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https://github.com/curioustorvald/Terrarum.git
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Former-commit-id: 3ada71215d9291760704a982cc3952061dbc7afe Former-commit-id: ca1495e668e88bc7214429472ad918621a650189
100 lines
3.0 KiB
Kotlin
100 lines
3.0 KiB
Kotlin
package net.torvald.terrarum
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import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TEST_SHADER
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import org.lwjgl.opengl.*
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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import org.newdawn.slick.Image
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import org.newdawn.slick.opengl.renderer.SGL
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import org.newdawn.slick.state.BasicGameState
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import org.newdawn.slick.state.StateBasedGame
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import shader.Shader
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import org.lwjgl.opengl.GL11
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import org.lwjgl.opengl.ARBShaderObjects
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import com.sun.xml.internal.ws.streaming.XMLStreamReaderUtil.close
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import jdk.nashorn.internal.runtime.ScriptingFunctions.readLine
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import net.torvald.terrarum.gameworld.fmod
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import org.newdawn.slick.Color
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import org.newdawn.slick.opengl.TextureImpl
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import java.io.InputStreamReader
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import java.io.BufferedReader
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import java.io.File
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import java.io.FileInputStream
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/**
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* Created by SKYHi14 on 2017-01-23.
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*/
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class StateShaderTest : BasicGameState() {
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override fun getID() = STATE_ID_TEST_SHADER
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override fun init(container: GameContainer?, game: StateBasedGame?) {
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}
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private lateinit var shaderTest: Shader
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private lateinit var testImage: Image
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override fun enter(container: GameContainer?, game: StateBasedGame?) {
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shaderTest = Shader.makeShader("./assets/test.vert", "./assets/test.frag")
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testImage = Image("./assets/test_texture.tga")
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//testImage = Image("./logo_repository.png")
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}
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override fun update(container: GameContainer?, game: StateBasedGame?, delta: Int) {
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Terrarum.appgc.setTitle("${Terrarum.NAME} — F: ${Terrarum.appgc.fps}")
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}
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override fun render(container: GameContainer?, game: StateBasedGame?, g: Graphics?) {
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val x = 10f
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val y = 10f
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val width = testImage.width
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val height = testImage.height
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val textureWidth = testImage.textureWidth
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val textureHeight = testImage.textureHeight
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val textureOffsetX = testImage.textureOffsetX
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val textureOffsetY = testImage.textureOffsetY
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT)
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// bind texture
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// glBegin(SGL.GL_QUADS)
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// do shader
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// glEnd()
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//testImage.bind()
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GL11.glBegin(GL11.GL_QUADS)
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//GL20.glUseProgram(0)
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shaderTest.startShader()
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//GL13.glActiveTexture(testImage.texture.textureID)
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//GL11.glBindTexture(GL13.GL_TEXTURE0, testImage.texture.textureID)
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//testImage.bind()
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shaderTest.setUniformIntVariable("u_texture", 0)
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/*GL11.glTexCoord2f(textureOffsetX, textureOffsetY)
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GL11.glVertex3f(x, y, 0f)
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GL11.glTexCoord2f(textureOffsetX, textureOffsetY + textureHeight)
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GL11.glVertex3f(x, y + height, 0f)
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GL11.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY + textureHeight)
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GL11.glVertex3f(x + width, y + height, 0f)
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GL11.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY)
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GL11.glVertex3f(x + width, y, 0f)*/
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g!!.color = Color.orange
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g!!.fillRect(10f, 10f, 512f, 512f)
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GL20.glUseProgram(0)
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GL11.glEnd()
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}
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} |