Render rectangle with color interpolation
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76e268e9ed
commit
8d76c8bcf0
@ -1,6 +1,7 @@
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package core.engine;
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import core.engine.model.RawModel;
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import core.engine.shader.StaticShader;
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import org.lwjgl.Version;
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import org.lwjgl.glfw.GLFWErrorCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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@ -102,6 +103,7 @@ public class Engine {
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// Set the clear color
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glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
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StaticShader shader = new StaticShader();
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float[] vertices = {
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-0.5f, 0.5f, 0f,
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-0.5f, -0.5f, 0f,
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@ -117,15 +119,16 @@ public class Engine {
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// the window or has pressed the ESCAPE key.
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while ( !glfwWindowShouldClose(window) ) {
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renderer.prepare();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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shader.start();
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renderer.render(model);
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shader.stop();
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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}
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shader.cleanUp();
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loader.cleanUp();
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}
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@ -5,10 +5,12 @@ import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import static org.lwjgl.opengl.GL11C.*;
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public class Renderer {
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public void prepare() {
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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GL11.glClearColor(1,0,0,1);
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}
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77
client/src/main/java/core/engine/shader/ShaderProgram.java
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77
client/src/main/java/core/engine/shader/ShaderProgram.java
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@ -0,0 +1,77 @@
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package core.engine.shader;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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import java.io.BufferedReader;
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import java.io.FileNotFoundException;
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import java.io.FileReader;
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import java.io.IOException;
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public abstract class ShaderProgram {
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private int programID;
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private int vertexShaderID;
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private int fragmentShaderID;
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public ShaderProgram(String vertexFile, String fragmentFile) {
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vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
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fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
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programID = GL20.glCreateProgram();
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GL20.glAttachShader(programID, vertexShaderID);
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GL20.glAttachShader(programID, fragmentShaderID);
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GL20.glLinkProgram(programID);
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GL20.glValidateProgram(programID);
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bindAttributes();
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}
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public void start() {
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GL20.glUseProgram(programID);
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}
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public void stop() {
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GL20.glUseProgram(0);
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}
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public void cleanUp() {
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stop();
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GL20.glDetachShader(programID, vertexShaderID);
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GL20.glDetachShader(programID, fragmentShaderID);
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GL20.glDeleteShader(vertexShaderID);
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GL20.glDeleteShader(fragmentShaderID);
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GL20.glDeleteProgram(programID);
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}
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protected abstract void bindAttributes();
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protected void bindAttribute(int attribute, String variableName) {
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GL20.glBindAttribLocation(programID, attribute, variableName);
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}
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private static int loadShader(String file, int type) {
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StringBuilder shadersource = new StringBuilder();
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try {
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BufferedReader bufferedReader = new BufferedReader(new FileReader(file));
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String line;
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while((line = bufferedReader.readLine()) != null) {
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shadersource.append(line).append(System.lineSeparator());
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}
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bufferedReader.close();
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} catch (IOException e) {
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System.err.println("Could not read file!");
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e.printStackTrace();
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System.exit(-1);
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}
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int shaderID = GL20.glCreateShader(type);
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GL20.glShaderSource(shaderID, shadersource);
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GL20.glCompileShader(shaderID);
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if(GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
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System.out.println(GL20.glGetShaderInfoLog(shaderID));
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System.err.println("Could not compile Shader");
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System.exit(-1);
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}
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return shaderID;
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}
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}
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15
client/src/main/java/core/engine/shader/StaticShader.java
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15
client/src/main/java/core/engine/shader/StaticShader.java
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package core.engine.shader;
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public class StaticShader extends ShaderProgram{
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private static final String VERTEX_FILE = "src/main/java/core/engine/shader/vertexShader.glsl";
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private static final String FRAGMENT_FILE = "src/main/java/core/engine/shader/fragmentShader.glsl";
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public StaticShader() {
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super(VERTEX_FILE, FRAGMENT_FILE);
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}
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@Override
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protected void bindAttributes() {
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super.bindAttribute(0, "position");
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}
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}
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@ -0,0 +1,9 @@
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#version 400 core
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in vec3 color;
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out vec4 out_Color;
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void main(void) {
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out_Color = vec4(color, 1.0);
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}
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client/src/main/java/core/engine/shader/vertexShader.glsl
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11
client/src/main/java/core/engine/shader/vertexShader.glsl
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#version 400 core
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in vec3 position;
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out vec3 color;
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void main(void) {
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gl_Position = vec4(position, 1.0);
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color = vec3(position.x+0.5, 1.0, position.y+0.5);
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}
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