Shader();
shader.createVertexShader(Utils.loadResource(vertex));
shader.createFragmentShader(Utils.loadResource(fragment));
shader.link();
return shader;
}
public Shader create3D(String vertex, String fragment) throws Exception {
Shader shader = this.createShader(vertex, fragment);
shader.createUniform("projectionMatrix");
shader.createUniform("modelViewMatrix");
shader.createUniform("texture_sampler");
shader.createUniform("color");
shader.createUniform("isTextured");
shader.createUniform("isSelected");
return shader;
}
public Shader create2D(String vertex, String fragment) throws Exception {
Shader shader = this.createShader(vertex, fragment);
shader.createUniform("projModelMatrix");
shader.createUniform("texture_sampler");
shader.createUniform("color");
shader.createUniform("isTextured");
return shader;
}
public void render3D(Shader shader, Window window, Camera camera, List<Item> items) {
shader.bind();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// projection
Matrix4f projectionMatrix = this.transformation.getProjectionMatrix(window, camera);
shader.setUniform("projectionMatrix", projectionMatrix);
// view
Matrix4f viewMatrix = camera.getViewMatrix();
// Draw meshes
shader.setUniform("texture_sampler", 0);
int itemsSize = items.size();
for (int i = 0; i < itemsSize; i++) {
Item item = items.get(i);
Mesh mesh = item.getMesh();
Matrix4f modelViewMatrix = this.transformation.getModelViewMatrix(item, viewMatrix);
shader.setUniform("modelViewMatrix", modelViewMatrix);
shader.setUniform("color", mesh.getColor());
shader.setUniform("isTextured", mesh.isTextured());
shader.setUniform("isSelected", item.isSelected());
mesh.prepare(this.getMeshFromItems(items, i-1, itemsSize));
mesh.render();
mesh.restore(this.getMeshFromItems(items, i+1, itemsSize));
}
glDisable(GL_CULL_FACE);
shader.unbind();
}
// note does NOT call Item.render(Window)
public void render3DMap(Shader shader, Window window, Camera camera, Map<Mesh, List<Item>> map) {
shader.bind();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// projection
Matrix4f projectionMatrix = this.transformation.getProjectionMatrix(window, camera);
shader.setUniform("projectionMatrix", projectionMatrix);
// view
Matrix4f viewMatrix = camera.getViewMatrix();
// Draw meshes
shader.setUniform("texture_sampler", 0);
for (Map.Entry<Mesh, List<Item>> entry : map.entrySet()) {
Mesh mesh = entry.getKey();
List<Item> items = entry.getValue();
shader.setUniform("color", mesh.getColor());
shader.setUniform("isTextured", mesh.isTextured());
mesh.prepare();
// single : loop through items
for (Item item : items) {
Matrix4f modelViewMatrix = this.transformation.getModelViewMatrix(item, viewMatrix);
shader.setUniform("modelViewMatrix", modelViewMatrix);
shader.setUniform("isSelected", item.isSelected());
mesh.render();
}
mesh.restore();
}
glDisable(GL_CULL_FACE);
shader.unbind();
}
public void render2D(Shader shader, Window window, List<Item> items) {
shader.bind();
// source # https://stackoverflow.com/a/5467636
glDepthMask(false); // disable writes to Z-Buffer
glDisable(GL_DEPTH_TEST); // disable depth-testing
Matrix4f orthoMatrix = this.transformation.getOrthoProjectionMatrix(window);
// Draw meshes
shader.setUniform("texture_sampler", 0);
for (Item item : items) {
Matrix4f projModelMatrix = this.transformation.getOrthoProjModelMatrix(item, orthoMatrix);
shader.setUniform("projModelMatrix", projModelMatrix);
shader.setUniform("color", item.getMesh().getColor());
shader.setUniform("isTextured", item.getMesh().isTextured());
item.render(window);
}
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
shader.unbind();
}
public void renderSkybox(Shader shader, Window window, Camera camera, List<Item> items) {
shader.bind();
// projection
Matrix4f projectionMatrix = this.transformation.getProjectionMatrix(window, camera);
shader.setUniform("projectionMatrix", projectionMatrix);
// view
Matrix4f viewMatrix = camera.getViewMatrix();
// remove translation (different from render3D)
viewMatrix.setTranslation(0, 0, 0);
// Draw meshes
shader.setUniform("texture_sampler", 0);
for (Item item : items) {
Matrix4f modelViewMatrix = this.transformation.getModelViewMatrix(item, viewMatrix);
shader.setUniform("modelViewMatrix", modelViewMatrix);
shader.setUniform("color", item.getMesh().getColor());
shader.setUniform("isTextured", item.getMesh().isTextured());
item.render(window);
}
shader.unbind();
}
public Mesh getMeshFromItems(List<Item> items, int index) { return this.getMeshFromItems(items, index, items.size()); }
public Mesh getMeshFromItems(List<Item> items, int index, int size) {
if (0 <= index && index < size)
return items.get(index).getMesh();
return null;
}
}