Detatch client logic from opengl/openal calls
This commit is contained in:
parent
b167062585
commit
2fd8e77a2a
@ -30,7 +30,7 @@ public class ControlCallback implements GLFWKeyCallbackI {
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}
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/**
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* !!!WARNING!!!, will silently fail if
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* !!!WARNING!!!, will silently fail if opengl elementsn ot defined or keycode is outside of key value array size or is not in main rendering thread
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* @param keycode
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* @return
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*/
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@ -1167,14 +1167,14 @@ public class ControlHandler {
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public void runHandlers(List<Control> controls){
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//construct mouse event
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glfwGetCursorPos(Globals.window, mouse_X_Buffer, mouse_Y_Buffer);
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xpos = mouse_X_Buffer[0];
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ypos = mouse_Y_Buffer[0];
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//Fills the buffer
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getMousePositionInBuffer();
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float xoffset = (float) (xpos - mouse_lastX);
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float yoffset = (float) (mouse_lastY - ypos);
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mouse_lastX = (float) xpos;
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mouse_lastY = (float) ypos;
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MouseEvent currentMouseEvent = new MouseEvent((int)xpos,(int)ypos,(int)mouse_lastX,(int)mouse_lastY,(int)xoffset,(int)yoffset,Globals.mouseCallback.getButton(GLFW_MOUSE_BUTTON_1),Globals.mouseCallback.getButton(GLFW_MOUSE_BUTTON_2));
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MouseEvent currentMouseEvent = new MouseEvent((int)xpos,(int)ypos,(int)mouse_lastX,(int)mouse_lastY,(int)xoffset,(int)yoffset,getButton1Raw(),getButton2Raw());
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boolean mouseMoveEvent = xoffset != 0 || yoffset != 0;
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@ -1237,6 +1237,31 @@ public class ControlHandler {
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}
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}
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}
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void getMousePositionInBuffer(){
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//only if not headless, gather position
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if(!Globals.HEADLESS){
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glfwGetCursorPos(Globals.window, mouse_X_Buffer, mouse_Y_Buffer);
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xpos = mouse_X_Buffer[0];
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ypos = mouse_Y_Buffer[0];
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}
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}
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boolean getButton1Raw(){
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if(Globals.HEADLESS){
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return false;
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} else {
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return Globals.mouseCallback.getButton(GLFW_MOUSE_BUTTON_1);
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}
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}
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boolean getButton2Raw(){
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if(Globals.HEADLESS){
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return false;
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} else {
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return Globals.mouseCallback.getButton(GLFW_MOUSE_BUTTON_2);
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}
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}
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public Control getControl(String controlName){
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return controls.get(controlName);
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@ -23,7 +23,7 @@ public class MouseCallback extends GLFWMouseButtonCallback {
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}
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/**
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* !!!WARNING!!!, will silently fail if
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* !!!WARNING!!!, will silently fail if opengl elementsn ot defined or keycode is outside of key value array size or is not in main rendering thread
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* @param keycode
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* @return
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*/
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@ -113,8 +113,8 @@ public class Globals {
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//
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public static ControlHandler controlHandler;
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public static boolean updateCamera = true;
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public static ControlCallback controlCallback;
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public static MouseCallback mouseCallback;
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public static ControlCallback controlCallback = new ControlCallback();
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public static MouseCallback mouseCallback = new MouseCallback();
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//
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@ -264,11 +264,11 @@ public class Main {
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}
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if(Globals.RUN_CLIENT){
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if(Globals.RUN_CLIENT && !Globals.HEADLESS){
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Globals.renderingEngine.drawScreen();
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}
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if(Globals.ENGINE_SHUTDOWN_FLAG || (Globals.RUN_CLIENT && glfwWindowShouldClose(Globals.window))){
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if(Globals.ENGINE_SHUTDOWN_FLAG || (!Globals.HEADLESS && Globals.RUN_CLIENT && glfwWindowShouldClose(Globals.window))){
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running = false;
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}
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@ -289,7 +289,7 @@ public class Main {
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// S H U T D O W N
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//
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//Terminate the program.
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if(Globals.RUN_CLIENT){
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if(!Globals.HEADLESS && Globals.RUN_CLIENT){
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glfwTerminate();
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}
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//used to signal threads to stop
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@ -299,7 +299,7 @@ public class Main {
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Globals.serverThread.interrupt();
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}
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//shut down audio engine
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if(Globals.RUN_CLIENT){
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if(!Globals.HEADLESS && Globals.RUN_CLIENT){
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Globals.audioEngine.shutdown();
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}
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}
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@ -113,8 +113,11 @@ public class Mesh {
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//
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// VAO
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//
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rVal.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(rVal.vertexArrayObject);
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//Check for headless to not call gl functions when not running with gpu
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if(!Globals.HEADLESS){
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rVal.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(rVal.vertexArrayObject);
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}
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@ -370,19 +373,20 @@ public class Mesh {
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boneIndexDataBuffer.flip();
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boneWeightDataBuffer.flip();
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rVal.boneWeightBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, rVal.boneWeightBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, boneWeightDataBuffer, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(2);
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rVal.boneIndexBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, rVal.boneIndexBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, boneIndexDataBuffer, GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(3);
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if(!Globals.HEADLESS){
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rVal.boneWeightBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, rVal.boneWeightBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, boneWeightDataBuffer, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(2);
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rVal.boneIndexBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, rVal.boneIndexBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, boneIndexDataBuffer, GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(3);
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}
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} else {
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rVal.hasBones = false;
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}
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@ -397,8 +401,9 @@ public class Mesh {
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rVal.shader = ShaderProgram.smart_assemble_shader(has_bones, apply_lighting);
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if(!Globals.HEADLESS){
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rVal.shader = ShaderProgram.smart_assemble_shader(has_bones, apply_lighting);
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}
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@ -414,8 +419,9 @@ public class Mesh {
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glBindVertexArray(0);
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if(!Globals.HEADLESS){
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glBindVertexArray(0);
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}
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@ -435,58 +441,72 @@ public class Mesh {
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public void buffer_vertices(FloatBuffer verticies, int vertexDimension){
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vertexBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, verticies, GL_STATIC_DRAW);
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glVertexAttribPointer(0, vertexDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(0);
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if(!Globals.HEADLESS){
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vertexBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, verticies, GL_STATIC_DRAW);
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glVertexAttribPointer(0, vertexDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(0);
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}
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}
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public void buffer_normals(FloatBuffer normals, int normalDimension){
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normalBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
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glVertexAttribPointer(1, normalDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(1);
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if(!Globals.HEADLESS){
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normalBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
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glVertexAttribPointer(1, normalDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(1);
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}
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}
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public void buffer_faces(IntBuffer faces){
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elementArrayBuffer = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
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GL15.glBufferData(GL_ELEMENT_ARRAY_BUFFER, faces, GL_STATIC_DRAW);
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elementCount = faces.capacity();
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if(!Globals.HEADLESS){
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elementArrayBuffer = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
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GL15.glBufferData(GL_ELEMENT_ARRAY_BUFFER, faces, GL_STATIC_DRAW);
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elementCount = faces.capacity();
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}
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}
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public void buffer_texture_coords(FloatBuffer coords, int textureDimension){
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textureCoordBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, textureCoordBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, coords, GL_STATIC_DRAW);
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glVertexAttribPointer(4, textureDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(4);
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if(!Globals.HEADLESS){
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textureCoordBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, textureCoordBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, coords, GL_STATIC_DRAW);
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glVertexAttribPointer(4, textureDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(4);
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}
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}
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public void bufferCustomFloatAttribArray(FloatBuffer buffer, int bufferDimension, int attribIndex){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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if(!Globals.HEADLESS){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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}
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public void bufferCustomIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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if(!Globals.HEADLESS){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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}
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public void bufferCustomUIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_UNSIGNED_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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if(!Globals.HEADLESS){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_UNSIGNED_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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}
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public void setTextureMask(ActorTextureMask textureMask){
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@ -231,12 +231,13 @@ public class RenderingEngine {
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Globals.WINDOW_WIDTH = bufferWidth;
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Globals.WINDOW_HEIGHT = bufferHeight;
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//
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// Attack controls callbacks
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//
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//set key callback
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Globals.controlCallback = new ControlCallback();
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GLFW.glfwSetKeyCallback(Globals.window, Globals.controlCallback);
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//set mouse callback
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Globals.mouseCallback = new MouseCallback();
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GLFW.glfwSetMouseButtonCallback(Globals.window, Globals.mouseCallback);
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//get title bar dimensions
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@ -5,6 +5,7 @@
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*/
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package electrosphere.renderer.texture;
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import electrosphere.engine.Globals;
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import electrosphere.engine.Main;
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import electrosphere.util.FileUtils;
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import java.awt.Color;
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@ -42,93 +43,95 @@ public class Texture {
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public Texture(String path){
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this.path = path;
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//generate the texture object on gpu
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texturePointer = glGenTextures();
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//bind the new texture
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glBindTexture(GL_TEXTURE_2D, texturePointer);
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//how are we gonna wrap the texture??
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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//set the border color to black
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float borderColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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//set magnification and minification operation sampling strategies
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//load the image here
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ByteBuffer data;
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width = 1;
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height = 1;
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try {
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BufferedImage image_data = ImageIO.read(FileUtils.getAssetFile(path));
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if (
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image_data.getType() == BufferedImage.TYPE_3BYTE_BGR ||
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image_data.getType() == BufferedImage.TYPE_INT_RGB
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){
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hasTransparency = false;
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} else if(
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image_data.getType() == BufferedImage.TYPE_4BYTE_ABGR ||
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image_data.getType() == BufferedImage.TYPE_INT_ARGB
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){
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hasTransparency = true;
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}
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width = image_data.getWidth();
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height = image_data.getHeight();
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if(hasTransparency){
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data = BufferUtils.createByteBuffer(width * height * 4);
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} else {
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data = BufferUtils.createByteBuffer(width * height * 3);
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}
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/*
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imgBuffer = BufferUtils.createByteBuffer(4 * dimX * dimY);
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for(int x = 0; x < dimX; x++){
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for(int y = 0; y < dimY; y++){
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Color temp = new Color(image_data.getRGB(x, y));
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data.put((byte)(temp.getRed());
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data.put((byte)(temp.getGreen());
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data.put((byte)(temp.getBlue());
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data.put((byte)(temp.getAlpha());
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if(!Globals.HEADLESS){
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//generate the texture object on gpu
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texturePointer = glGenTextures();
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//bind the new texture
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glBindTexture(GL_TEXTURE_2D, texturePointer);
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//how are we gonna wrap the texture??
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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//set the border color to black
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float borderColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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//set magnification and minification operation sampling strategies
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//load the image here
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ByteBuffer data;
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width = 1;
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height = 1;
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try {
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BufferedImage image_data = ImageIO.read(FileUtils.getAssetFile(path));
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if (
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image_data.getType() == BufferedImage.TYPE_3BYTE_BGR ||
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image_data.getType() == BufferedImage.TYPE_INT_RGB
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){
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hasTransparency = false;
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} else if(
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image_data.getType() == BufferedImage.TYPE_4BYTE_ABGR ||
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image_data.getType() == BufferedImage.TYPE_INT_ARGB
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){
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hasTransparency = true;
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}
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}
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imgBuffer.flip();
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*/
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for(int y = height - 1; y > -1; y--){
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for(int x = 0; x < width; x++){
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Color temp = new Color(image_data.getRGB(x, y), true);
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data.put((byte)temp.getRed());
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data.put((byte)temp.getGreen());
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data.put((byte)temp.getBlue());
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if(hasTransparency){
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data.put((byte)temp.getAlpha());
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width = image_data.getWidth();
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height = image_data.getHeight();
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if(hasTransparency){
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data = BufferUtils.createByteBuffer(width * height * 4);
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} else {
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data = BufferUtils.createByteBuffer(width * height * 3);
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}
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/*
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imgBuffer = BufferUtils.createByteBuffer(4 * dimX * dimY);
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for(int x = 0; x < dimX; x++){
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for(int y = 0; y < dimY; y++){
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Color temp = new Color(image_data.getRGB(x, y));
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data.put((byte)(temp.getRed());
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data.put((byte)(temp.getGreen());
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data.put((byte)(temp.getBlue());
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data.put((byte)(temp.getAlpha());
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}
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// data[x * y * 3 + 0] = temp.getRed();
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// data[x * y * 3 + 1] = temp.getGreen();
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// data[x * y * 3 + 2] = temp.getBlue();
|
||||
}
|
||||
imgBuffer.flip();
|
||||
*/
|
||||
for(int y = height - 1; y > -1; y--){
|
||||
for(int x = 0; x < width; x++){
|
||||
Color temp = new Color(image_data.getRGB(x, y), true);
|
||||
|
||||
data.put((byte)temp.getRed());
|
||||
data.put((byte)temp.getGreen());
|
||||
data.put((byte)temp.getBlue());
|
||||
if(hasTransparency){
|
||||
data.put((byte)temp.getAlpha());
|
||||
}
|
||||
// data[x * y * 3 + 0] = temp.getRed();
|
||||
// data[x * y * 3 + 1] = temp.getGreen();
|
||||
// data[x * y * 3 + 2] = temp.getBlue();
|
||||
}
|
||||
}
|
||||
} catch (IOException ex) {
|
||||
ex.printStackTrace();
|
||||
hasTransparency = false;
|
||||
data = BufferUtils.createByteBuffer(3);
|
||||
data.put((byte)0);
|
||||
data.put((byte)0);
|
||||
data.put((byte)0);
|
||||
}
|
||||
} catch (IOException ex) {
|
||||
ex.printStackTrace();
|
||||
hasTransparency = false;
|
||||
data = BufferUtils.createByteBuffer(3);
|
||||
data.put((byte)0);
|
||||
data.put((byte)0);
|
||||
data.put((byte)0);
|
||||
data.flip();
|
||||
//call if width != height so opengl figures out how to unpack it properly
|
||||
if(width != height){
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
}
|
||||
//buffer the texture information
|
||||
if(hasTransparency){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
} else {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
//OPTIONAL free the original image data now that it's on the gpu
|
||||
// System.gc();
|
||||
}
|
||||
data.flip();
|
||||
//call if width != height so opengl figures out how to unpack it properly
|
||||
if(width != height){
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
}
|
||||
//buffer the texture information
|
||||
if(hasTransparency){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
} else {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
//OPTIONAL free the original image data now that it's on the gpu
|
||||
System.gc();
|
||||
}
|
||||
|
||||
public void bind(){
|
||||
|
||||
@ -15,7 +15,7 @@ public class SpawningCreaturesTest {
|
||||
@Before
|
||||
public void initEngine(){
|
||||
System.out.println("[Test] Spawn many creatures");
|
||||
Globals.RUN_CLIENT = false;
|
||||
Globals.RUN_CLIENT = true;
|
||||
Globals.RUN_SERVER = true;
|
||||
Globals.HEADLESS = true;
|
||||
NetUtils.setPort(0);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user