[DEV] tutorial 24 'render GUI' implementation
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res/socuwan.png
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res/socuwan.png
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@ -5,6 +5,7 @@ import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import org.atriaSoft.etk.math.Vector2f;
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import org.atriaSoft.etk.math.Vector3f;
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import org.lwjgl.openvr.Texture;
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@ -12,6 +13,8 @@ import entities.Camera;
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import entities.Entity;
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import entities.Light;
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import entities.Player;
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import guis.GuiRenderer;
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import guis.GuiTexture;
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import models.RawModel;
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import models.TexturedModel;
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import renderEngine.DisplayManager;
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@ -111,15 +114,22 @@ public class MainGameLoop {
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Camera camera = new Camera(player);
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List<GuiTexture> guis = new ArrayList<GuiTexture>();
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GuiTexture gui = new GuiTexture(loader.loadTexture("socuwan"), new Vector2f(0.5f, 0.5f), new Vector2f(0.25f, 0.25f));
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guis.add(gui);
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GuiRenderer guiRenderer = new GuiRenderer(loader);
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MasterRenderer renderer = new MasterRenderer();
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manager.setDrawer(new DisplayManagerDraw() {
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@Override
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public void draw() {
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//entity.increasePosition(0.0f, 0, -0.01f);
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//entity.increaseRotation(0, 0, 0.01f);
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//entity.increaseRotation(0.01f, 0.02f, 0.0f);
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camera.move();
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player.move(terrain);
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camera.move();
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renderer.processTerrain(terrain);
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renderer.processEntity(player);
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for (Entity entity : entities) {
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@ -127,9 +137,11 @@ public class MainGameLoop {
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renderer.processEntity(entity);
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}
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renderer.render(light, camera);
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}
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guiRenderer.render(guis);
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}
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});
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manager.loop();
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guiRenderer.cleanUp();
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renderer.cleanUp();
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loader.cleanUp();
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manager.unInit();
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52
src/guis/GuiRenderer.java
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52
src/guis/GuiRenderer.java
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@ -0,0 +1,52 @@
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package guis;
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import java.util.List;
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import org.atriaSoft.etk.math.Matrix4f;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import models.RawModel;
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import renderEngine.Loader;
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import toolbox.Maths;
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public class GuiRenderer {
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private final RawModel quad;
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private GuiShader shader;
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public GuiRenderer(Loader loader) {
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float[] positions = {-1, 1, -1, -1, 1, 1, 1, -1};
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quad = loader.loadToVAO(positions);
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shader = new GuiShader();
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}
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public void render(List<GuiTexture> guis) {
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shader.start();
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//System.out.println("Render Gui " + guis.size());
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GL30.glBindVertexArray(quad.getVaoID());
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GL20.glEnableVertexAttribArray(0);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDisable(GL11.GL_DEPTH_TEST);
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for (GuiTexture gui: guis) {
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture());
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Matrix4f matrix = Maths.createTransformationMatrix(gui.getPosition(), gui.getScale());
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shader.loadTransformation(matrix);
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GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount());
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}
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL20.glDisableVertexAttribArray(0);
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GL30.glBindVertexArray(0);
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shader.stop();
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}
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public void cleanUp() {
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shader.cleanUp();
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}
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}
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35
src/guis/GuiShader.java
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35
src/guis/GuiShader.java
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@ -0,0 +1,35 @@
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package guis;
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import org.atriaSoft.etk.math.Matrix4f;
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import shaders.ShaderProgram;
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public class GuiShader extends ShaderProgram {
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private static final String VERTEX_FILE = "src/guis/guiVertexShader.txt";
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private static final String FRAGMENT_FILE = "src/guis/guiFragmentShader.txt";
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private int location_transformationMatrix;
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public GuiShader() {
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super(VERTEX_FILE, FRAGMENT_FILE);
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}
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public void loadTransformation(Matrix4f matrix){
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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@Override
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protected void getAllUniformLocations() {
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location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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}
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@Override
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protected void bindAttributes() {
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super.bindAttribute(0, "position");
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}
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}
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33
src/guis/GuiTexture.java
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33
src/guis/GuiTexture.java
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@ -0,0 +1,33 @@
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package guis;
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import org.atriaSoft.etk.math.Vector2f;
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public class GuiTexture {
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private int texture;
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private Vector2f position;
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private Vector2f scale;
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public GuiTexture(int texture, Vector2f position, Vector2f scale) {
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this.texture = texture;
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this.position = position;
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this.scale = scale;
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}
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public int getTexture() {
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return texture;
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}
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public void setTexture(int texture) {
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this.texture = texture;
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}
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public Vector2f getPosition() {
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return position;
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}
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public void setPosition(Vector2f position) {
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this.position = position;
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}
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public Vector2f getScale() {
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return scale;
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}
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public void setScale(Vector2f scale) {
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this.scale = scale;
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}
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}
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11
src/guis/guiFragmentShader.txt
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11
src/guis/guiFragmentShader.txt
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@ -0,0 +1,11 @@
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#version 400 core
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in vec2 textureCoords;
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out vec4 out_Color;
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uniform sampler2D guiTexture;
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void main(void){
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out_Color = texture(guiTexture,textureCoords);
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}
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13
src/guis/guiVertexShader.txt
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13
src/guis/guiVertexShader.txt
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@ -0,0 +1,13 @@
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#version 400 core
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in vec2 position;
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out vec2 textureCoords;
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uniform mat4 transformationMatrix;
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void main(void){
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gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
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textureCoords = vec2((position.x+1.0)/2.0, 1 - (position.y+1.0)/2.0);
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}
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@ -50,8 +50,17 @@ public class Loader {
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return new RawModel(vaoID, indices.length);
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}
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public RawModel loadToVAO(float[] positions) {
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int vaoID = createVAO();
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this.storeDataInAttributeList(0, 2, positions);
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unbindVAO();
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return new RawModel(vaoID, positions.length/2);
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}
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public int loadTexture(String filename) {
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int textureId = loadPNGTexture("res/" + filename + ".png", GL13.GL_TEXTURE0);
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String fullname = "res/" + filename + ".png";
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System.out.println("Load texture : " + fullname);
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int textureId = loadPNGTexture(fullname, GL13.GL_TEXTURE0);
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this.textures.add(textureId);
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return textureId;
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}
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@ -38,4 +38,11 @@ public class Maths {
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matrix.translate(new Vector3f(-camarePos.x,-camarePos.y,-camarePos.z));
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return matrix;
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}
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public static Matrix4f createTransformationMatrix(Vector2f translation, Vector2f scale) {
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Matrix4f matrix = new Matrix4f();
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matrix.setIdentity();
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matrix.translate(new Vector3f(translation.x, translation.y, 0));
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matrix.scale(new Vector3f(scale.x, scale.y, 1f));
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return matrix;
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}
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}
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