/** * Copyright 2014 Jason Sorensen (sorensenj@smert.net) * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. */ package net.smert.frameworkgl.examples.gl1vertexarray; import net.smert.frameworkgl.Fw; import net.smert.frameworkgl.Screen; import net.smert.frameworkgl.examples.common.CubeMeshForQuads; import net.smert.frameworkgl.examples.common.CubeMeshForQuadsWithPerVertexColors; import net.smert.frameworkgl.examples.common.CubeMeshForTriangles; import net.smert.frameworkgl.helpers.Keyboard; import net.smert.frameworkgl.opengl.GL; import net.smert.frameworkgl.opengl.camera.LegacyCamera; import net.smert.frameworkgl.opengl.camera.LegacyCameraController; import net.smert.frameworkgl.opengl.constants.GetString; import net.smert.frameworkgl.opengl.mesh.Mesh; import net.smert.frameworkgl.opengl.renderable.AbstractRenderable; import net.smert.frameworkgl.utils.FpsTimer; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * * @author Jason Sorensen <sorensenj@smert.net> */ public class VertexArray extends Screen { private final static Logger log = LoggerFactory.getLogger(VertexArray.class); private AbstractRenderable renderableQuads; private AbstractRenderable renderableQuadsWithPerVertexColors; private AbstractRenderable renderableTriangles; private FpsTimer fpsTimer; private LegacyCamera camera; private LegacyCameraController cameraController; private Mesh meshQuads; private Mesh meshQuadsWithPerVertexColors; private Mesh meshTriangles; public VertexArray(String[] args) { } private void handleInput() { if (Fw.input.isKeyDown(Keyboard.ESCAPE)) { Fw.app.stopRunning(); } cameraController.update(); } @Override public void destroy() { renderableQuads.destroy(); renderableQuadsWithPerVertexColors.destroy(); renderableTriangles.destroy(); Fw.input.removeInputProcessor(cameraController); Fw.input.releaseMouseCursor(); } @Override public void init() { // Create timer fpsTimer = new FpsTimer(); // Setup camera and controller camera = GL.cameraFactory.createLegacyCamera(); camera.setPerspectiveProjection( 70f, (float) Fw.config.getCurrentWidth() / (float) Fw.config.getCurrentHeight(), .05f, 128f); camera.setPosition(0f, 0f, 5f); cameraController = GL.cameraFactory.createLegacyCameraController(); cameraController.setCamera(camera); // Create meshes meshQuads = new CubeMeshForQuads(); meshQuadsWithPerVertexColors = new CubeMeshForQuadsWithPerVertexColors(); meshTriangles = new CubeMeshForTriangles(); // Create vertex array renderables renderableQuads = Fw.graphics.createArrayRenderable(); renderableQuads.create(meshQuads); renderableQuadsWithPerVertexColors = Fw.graphics.createArrayRenderable(); renderableQuadsWithPerVertexColors.create(meshQuadsWithPerVertexColors); renderableTriangles = Fw.graphics.createArrayRenderable(); renderableTriangles.create(meshTriangles); // OpenGL settings GL.o1.enableCulling(); GL.o1.cullBackFaces(); GL.o1.enableDepthTest(); GL.o1.setDepthFuncLess(); GL.o1.enableDepthMask(); GL.o1.setClearDepth(1f); GL.o1.clear(); log.info("OpenGL version: " + GL.o1.getString(GetString.VERSION)); // Add camera controller to input Fw.input.addInputProcessor(cameraController); Fw.input.grabMouseCursor(); } @Override public void pause() { } @Override public void render() { fpsTimer.update(); if (Fw.timer.isGameTick()) { // Do nothing } if (Fw.timer.isRenderTick()) { handleInput(); // Clear screen GL.o1.clear(); // Update camera camera.updateOpenGL(); // Render directly Fw.graphics.render(renderableTriangles, -2f, 0f, 0f); Fw.graphics.render(renderableQuads, 2f, 0f, 0f); Fw.graphics.render(renderableQuadsWithPerVertexColors, 0f, 2f, 0f); } } @Override public void resize(int width, int height) { GL.o1.setViewport(0, 0, width, height); } @Override public void resume() { } }