ProjectZombie/src/projectzombie/display/DisplayWindow.java

350 lines
11 KiB
Java
Executable File

package projectzombie.display;
import static org.lwjgl.opengl.GL11.GL_FLOAT;
import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.opengl.GL33;
import gl_engine.graphics.GraphicsHelpers;
import gl_engine.graphics.GraphicsShader;
import mainloop.task.IMainloopTask;
import projectzombie.Main;
import projectzombie.init.Resources;
import projectzombie.input.CursorEnterCallback;
import projectzombie.input.CursorPosCallback;
import projectzombie.input.JoystickCallback;
import projectzombie.input.KeyCallback;
import projectzombie.input.KeyCharCallback;
import projectzombie.input.MouseButtonCallback;
import projectzombie.input.ScrollWheelCallback;
import projectzombie.mainloop.MainloopEventHandler;
import projectzombie.menu.MenuSettings;
import projectzombie.settings.Settings;
public class DisplayWindow implements IMainloopTask
{
public static boolean fullscreen = true;
private long window;
private long monitor;
private int width;
private int height;
private boolean mouseVisibility_last = false;
public int texture_max_size;
public static int fps = 0;
public GraphicsShader environmentRenderer;
public GraphicsShader effectRenderer;
public int effect_vao;
public int glsl_mist;
public int glsl_color;
public int glsl_contrast;
public int glsl_discard_coords;
public int glsl_model;
public int glsl_camera;
public int glsl_projection;
public int glsl_projection_sun;
public int glsl_rotated;
public int glsl_billboard;
public int glsl_mode;
public int glsl_time;
public int glsl_day_low;
public int glsl_day_high;
public int glsl_lightmap_offset;
public int glsl_lightmap_size;
public int glsl_effect_time;
public int glsl_effect_red;
public int glsl_effect_vortex;
public int glsl_effect_vsnow;
public int glsl_effect_red_freq;
public int glsl_effect_chill;
public int getWidth() {
return this.width;
}
public int getHeight() {
return this.height;
}
void setWidth(int w) {
width = w;
}
void setHeight(int h) {
height = h;
}
public void init()
{
// Initialize GLFW
if(!GLFW.glfwInit()) {
throw new RuntimeException("Failed to initialize GLFW");
}
// Get the monitor size
IntBuffer w = BufferUtils.createIntBuffer(1);
IntBuffer h = BufferUtils.createIntBuffer(1);
monitor = GLFW.glfwGetPrimaryMonitor();
GLFW.glfwGetMonitorPhysicalSize(monitor, w, h);
width = w.get()*4;
height = h.get()*4;
//GLFW.glfwWindowHint(GLFW.GLFW_DOUBLEBUFFER, GLFW.GLFW_FALSE);
// Create the window
window = GraphicsHelpers.initWindow("Project Zombie", width, height, fullscreen ? monitor : 0);
// Make the context current
GLFW.glfwMakeContextCurrent(this.window);
// Set the key handlers
GLFW.glfwSetCursorPosCallback(this.window, new CursorPosCallback());
GLFW.glfwSetCharCallback(this.window, new KeyCharCallback());
GLFW.glfwSetCursorEnterCallback(this.window, new CursorEnterCallback());
GLFW.glfwSetMouseButtonCallback(this.window, new MouseButtonCallback());
GLFW.glfwSetKeyCallback(this.window, new KeyCallback());
GLFW.glfwSetJoystickCallback(JoystickCallback.JOYSTICK_CALLBACK);
GLFW.glfwSetScrollCallback(this.window, new ScrollWheelCallback());
// Make the cursor invisible
GLFW.glfwSetInputMode(this.window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_HIDDEN);
GLFW.glfwSwapInterval(0);
// Show the window
//GLFW.glfwShowWindow(this.window);
environmentRenderer = new GraphicsShader("/resources/shader/environmentRenderer");
environmentRenderer.use();
glsl_mist = GL33.glGetUniformLocation(environmentRenderer.program, "mist");
glsl_model = GL33.glGetUniformLocation(environmentRenderer.program, "model");
glsl_camera = GL33.glGetUniformLocation(environmentRenderer.program, "camera");
glsl_rotated = GL33.glGetUniformLocation(environmentRenderer.program, "rotated");
glsl_projection = GL33.glGetUniformLocation(environmentRenderer.program, "projection");
glsl_projection_sun = GL33.glGetUniformLocation(environmentRenderer.program, "projection_sun");
glsl_time = GL33.glGetUniformLocation(environmentRenderer.program, "time");
glsl_discard_coords = GL33.glGetUniformLocation(environmentRenderer.program, "discard_coords");
glsl_color = GL33.glGetUniformLocation(environmentRenderer.program, "color");
glsl_contrast = GL33.glGetUniformLocation(environmentRenderer.program, "contrast");
glsl_billboard = GL33.glGetUniformLocation(environmentRenderer.program, "billboard");
glsl_mode = GL33.glGetUniformLocation(environmentRenderer.program, "mode");
glsl_day_low = GL33.glGetUniformLocation(environmentRenderer.program, "lighting_day_low");
glsl_day_high = GL33.glGetUniformLocation(environmentRenderer.program, "lighting_day_high");
glsl_lightmap_offset = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap_offset");
glsl_lightmap_size = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap_size");
int glsl_atlas = GL33.glGetUniformLocation(environmentRenderer.program, "atlas");
int glsl_lightmap = GL33.glGetUniformLocation(environmentRenderer.program, "lightmap");
int glsl_depthmap = GL33.glGetUniformLocation(environmentRenderer.program, "depthmap");
GL33.glUniform1i(glsl_atlas, 0);
GL33.glUniform1i(glsl_lightmap, 1);
GL33.glUniform1i(glsl_depthmap, 2);
effectRenderer = new GraphicsShader("/resources/shader/effectRenderer");
effectRenderer.use();
glsl_effect_time = GL33.glGetUniformLocation(effectRenderer.program, "time");
glsl_effect_red = GL33.glGetUniformLocation(effectRenderer.program, "red");
glsl_effect_vsnow = GL33.glGetUniformLocation(effectRenderer.program, "vsnow");
glsl_effect_vortex = GL33.glGetUniformLocation(effectRenderer.program, "vortex");
glsl_effect_red_freq = GL33.glGetUniformLocation(effectRenderer.program, "red_freq");
glsl_effect_chill = GL33.glGetUniformLocation(effectRenderer.program, "chill");
//GL33.glUniform1i(GL33.glGetUniformLocation(effectRenderer.program, "shadowMap"), 2);
effect_vao = GL33.glGenVertexArrays();
GL33.glBindVertexArray(effect_vao);
int effect_vbo = GL33.glGenBuffers();
GL33.glBindBuffer(GL33.GL_ARRAY_BUFFER, effect_vbo);
GL33.glBufferData(GL33.GL_ARRAY_BUFFER, new float[] {
-1, -1,
-1, 1,
1, 1,
-1, -1,
1, -1,
1, 1,
}, GL33.GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, Float.BYTES * 2, 0);
glEnableVertexAttribArray(0);
int[] ptr = new int[1];
GL33.glGetIntegerv(GL33.GL_MAX_TEXTURE_SIZE, ptr);
texture_max_size = ptr[0];
System.out.println("Max texture size: " + texture_max_size);
DisplayRender.init();
}
public void render()
{
// Set the framebuffer size
int w[] = {0};
int h[] = {0};
GLFW.glfwGetFramebufferSize(this.window, w, h);
width = w[0];
height = h[0];
environmentRenderer.use();
DisplayLighting.updateLighting();
GL33.glUniform1f(glsl_mist, 0);
if(Main.player.getHydration() < 0.2) {
GL33.glUniform1f(glsl_contrast, (float)(0.2 - Main.player.getHydration()) * 1.6f);
} else {
GL33.glUniform1f(glsl_contrast, 0);
}
// Bind the texture atlas
GL33.glActiveTexture(GL33.GL_TEXTURE0);
Resources.ATLAS.bind();
// Bind the lightmap
GL33.glActiveTexture(GL33.GL_TEXTURE1);
GL33.glBindTexture(GL33.GL_TEXTURE_2D, DisplayLighting.lightmap);
// Bind the shadow depth map
GL33.glActiveTexture(GL33.GL_TEXTURE2);
GL33.glBindTexture(GL33.GL_TEXTURE_2D, DisplayRender.shadow_depth);
// Render everything
DisplayRender.render(w[0], h[0]);
// Use the effect shader
effectRenderer.use();
// Bind the shadow depth map
GL33.glActiveTexture(GL33.GL_TEXTURE0);
GL33.glBindTexture(GL33.GL_TEXTURE_2D, DisplayRender.shadow_depth);
// Send extra data to the shader
if(!Main.player.dead && Main.menu.doGameloop) {
GL33.glUniform1i(glsl_effect_time, (int)System.currentTimeMillis());
}
if(Main.player.getHydration() < 0.2) {
GL33.glUniform1f(glsl_effect_vsnow, (float)(0.2 - Main.player.getHydration()));
GL33.glUniform1f(glsl_effect_vortex, (float)(0.2 - Main.player.getHydration()) / 10);
} else {
GL33.glUniform1f(glsl_effect_vsnow, 0);
GL33.glUniform1f(glsl_effect_vortex, 0);
}
double player_health = Main.player.getHealth() / Main.player.maxHealth();
if(player_health < 0.25) {
GL33.glUniform1f(glsl_effect_red, (float)Math.min(2 * (0.25 - player_health), 0.5));
GL33.glUniform1i(glsl_effect_red_freq, 20);
} else {
GL33.glUniform1f(glsl_effect_red, 0);
}
if(Main.player.getTemperature() < 0.3) {
GL33.glUniform1f(glsl_effect_chill, (float)(0.3 - Main.player.getTemperature()) / 3 * 10);
} else {
GL33.glUniform1f(glsl_effect_chill, 0);
}
// Draw a quad to the whole screen for the effects
GL33.glBindVertexArray(effect_vao);
GL33.glDrawArrays(GL33.GL_TRIANGLES, 0, 6);
// Swap the framebuffers and poll events
GLFW.glfwSwapBuffers(window);
GLFW.glfwPollEvents();
fps += 1;
}
public void toggleFullscreen()
{
// Exit fullscreen if the window is in fullscreen
if(fullscreen)
{
fullscreen = false;
GLFW.glfwSetWindowMonitor(window, 0, 1, 1, width, height, GLFW.GLFW_DONT_CARE);
}
// Enter fullscreen if the window is windowed
else
{
// Get the monitor size
IntBuffer w = BufferUtils.createIntBuffer(1);
IntBuffer h = BufferUtils.createIntBuffer(1);
GLFW.glfwGetMonitorPhysicalSize(monitor, w, h);
width = w.get()*4;
height = h.get()*4;
// Enter fullscreen mode
fullscreen = true;
GLFW.glfwSetWindowMonitor(window, monitor, 0, 0, width, height, GLFW.GLFW_DONT_CARE);
}
// Update the settings file
Settings.update();
if(Main.menu instanceof MenuSettings) {
((MenuSettings) Main.menu).buttonFullscreen.setText(
"Fullscreen: " + (fullscreen ? "On" : "Off"));
}
}
public void setMouseVisibility(boolean status) {
if(status != mouseVisibility_last) {
mouseVisibility_last = status;
if(status) {
GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_NORMAL);
} else {
GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_HIDDEN);
}
}
}
public boolean shouldClose() {
return GLFW.glfwWindowShouldClose(window);
}
public void makeContextCurrent() {
GLFW.glfwMakeContextCurrent(window);
}
@Override
public boolean MainLoopDelay(long millis) {
return millis > MainloopEventHandler.MAINLOOP_EVENT_HANDLER.mspf;
}
@Override
public boolean MainLoopRepeat() {
return true;
}
@Override
public void MainLoopUpdate() {
this.render();
}
public void setTitle(String string) {
GLFW.glfwSetWindowTitle(window, string);
}
}