ProjectZombie/src/projectzombie/display/DisplayRender.java

66 lines
2.0 KiB
Java
Executable File

package projectzombie.display;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glViewport;
import org.lwjgl.opengl.GL33;
import gl_engine.matrix.Matrix4;
import projectzombie.Main;
import projectzombie.entity.player.EntityPlayer;
import projectzombie.model.Model;
import projectzombie.world.chunk.ChunkEventHandler;
public class DisplayRender
{
public static void render(int w, int h)
{
// Setup GL and clear the colour
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, w, h);
GL33.glEnable(GL33.GL_DEPTH_TEST);
GL33.glUniform4f(Main.window.glsl_color, 1, 1, 1, 1);
GL33.glUniform2f(Main.window.glsl_tex_cut, 0, 0);
if(Main.menu.doGameRender)
{
if(ChunkEventHandler.loaded)
{
EntityPlayer player = Main.player;
Camera camera = new Camera();
Camera.camera = camera;
// Create the projection matrix
Matrix4 projection = Matrix4.projection((double)w / (double)h, 45, 0.1, 1000);
Matrix4 rotated = Matrix4.rotate(-camera.angle, 0, 1, 0);
// Process all the light sources
//DynamicLighting.update();
Main.window.environmentRenderer.use();
GL33.glUniformMatrix4fv(Main.window.glsl_camera, true, camera.getMatrix().getArray());
GL33.glUniformMatrix4fv(Main.window.glsl_projection, true, projection.getArray());
GL33.glUniformMatrix4fv(Main.window.glsl_rotated, true, rotated.getArray());
GL33.glUniform1i(Main.window.glsl_time, (int)((System.currentTimeMillis() / 10) % 1000));
// Render the world and the player
Main.world.render(camera);
player.chunk = Main.world.getLayer().getChunk(player.pos);
if(!Main.player.dead)
{
Model model = player.getModel();
model.setModel(Matrix4.translate(player.pos.x - 0.5, player.getHeight(), player.pos.y - 0.5));
model.render();
}
}
}
// Render the user interface
DisplayRenderUI.render();
}
}