205 lines
5.7 KiB
Java
Executable File
205 lines
5.7 KiB
Java
Executable File
package projectzombie.display;
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import java.nio.IntBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.glfw.GLFW;
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import org.lwjgl.opengl.GL33;
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import gl_engine.graphics.GraphicsHelpers;
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import gl_engine.graphics.GraphicsShader;
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import mainloop.task.IMainloopTask;
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import projectzombie.init.Resources;
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import projectzombie.input.CursorEnterCallback;
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import projectzombie.input.CursorPosCallback;
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import projectzombie.input.JoystickCallback;
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import projectzombie.input.KeyCallback;
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import projectzombie.input.KeyCharCallback;
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import projectzombie.input.MouseButtonCallback;
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import projectzombie.input.ScrollWheelCallback;
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import projectzombie.mainloop.MainloopEventHandler;
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public class DisplayWindow implements IMainloopTask
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{
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private long window;
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private long monitor;
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private int width;
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private int height;
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private boolean fullscreen = true;
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private boolean mouseVisibility_last = false;
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public static int fps = 0;
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public GraphicsShader environmentRenderer;
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public int glsl_color;
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public int glsl_tex_cut;
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public int glsl_model;
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public int glsl_projection;
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public int glsl_rotated;
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public int glsl_time;
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public int glsl_day_low;
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public int glsl_day_high;
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public int glsl_lightmap_offset;
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public int glsl_lightmap_size;
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public int getWidth() {
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return this.width;
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}
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public int getHeight() {
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return this.height;
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}
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void setWidth(int w) {
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width = w;
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}
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void setHeight(int h) {
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height = h;
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}
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public void init()
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{
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// Initialize GLFW
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if(!GLFW.glfwInit()) {
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throw new RuntimeException("Failed to initialize GLFW");
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}
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// Get the monitor size
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IntBuffer w = BufferUtils.createIntBuffer(1);
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IntBuffer h = BufferUtils.createIntBuffer(1);
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monitor = GLFW.glfwGetPrimaryMonitor();
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GLFW.glfwGetMonitorPhysicalSize(monitor, w, h);
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width = w.get()*4;
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height = h.get()*4;
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//GLFW.glfwWindowHint(GLFW.GLFW_DOUBLEBUFFER, GLFW.GLFW_FALSE);
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// Create the window
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window = GraphicsHelpers.initWindow("Project Zombie", width, height, monitor);
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// Make the context current
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GLFW.glfwMakeContextCurrent(this.window);
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// Set the key handlers
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GLFW.glfwSetCursorPosCallback(this.window, new CursorPosCallback());
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GLFW.glfwSetCharCallback(this.window, new KeyCharCallback());
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GLFW.glfwSetCursorEnterCallback(this.window, new CursorEnterCallback());
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GLFW.glfwSetMouseButtonCallback(this.window, new MouseButtonCallback());
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GLFW.glfwSetKeyCallback(this.window, new KeyCallback());
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GLFW.glfwSetJoystickCallback(JoystickCallback.JOYSTICK_CALLBACK);
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GLFW.glfwSetScrollCallback(this.window, new ScrollWheelCallback());
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// Make the cursor invisible
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GLFW.glfwSetInputMode(this.window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_HIDDEN);
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GLFW.glfwSwapInterval(0);
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// Show the window
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//GLFW.glfwShowWindow(this.window);
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environmentRenderer = new GraphicsShader("/resources/shader/environmentRenderer");
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environmentRenderer.use();
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glsl_model = GL33.glGetUniformLocation(environmentRenderer.program, "model");
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glsl_rotated = GL33.glGetUniformLocation(environmentRenderer.program, "rotated");
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glsl_projection = GL33.glGetUniformLocation(environmentRenderer.program, "projection");
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glsl_time = GL33.glGetUniformLocation(environmentRenderer.program, "time");
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glsl_tex_cut = GL33.glGetUniformLocation(environmentRenderer.program, "tex_cut");
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glsl_color = GL33.glGetUniformLocation(environmentRenderer.program, "color");
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glsl_day_low = GL33.glGetUniformLocation(environmentRenderer.program, "lighting_day_low");
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glsl_day_high = GL33.glGetUniformLocation(environmentRenderer.program, "lighting_day_high");
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glsl_lightmap_offset = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap_offset");
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glsl_lightmap_size = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap_size");
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int glsl_atlas = GL33.glGetUniformLocation(environmentRenderer.program, "atlas");
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int glsl_lightmap = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap");
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GL33.glUniform1i(glsl_atlas, 0);
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GL33.glUniform1i(glsl_lightmap, 1);
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}
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public void render()
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{
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// Set the framebuffer size
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int w[] = {0};
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int h[] = {0};
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GLFW.glfwGetFramebufferSize(this.window, w, h);
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width = w[0];
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height = h[0];
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environmentRenderer.use();
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DisplayLighting.updateLighting();
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// Bind the texture atlas
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GL33.glActiveTexture(GL33.GL_TEXTURE0);
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Resources.ATLAS.bind();
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// Bind the lightmap
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GL33.glActiveTexture(GL33.GL_TEXTURE1);
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GL33.glBindTexture(GL33.GL_TEXTURE_2D, DisplayLighting.lightmap);
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// Render everything
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DisplayRender.render(w[0], h[0]);
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// Swap the framebuffers and poll events
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GLFW.glfwSwapBuffers(window);
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GLFW.glfwPollEvents();
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fps += 1;
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}
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public void toggleFullscreen() {
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if(fullscreen) {
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fullscreen = false;
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GLFW.glfwSetWindowMonitor(window, 0, 1, 1, width, height, GLFW.GLFW_DONT_CARE);
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} else {
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fullscreen = true;
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GLFW.glfwSetWindowMonitor(window, monitor, 0, 0, width, height, GLFW.GLFW_DONT_CARE);
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}
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}
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public void setMouseVisibility(boolean status) {
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if(status != mouseVisibility_last) {
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mouseVisibility_last = status;
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if(status) {
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GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_NORMAL);
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} else {
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GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_HIDDEN);
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}
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}
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}
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public boolean shouldClose() {
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return GLFW.glfwWindowShouldClose(window);
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}
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public void makeContextCurrent() {
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GLFW.glfwMakeContextCurrent(window);
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}
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@Override
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public boolean MainLoopDelay(long millis) {
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return millis > MainloopEventHandler.MAINLOOP_EVENT_HANDLER.mspf;
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}
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@Override
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public boolean MainLoopRepeat() {
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return true;
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}
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@Override
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public void MainLoopUpdate() {
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this.render();
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}
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public void setTitle(String string) {
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GLFW.glfwSetWindowTitle(window, string);
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}
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}
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