FaderShader class and SplashScene logic

This commit is contained in:
2025-10-25 03:21:09 +01:00
parent 0e66f20423
commit dc50ee48c2
4 changed files with 88 additions and 33 deletions

View File

@@ -0,0 +1,58 @@
package org.hirw.game;
import static org.lwjgl.opengl.GL20.*;
import lombok.Getter;
import lombok.Setter;
import org.hirw.game.util.Log;
import org.hirw.game.util.Time;
public class FaderShader extends Shader {
private static final String FADER_SHADER_FRAG_PATH = "assets/shaders/fader.frag.glsl";
private static final float DEFAULT_ALPHA_INCREASE_STEP = 1.0f / 3;
private final float INITIAL_ALPHA = 0.0f;
@Getter private final float alphaIncreaseStep;
@Getter @Setter private float alpha;
@Getter @Setter private int alphaUniformLocation;
public FaderShader(float alphaIncreaseStep) {
super(FADER_SHADER_FRAG_PATH, DEFAULT_VERT_PATH);
this.alpha = INITIAL_ALPHA;
this.alphaIncreaseStep = alphaIncreaseStep;
}
public FaderShader() {
this(DEFAULT_ALPHA_INCREASE_STEP);
}
public void init() {
super.init();
findAlphaUniformLocation();
}
public void update() {
super.update();
increaseAlpha();
}
private void findAlphaUniformLocation() {
int location = glGetUniformLocation(getShaderProgramID(), "u_alpha");
if (location == -1) {
Log.warning("FaderShader", "Failed to get 'u_alpha' uniform location, trying to continue...");
} else {
setAlphaUniformLocation(location);
}
}
private void increaseAlpha() {
if (getAlphaUniformLocation() == -1) return;
if (getAlpha() >= 1.0f) return;
setAlpha(getAlpha() + (getAlphaIncreaseStep() * Time.deltaTime()));
glUseProgram(getShaderProgramID());
glUniform1f(getAlphaUniformLocation(), getAlpha());
glUseProgram(0);
}
}

View File

@@ -26,8 +26,8 @@ public class Shader {
ShaderType.FRAG, GL_FRAGMENT_SHADER, ShaderType.FRAG, GL_FRAGMENT_SHADER,
ShaderType.VERT, GL_VERTEX_SHADER)); ShaderType.VERT, GL_VERTEX_SHADER));
private static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl"; protected static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl";
private static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl"; protected static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl";
@Getter private String vertexSource; @Getter private String vertexSource;
@Getter private String fragmentSource; @Getter private String fragmentSource;
@@ -58,6 +58,8 @@ public class Shader {
glUseProgram(0); glUseProgram(0);
} }
public void update() {}
private void compileShader(ShaderType shaderType) { private void compileShader(ShaderType shaderType) {
int shaderID = glCreateShader(SHADERS.get(shaderType)); int shaderID = glCreateShader(SHADERS.get(shaderType));

View File

@@ -1,53 +1,45 @@
package org.hirw.game; package org.hirw.game;
import static org.lwjgl.opengl.GL11.*;
import java.util.Objects;
import lombok.Getter; import lombok.Getter;
import lombok.Setter; import lombok.Setter;
import org.hirw.game.util.Time;
public class SplashScene extends Scene { public class SplashScene extends Scene {
@Getter public final SceneType SCENE_TYPE = SceneType.SPLASH; @Getter public final SceneType SCENE_TYPE = SceneType.SPLASH;
private final float INITIAL_BRIGHTNESS = 0.0f;
private final float FADE_RATE = 0.5f;
private float brightness;
@Getter @Setter private Mesh screenCover; @Getter @Setter private Mesh screenCover;
@Getter @Setter private FaderShader screenCoverFaderShader;
public SplashScene() { public SplashScene() {
this.brightness = INITIAL_BRIGHTNESS; super(SceneType.SPLASH);
} }
public void init() { public void init() {
Shader faderShader = new Shader(); createScreenCover();
faderShader.init();
Mesh screenCover = new Mesh(faderShader);
screenCover.init();
setScreenCover(screenCover);
} }
public void update() { public void update() {
if (Objects.isNull(Window.get().getGlfwWindow())) { getScreenCoverFaderShader().update();
return; getScreenCover().draw();
} }
screenCover.draw(); private void createScreenCover() {
FaderShader faderShader = new FaderShader();
fadeIn(); faderShader.init();
Mesh screenCover = new Mesh(faderShader, screenCoverRectVertices, screenCoverRectElements);
screenCover.init();
setScreenCoverFaderShader(faderShader);
setScreenCover(screenCover);
} }
private void fadeIn() { private static final float[] screenCoverRectVertices = {
glClearColor(this.brightness, this.brightness, this.brightness, 0.0f); 1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 1.0f,
final float fadeAmount = FADE_RATE * Time.deltaTime(); -1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
this.brightness += fadeAmount;
}
private static final float[] screenCoverRect = {
1.0f, -0.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
-0.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
}; };
private static final int[] screenCoverRectElements = {
2, 1, 0,
0, 1, 3
};
} }

View File

@@ -74,7 +74,11 @@ public class Window {
glfwShowWindow(glfwWindow); glfwShowWindow(glfwWindow);
GL.createCapabilities(); GL.createCapabilities();
glClearColor(0.0f, 0.0f, 2.0f, 0.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
} }
private void createShader() { private void createShader() {
@@ -87,15 +91,14 @@ public class Window {
Mesh mesh = new Mesh(getShader()); Mesh mesh = new Mesh(getShader());
setMesh(mesh); setMesh(mesh);
mesh.init(); mesh.init();
mesh.log();
} }
private void loop() { private void loop() {
while (!glfwWindowShouldClose(glfwWindow)) { while (!glfwWindowShouldClose(glfwWindow)) {
Time.update(); Time.update();
SceneManager.update();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
getMesh().draw(); getMesh().draw();
SceneManager.update();
glfwSwapBuffers(glfwWindow); glfwSwapBuffers(glfwWindow);
glfwPollEvents(); glfwPollEvents();
} }