FaderShader class and SplashScene logic
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58
src/main/java/org/hirw/game/FaderShader.java
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58
src/main/java/org/hirw/game/FaderShader.java
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@@ -0,0 +1,58 @@
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package org.hirw.game;
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import static org.lwjgl.opengl.GL20.*;
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import lombok.Getter;
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import lombok.Setter;
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import org.hirw.game.util.Log;
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import org.hirw.game.util.Time;
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public class FaderShader extends Shader {
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private static final String FADER_SHADER_FRAG_PATH = "assets/shaders/fader.frag.glsl";
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private static final float DEFAULT_ALPHA_INCREASE_STEP = 1.0f / 3;
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private final float INITIAL_ALPHA = 0.0f;
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@Getter private final float alphaIncreaseStep;
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@Getter @Setter private float alpha;
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@Getter @Setter private int alphaUniformLocation;
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public FaderShader(float alphaIncreaseStep) {
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super(FADER_SHADER_FRAG_PATH, DEFAULT_VERT_PATH);
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this.alpha = INITIAL_ALPHA;
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this.alphaIncreaseStep = alphaIncreaseStep;
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}
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public FaderShader() {
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this(DEFAULT_ALPHA_INCREASE_STEP);
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}
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public void init() {
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super.init();
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findAlphaUniformLocation();
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}
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public void update() {
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super.update();
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increaseAlpha();
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}
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private void findAlphaUniformLocation() {
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int location = glGetUniformLocation(getShaderProgramID(), "u_alpha");
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if (location == -1) {
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Log.warning("FaderShader", "Failed to get 'u_alpha' uniform location, trying to continue...");
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} else {
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setAlphaUniformLocation(location);
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}
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}
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private void increaseAlpha() {
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if (getAlphaUniformLocation() == -1) return;
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if (getAlpha() >= 1.0f) return;
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setAlpha(getAlpha() + (getAlphaIncreaseStep() * Time.deltaTime()));
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glUseProgram(getShaderProgramID());
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glUniform1f(getAlphaUniformLocation(), getAlpha());
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glUseProgram(0);
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}
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}
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@@ -26,8 +26,8 @@ public class Shader {
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ShaderType.FRAG, GL_FRAGMENT_SHADER,
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ShaderType.VERT, GL_VERTEX_SHADER));
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private static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl";
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private static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl";
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protected static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl";
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protected static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl";
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@Getter private String vertexSource;
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@Getter private String fragmentSource;
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@@ -58,6 +58,8 @@ public class Shader {
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glUseProgram(0);
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}
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public void update() {}
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private void compileShader(ShaderType shaderType) {
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int shaderID = glCreateShader(SHADERS.get(shaderType));
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@@ -1,53 +1,45 @@
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package org.hirw.game;
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import static org.lwjgl.opengl.GL11.*;
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import java.util.Objects;
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import lombok.Getter;
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import lombok.Setter;
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import org.hirw.game.util.Time;
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public class SplashScene extends Scene {
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@Getter public final SceneType SCENE_TYPE = SceneType.SPLASH;
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private final float INITIAL_BRIGHTNESS = 0.0f;
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private final float FADE_RATE = 0.5f;
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private float brightness;
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@Getter @Setter private Mesh screenCover;
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@Getter @Setter private FaderShader screenCoverFaderShader;
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public SplashScene() {
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this.brightness = INITIAL_BRIGHTNESS;
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super(SceneType.SPLASH);
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}
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public void init() {
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Shader faderShader = new Shader();
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faderShader.init();
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Mesh screenCover = new Mesh(faderShader);
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screenCover.init();
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setScreenCover(screenCover);
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createScreenCover();
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}
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public void update() {
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if (Objects.isNull(Window.get().getGlfwWindow())) {
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return;
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}
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screenCover.draw();
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fadeIn();
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getScreenCoverFaderShader().update();
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getScreenCover().draw();
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}
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private void fadeIn() {
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glClearColor(this.brightness, this.brightness, this.brightness, 0.0f);
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final float fadeAmount = FADE_RATE * Time.deltaTime();
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this.brightness += fadeAmount;
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private void createScreenCover() {
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FaderShader faderShader = new FaderShader();
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faderShader.init();
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Mesh screenCover = new Mesh(faderShader, screenCoverRectVertices, screenCoverRectElements);
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screenCover.init();
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setScreenCoverFaderShader(faderShader);
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setScreenCover(screenCover);
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}
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private static final float[] screenCoverRect = {
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1.0f, -0.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
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-0.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
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private static final float[] screenCoverRectVertices = {
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1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
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};
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private static final int[] screenCoverRectElements = {
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2, 1, 0,
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0, 1, 3
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};
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}
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@@ -74,7 +74,11 @@ public class Window {
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glfwShowWindow(glfwWindow);
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GL.createCapabilities();
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glClearColor(0.0f, 0.0f, 2.0f, 0.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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}
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private void createShader() {
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@@ -87,15 +91,14 @@ public class Window {
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Mesh mesh = new Mesh(getShader());
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setMesh(mesh);
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mesh.init();
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mesh.log();
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}
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private void loop() {
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while (!glfwWindowShouldClose(glfwWindow)) {
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Time.update();
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SceneManager.update();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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getMesh().draw();
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SceneManager.update();
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glfwSwapBuffers(glfwWindow);
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glfwPollEvents();
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}
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