/*
* Copyright (c) 2013, Oskar Veerhoek
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those
* of the authors and should not be interpreted as representing official policies,
* either expressed or implied, of the FreeBSD Project.
*/
package future;
import de.matthiasmann.twl.utils.PNGDecoder;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import static org.lwjgl.opengl.ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB;
import static org.lwjgl.opengl.GL11.*;
/**
* A 2D program that gives the illusion of depth.
*
* @author Oskar Veerhoek
*/
public class Background2D {
private static int staticBackgroundTextureID;
private static int staticBackgroundTextureDisplayList;
private static int directBackgroundTextureID;
private static int directBackgroundTextureDisplayList;
private static int semiBackgroundTextureID;
private static int semiBackgroundTextureDisplayList;
private static final float speed = 1.5f;
private static final float[] cameraPosition = {0, 0};
private static final String DIRECT_BACKGROUND_LOCATION = "res/images/direct_background.png";
private static final String SEMI_BACKGROUND_LOCATION = "res/images/semi_background.png";
private static final String STATIC_BACKGROUND_LOCATION = "res/images/static_background.png";
private static final String WINDOW_TITLE = "2D Backgrounds!";
private static final int[] WINDOW_DIMENSIONS = {640, 480};
private static void render() {
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, staticBackgroundTextureID);
glCallList(staticBackgroundTextureDisplayList);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, semiBackgroundTextureID);
glPushMatrix();
glTranslatef(-cameraPosition[0] * 0.334f, 0, 0);
glCallList(semiBackgroundTextureDisplayList);
glPopMatrix();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, directBackgroundTextureID);
glPushMatrix();
glTranslatef(-cameraPosition[0], -cameraPosition[1], 0);
glCallList(directBackgroundTextureDisplayList);
glPopMatrix();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
private static void logic() {
// Add logic code here
}
private static void input() {
if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
if (cameraPosition[0] + speed + 640 < 2560) {
cameraPosition[0] += speed;
}
}
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
if (cameraPosition[0] - speed > 0) {
cameraPosition[0] -= speed;
}
}
}
private static void cleanUp(boolean asCrash) {
glDeleteLists(staticBackgroundTextureDisplayList, 1);
glDeleteLists(directBackgroundTextureDisplayList, 1);
glDeleteLists(semiBackgroundTextureDisplayList, 1);
glDeleteTextures(semiBackgroundTextureID);
glDeleteTextures(directBackgroundTextureID);
glDeleteTextures(staticBackgroundTextureID);
Display.destroy();
System.exit(asCrash ? 1 : 0);
}
private static void setUpMatrices() {
glMatrixMode(GL_PROJECTION);
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
}
private static void setUpTextures() {
staticBackgroundTextureID = glLoadTextureLinear(STATIC_BACKGROUND_LOCATION);
staticBackgroundTextureDisplayList = glGenLists(1);
glNewList(staticBackgroundTextureDisplayList, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(0, 480);
glVertex2i(0, 480);
glTexCoord2f(640, 480);
glVertex2i(640, 480);
glTexCoord2f(640, 0);
glVertex2i(640, 0);
glEnd();
glEndList();
directBackgroundTextureID = glLoadTextureLinear(DIRECT_BACKGROUND_LOCATION);
directBackgroundTextureDisplayList = glGenLists(1);
glNewList(directBackgroundTextureDisplayList, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(0, 480);
glVertex2i(0, 480);
glTexCoord2f(2560, 480);
glVertex2i(2560, 480);
glTexCoord2f(2560, 0);
glVertex2i(2560, 0);
glEnd();
glEndList();
semiBackgroundTextureID = glLoadTextureLinear(SEMI_BACKGROUND_LOCATION);
semiBackgroundTextureDisplayList = glGenLists(1);
glNewList(semiBackgroundTextureDisplayList, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(0, 480);
glVertex2i(0, 480);
glTexCoord2f(1280, 480);
glVertex2i(1280, 480);
glTexCoord2f(1280, 0);
glVertex2i(1280, 0);
glEnd();
glEndList();
}
private static void setUpStates() {
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
private static void update() {
Display.update();
Display.sync(60);
}
private static void enterGameLoop() {
while (!Display.isCloseRequested()) {
render();
logic();
input();
update();
}
}
private static void setUpDisplay() {
try {
Display.setDisplayMode(new DisplayMode(WINDOW_DIMENSIONS[0], WINDOW_DIMENSIONS[1]));
Display.setTitle(WINDOW_TITLE);
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
cleanUp(true);
}
}
public static void main(String[] args) {
setUpDisplay();
setUpTextures();
setUpStates();
setUpMatrices();
enterGameLoop();
cleanUp(false);
}
private static int glLoadTextureLinear(String location) {
int texture = glGenTextures();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
{
InputStream in = null;
try {
in = new FileInputStream(location);
PNGDecoder decoder = new PNGDecoder(in);
ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight());
decoder.decode(buffer, decoder.getWidth() * 4, PNGDecoder.Format.RGBA);
buffer.flip();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
} catch (FileNotFoundException ex) {
ex.printStackTrace();
System.err.println("Failed to find the texture file.");
cleanUp(true);
} catch (IOException ex) {
ex.printStackTrace();
System.err.println("Failed to load the texture files.");
cleanUp(true);
} finally {
if (in != null) {
try {
in.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
return texture;
}
}