Init GUI #1
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@@ -22,15 +22,15 @@ public class DefaultRenderer implements Renderer {
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public void init() {
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log.info("Initializing renderer");
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shaderManager
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.createShader("default", "/shaders/default.vs", "/shaders/default.fs")
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.selectShader("default")
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.createUniform(UniformName.UNI_VIEW_MODEL_MATRIX)
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.createUniform(UniformName.UNI_PROJECTION_MATRIX)
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.createUniform(UniformName.UNI_OBJECT_COLOR)
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.createUniform(UniformName.UNI_HAS_OBJECT_TEXTURE)
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.createUniform(UniformName.UNI_TEXTURE_SAMPLER)
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.createUniform(UniformName.UNI_SPRITE_SIZE)
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.createUniform(UniformName.UNI_SPRITE_POSITION);
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.createShader("default", "/shaders/default.vs", "/shaders/default.fs")
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.selectShader("default")
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.createUniform(UniformName.UNI_VIEW_MODEL_MATRIX)
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.createUniform(UniformName.UNI_PROJECTION_MATRIX)
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.createUniform(UniformName.UNI_OBJECT_COLOR)
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.createUniform(UniformName.UNI_HAS_OBJECT_TEXTURE)
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.createUniform(UniformName.UNI_TEXTURE_SAMPLER)
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.createUniform(UniformName.UNI_SPRITE_SIZE)
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.createUniform(UniformName.UNI_SPRITE_POSITION);
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}
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@Override
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@@ -51,7 +51,7 @@ public class DefaultRenderer implements Renderer {
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}
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private void clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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private void updateViewport(Screen screen) {
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@@ -97,6 +97,9 @@ public class GLFWScreen implements Screen {
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// Make the OpenGL context current
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glfwMakeContextCurrent(windowHandle);
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// Enable antialiasing
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glfwWindowHint(GLFW_SAMPLES, 4);
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// Enable V-Sync
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// glfwSwapInterval(1);
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@@ -109,6 +112,9 @@ public class GLFWScreen implements Screen {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Required by GUI
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glEnable(GL_STENCIL_TEST);
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// Set the clear color
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clear(0.0f, 0.0f, 0.0f, 0.0f);
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}
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