beta just for testing
This commit is contained in:
parent
1285842b55
commit
47887a4abb
|
@ -8,6 +8,6 @@
|
|||
<orderEntry type="inheritedJdk" />
|
||||
<orderEntry type="sourceFolder" forTests="false" />
|
||||
<orderEntry type="library" name="lwjgl-release-3.2" level="project" />
|
||||
<orderEntry type="library" name="commons-io-2" level="project" />
|
||||
<orderEntry type="library" name="joml-1.9.24" level="project" />
|
||||
</component>
|
||||
</module>
|
|
@ -1,15 +0,0 @@
|
|||
<component name="libraryTable">
|
||||
<library name="commons-io-2">
|
||||
<CLASSES>
|
||||
<root url="file://$USER_HOME$/Downloads/commons-io-2.6" />
|
||||
</CLASSES>
|
||||
<JAVADOC>
|
||||
<root url="file://$USER_HOME$/Downloads/commons-io-2.6/docs" />
|
||||
</JAVADOC>
|
||||
<SOURCES>
|
||||
<root url="file://$USER_HOME$/Downloads/commons-io-2.6" />
|
||||
</SOURCES>
|
||||
<jarDirectory url="file://$USER_HOME$/Downloads/commons-io-2.6" recursive="false" />
|
||||
<jarDirectory url="file://$USER_HOME$/Downloads/commons-io-2.6" recursive="false" type="SOURCES" />
|
||||
</library>
|
||||
</component>
|
9
.idea/libraries/joml_1_9_24.xml
Normal file
9
.idea/libraries/joml_1_9_24.xml
Normal file
|
@ -0,0 +1,9 @@
|
|||
<component name="libraryTable">
|
||||
<library name="joml-1.9.24">
|
||||
<CLASSES>
|
||||
<root url="jar://$USER_HOME$/Downloads/joml-1.9.24.jar!/" />
|
||||
</CLASSES>
|
||||
<JAVADOC />
|
||||
<SOURCES />
|
||||
</library>
|
||||
</component>
|
|
@ -1,4 +1,4 @@
|
|||
# Helium-Engine
|
||||
Java game engine using LWJGL
|
||||
Java game org.hl.engine.engine using LWJGL
|
||||
|
||||
To run add the `-XstartOnFirstThread` to your VM options (only for Mac)
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
abstract public class Game {
|
||||
abstract public void setup() throws Exception;
|
||||
abstract public void loop() throws Exception;
|
||||
abstract public void close() throws Exception;
|
||||
|
||||
}
|
101
src/Test.java
101
src/Test.java
|
@ -1,101 +0,0 @@
|
|||
import org.hl.engine.graphics.*;
|
||||
import org.hl.engine.io.Display;
|
||||
import org.hl.engine.io.Input;
|
||||
import org.hl.engine.math.lalg.Vector3f;
|
||||
import org.hl.engine.math.lalg.Vector2f;
|
||||
import org.hl.engine.objects.GameObject;
|
||||
import org.lwjgl.glfw.GLFW;
|
||||
|
||||
|
||||
|
||||
public class Test extends Game {
|
||||
// Defining original parts of the game
|
||||
public final static int WIDTH = 1280, HEIGHT = 760;
|
||||
public final String windowName = "Game!";
|
||||
public Display display;
|
||||
public Input i;
|
||||
public Renderer renderer;
|
||||
public Shader shader;
|
||||
|
||||
public Mesh mesh = new Mesh(new Vertex[] {
|
||||
new Vertex(new Vector3f(-0.5F, 0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 0)),
|
||||
new Vertex(new Vector3f(-0.5F, -0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 1)),
|
||||
new Vertex(new Vector3f(0.5F, -0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 1)),
|
||||
new Vertex(new Vector3f(0.5F, 0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 0)),
|
||||
|
||||
}, new int[] {
|
||||
0, 1, 2,
|
||||
0, 2, 3
|
||||
|
||||
}, new Material(new Texture("resources/textures/b.png")));
|
||||
|
||||
public GameObject testObject = new GameObject(mesh, new Vector3f(0, 0, -1), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
|
||||
|
||||
|
||||
|
||||
public void run() throws Exception {
|
||||
setup();
|
||||
i = new Input(display);
|
||||
while (!(display.shouldClose()) && !i.isKeyDown(GLFW.GLFW_KEY_ESCAPE)) {
|
||||
loop();
|
||||
}
|
||||
|
||||
close();
|
||||
|
||||
}
|
||||
|
||||
public void loop(){
|
||||
|
||||
|
||||
//First updating
|
||||
int frames = display.update();
|
||||
//testObject.update();
|
||||
display.setWindowName(display.getWindowName().substring(0, 4) + " (Frames : " + frames + ")");
|
||||
|
||||
i.reset();
|
||||
|
||||
|
||||
// Now Render!
|
||||
|
||||
|
||||
// rendering the mesh
|
||||
renderer.renderMesh(testObject);
|
||||
//swap buffers so the new one will appear
|
||||
display.swapBuffers();
|
||||
}
|
||||
|
||||
|
||||
public void setup() throws Exception {
|
||||
//First, set up the display
|
||||
display = new Display(WIDTH, HEIGHT, windowName, 70, 0.1f, 1000f);
|
||||
display.create();
|
||||
|
||||
// Open the shaders
|
||||
shader = new Shader(Shader.VERTEXSHADER, Shader.FRAGSHADER);
|
||||
|
||||
// Set up the renderer
|
||||
renderer = new Renderer(display, shader);
|
||||
|
||||
// Changing the background color
|
||||
display.setBackgroundColor(0F, 0F, 0F);
|
||||
|
||||
// Creating / displaying the mesh
|
||||
mesh.create();
|
||||
|
||||
// Creating the shader
|
||||
shader.create();
|
||||
|
||||
}
|
||||
|
||||
public void close() {
|
||||
// Removing everything
|
||||
display.destroy();
|
||||
mesh.destroy();
|
||||
shader.destroy();
|
||||
}
|
||||
|
||||
public static void main(String[] args) throws Exception {
|
||||
//Running
|
||||
new Test().run();
|
||||
}
|
||||
}
|
|
@ -1,107 +0,0 @@
|
|||
package org.hl.engine.graphics;
|
||||
|
||||
import org.hl.engine.math.lalg.Vector4f;
|
||||
|
||||
public class Material {
|
||||
private static final Vector4f DEFAULT_COLOR = new Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
private Vector4f ambientColor;
|
||||
|
||||
private Vector4f diffuseColor;
|
||||
|
||||
private Vector4f specularColor;
|
||||
|
||||
private float reflectance;
|
||||
|
||||
private Texture texture;
|
||||
|
||||
private Texture normalMap;
|
||||
|
||||
public Material() {
|
||||
this.ambientColor = DEFAULT_COLOR;
|
||||
this.diffuseColor = DEFAULT_COLOR;
|
||||
this.specularColor = DEFAULT_COLOR;
|
||||
this.texture = null;
|
||||
this.reflectance = 0;
|
||||
}
|
||||
|
||||
public Material(Vector4f color, float reflectance) {
|
||||
this(color, color, color, null, reflectance);
|
||||
}
|
||||
|
||||
public Material(Texture texture) {
|
||||
this(DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_COLOR, texture, 0);
|
||||
}
|
||||
|
||||
public Material(Texture texture, float reflectance) {
|
||||
this(DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_COLOR, texture, reflectance);
|
||||
}
|
||||
|
||||
public Material(Vector4f ambientColor, Vector4f diffuseColor, Vector4f specularColor, Texture texture, float reflectance) {
|
||||
this.ambientColor = ambientColor;
|
||||
this.diffuseColor = diffuseColor;
|
||||
this.specularColor = specularColor;
|
||||
this.texture = texture;
|
||||
this.reflectance = reflectance;
|
||||
}
|
||||
|
||||
public Vector4f getAmbientColor() {
|
||||
return ambientColor;
|
||||
}
|
||||
|
||||
public void setAmbientColor(Vector4f ambientColor) {
|
||||
this.ambientColor = ambientColor;
|
||||
}
|
||||
|
||||
public Vector4f getDiffuseColor() {
|
||||
return diffuseColor;
|
||||
}
|
||||
|
||||
public void setDiffuseColor(Vector4f diffuseColor) {
|
||||
this.diffuseColor = diffuseColor;
|
||||
}
|
||||
|
||||
public Vector4f getSpecularColor() {
|
||||
return specularColor;
|
||||
}
|
||||
|
||||
public void setSpecularColor(Vector4f specularColor) {
|
||||
this.specularColor = specularColor;
|
||||
}
|
||||
|
||||
public float getReflectance() {
|
||||
return reflectance;
|
||||
}
|
||||
|
||||
public void setReflectance(float reflectance) {
|
||||
this.reflectance = reflectance;
|
||||
}
|
||||
|
||||
public boolean isTextured() {
|
||||
return this.texture != null;
|
||||
}
|
||||
|
||||
public Texture getTexture() {
|
||||
return texture;
|
||||
}
|
||||
|
||||
public void setTexture(Texture texture) {
|
||||
this.texture = texture;
|
||||
}
|
||||
|
||||
public boolean hasNormalMap() {
|
||||
return this.normalMap != null;
|
||||
}
|
||||
|
||||
public Texture getNormalMap() {
|
||||
return normalMap;
|
||||
}
|
||||
|
||||
public void setNormalMap(Texture normalMap) {
|
||||
this.normalMap = normalMap;
|
||||
}
|
||||
|
||||
public void create() {
|
||||
texture.create();
|
||||
}
|
||||
}
|
36
src/org/hl/engine/graphics/Mesh.java
Normal file → Executable file
36
src/org/hl/engine/graphics/Mesh.java
Normal file → Executable file
|
@ -10,31 +10,23 @@ import java.nio.FloatBuffer;
|
|||
import java.nio.IntBuffer;
|
||||
|
||||
public class Mesh {
|
||||
|
||||
private Vertex[] vertices;
|
||||
private int[] indices;
|
||||
private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject, textureBufferObject;
|
||||
private Material material;
|
||||
private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject;
|
||||
|
||||
// A group of vertices combined based on the indexes
|
||||
public Mesh(Vertex[] vertices, int[] indices, Material material) {
|
||||
public Mesh(Vertex[] vertices, int[] indices) {
|
||||
this.vertices = vertices;
|
||||
this.indices = indices;
|
||||
this.material = material;
|
||||
}
|
||||
|
||||
|
||||
// Destroy the mesh
|
||||
public void destroy () {
|
||||
GL15.glDeleteBuffers(positionBufferObject);
|
||||
GL15.glDeleteBuffers(indicesBufferObject);
|
||||
GL15.glDeleteBuffers(colorBufferObject);
|
||||
GL30.glDeleteBuffers(textureBufferObject);
|
||||
|
||||
GL30.glDeleteVertexArrays(vertexArrayObject);
|
||||
|
||||
material.getTexture().destroy();
|
||||
|
||||
}
|
||||
|
||||
// getters for the mesh
|
||||
|
@ -55,7 +47,6 @@ public class Mesh {
|
|||
return positionBufferObject;
|
||||
}
|
||||
|
||||
|
||||
public int getIndicesBufferObject() {
|
||||
return indicesBufferObject;
|
||||
}
|
||||
|
@ -64,19 +55,8 @@ public class Mesh {
|
|||
return colorBufferObject;
|
||||
}
|
||||
|
||||
public int getTextureBufferObject() {
|
||||
return textureBufferObject;
|
||||
}
|
||||
|
||||
|
||||
public Material getMaterial() {
|
||||
return material;
|
||||
}
|
||||
|
||||
public void create() {
|
||||
|
||||
material.create();
|
||||
|
||||
// Creates the mesh by formatting the vertices and indices and inputting them to OpenGL
|
||||
vertexArrayObject = GL30.glGenVertexArrays();
|
||||
GL30.glBindVertexArray(vertexArrayObject);
|
||||
|
@ -108,18 +88,6 @@ public class Mesh {
|
|||
|
||||
colorBufferObject = storeData(colorBuffer, 1, 3);
|
||||
|
||||
// Putting the texture into the buffer so renderer and shader can read it
|
||||
|
||||
FloatBuffer textureBuffer = MemoryUtil.memAllocFloat(vertices.length * 2);
|
||||
float[] textureData = new float[vertices.length * 2];
|
||||
for (int i = 0; i < vertices.length; i ++ ) {
|
||||
textureData[i * 2] = vertices[i].getTextureCoords().getX();
|
||||
textureData[i * 2 + 1] = vertices[i].getTextureCoords().getY();
|
||||
}
|
||||
textureBuffer.put(textureData).flip();
|
||||
|
||||
textureBufferObject = storeData(textureBuffer, 2, 2);
|
||||
|
||||
IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length);
|
||||
indicesBuffer.put(indices).flip();
|
||||
|
||||
|
|
26
src/org/hl/engine/graphics/Renderer.java
Normal file → Executable file
26
src/org/hl/engine/graphics/Renderer.java
Normal file → Executable file
|
@ -1,47 +1,33 @@
|
|||
package org.hl.engine.graphics;
|
||||
|
||||
import org.hl.engine.io.Display;
|
||||
import org.hl.engine.math.lalg.Matrix4f;
|
||||
import org.hl.engine.objects.GameObject;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL13;
|
||||
import org.lwjgl.opengl.GL15;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
public class Renderer {
|
||||
|
||||
private Shader shader;
|
||||
private Display display;
|
||||
|
||||
public Renderer(Display display, Shader shader) {
|
||||
public Renderer(Shader shader) {
|
||||
this.shader = shader;
|
||||
this.display = display;
|
||||
}
|
||||
|
||||
public void renderMesh(GameObject object) {
|
||||
|
||||
public void renderMesh(Mesh mesh) {
|
||||
|
||||
// Renders the mesh by drawing it using triangles (least complicated)
|
||||
GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
|
||||
GL30.glBindVertexArray(mesh.getVertexArrayObject());
|
||||
GL30.glEnableVertexAttribArray(0);
|
||||
GL30.glEnableVertexAttribArray(1);
|
||||
GL30.glEnableVertexAttribArray(2);
|
||||
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, object.getMesh().getIndicesBufferObject());
|
||||
|
||||
GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
|
||||
GL13.glBindTexture(GL11.GL_TEXTURE_2D, object.getMesh().getMaterial().getTexture().getId());
|
||||
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIndicesBufferObject());
|
||||
|
||||
shader.bind();
|
||||
|
||||
shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
|
||||
shader.setUniform("projection", display.getProjectionMatrix());
|
||||
|
||||
GL11.glDrawElements(GL11.GL_TRIANGLES, object.getMesh().getIndices().length, GL11.GL_UNSIGNED_INT, 0);
|
||||
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0);
|
||||
|
||||
shader.unbind();
|
||||
GL30.glDisableVertexAttribArray(0);
|
||||
GL30.glDisableVertexAttribArray(1);
|
||||
GL30.glDisableVertexAttribArray(2);
|
||||
GL30.glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
|
51
src/org/hl/engine/graphics/Shader.java
Normal file → Executable file
51
src/org/hl/engine/graphics/Shader.java
Normal file → Executable file
|
@ -1,15 +1,8 @@
|
|||
package org.hl.engine.graphics;
|
||||
|
||||
import org.hl.engine.math.lalg.Matrix4f;
|
||||
import org.hl.engine.math.lalg.Vector2f;
|
||||
import org.hl.engine.math.lalg.Vector3f;
|
||||
import org.hl.engine.math.lalg.Vector4f;
|
||||
import org.hl.engine.utils.FileUtils;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
import org.lwjgl.system.MemoryUtil;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
|
||||
public class Shader {
|
||||
private String vertexFile;
|
||||
|
@ -17,9 +10,6 @@ public class Shader {
|
|||
|
||||
private int vertexID, fragmentID, programID;
|
||||
|
||||
public static final String VERTEXSHADER = "/resources/shaders/mainVertex.glsl";
|
||||
public static final String FRAGSHADER = "/resources/shaders/mainFragment.glsl";
|
||||
|
||||
public Shader(String vertexPath, String fragmentPath) {
|
||||
vertexFile = FileUtils.loadAsString(vertexPath);
|
||||
fragmentFile = FileUtils.loadAsString(fragmentPath);
|
||||
|
@ -76,40 +66,9 @@ public class Shader {
|
|||
return;
|
||||
}
|
||||
|
||||
}
|
||||
GL20.glDeleteShader(vertexID);
|
||||
GL20.glDeleteShader(fragmentID);
|
||||
|
||||
public int getUniformLocation(String name) {
|
||||
return GL20.glGetUniformLocation(programID, name);
|
||||
}
|
||||
|
||||
public void setUniform(String name, float value) {
|
||||
GL20.glUniform1f(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
public void setUniform(String name, int value) {
|
||||
GL20.glUniform1i(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
public void setUniform(String name, boolean value) {
|
||||
GL20.glUniform1i(getUniformLocation(name), value ? 1 : 0);
|
||||
}
|
||||
public void setUniform(String name, Vector2f value) {
|
||||
GL20.glUniform2f(getUniformLocation(name), value.getX(), value.getY());
|
||||
|
||||
}
|
||||
|
||||
public void setUniform(String name, Vector3f value) {
|
||||
GL20.glUniform3f(getUniformLocation(name), value.getX(), value.getY(), value.getZ());
|
||||
}
|
||||
|
||||
public void setUniform(String name, Vector4f value) {
|
||||
GL20.glUniform4f(getUniformLocation(name), value.getX(), value.getY(), value.getZ(), value.getA());
|
||||
}
|
||||
|
||||
public void setUniform(String name, Matrix4f value) {
|
||||
FloatBuffer matrix = MemoryUtil.memAllocFloat(Matrix4f.SIZE * Matrix4f.SIZE);
|
||||
matrix.put(value.convertTo1D()).flip();
|
||||
GL20.glUniformMatrix4fv(getUniformLocation(name), true, matrix);
|
||||
}
|
||||
|
||||
// Bind so we can use the shader
|
||||
|
@ -124,12 +83,6 @@ public class Shader {
|
|||
|
||||
// Destroy the program
|
||||
public void destroy() {
|
||||
GL20.glDetachShader(programID, vertexID);
|
||||
GL20.glDetachShader(programID, fragmentID);
|
||||
|
||||
GL20.glDeleteShader(vertexID);
|
||||
GL20.glDeleteShader(fragmentID);
|
||||
|
||||
GL20.glDeleteProgram(programID);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,133 +0,0 @@
|
|||
package org.hl.engine.graphics;
|
||||
import static org.lwjgl.opengl.GL46.*;
|
||||
import static org.lwjgl.stb.STBImage.*;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
import org.lwjgl.system.MemoryStack;
|
||||
|
||||
public class Texture {
|
||||
private int id;
|
||||
|
||||
private int width;
|
||||
|
||||
private int height;
|
||||
|
||||
private int type;
|
||||
|
||||
private String fileName;
|
||||
private ByteBuffer imageBuffer;
|
||||
|
||||
private int pixelFormat;
|
||||
|
||||
|
||||
public Texture(int width, int height, int pixelFormat) {
|
||||
this.type = 0;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.pixelFormat = pixelFormat;
|
||||
}
|
||||
|
||||
public Texture(String fileName) {
|
||||
this.type = 1;
|
||||
this.fileName = fileName;
|
||||
}
|
||||
|
||||
public Texture(ByteBuffer imageBuffer) {
|
||||
type = 2;
|
||||
this.imageBuffer = imageBuffer;
|
||||
}
|
||||
|
||||
public void create() {
|
||||
if (this.type == 0) {
|
||||
this.id = glGenTextures();
|
||||
glBindTexture(GL_TEXTURE_2D, this.id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, this.pixelFormat, this.width, this.height, 0, this.pixelFormat, GL_FLOAT, (ByteBuffer) null);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else if (this.type == 1) {
|
||||
ByteBuffer buf;
|
||||
try(MemoryStack stack = MemoryStack.stackPush()) {
|
||||
IntBuffer w = stack.mallocInt(1);
|
||||
IntBuffer h = stack.mallocInt(1);
|
||||
IntBuffer channels = stack.mallocInt(1);
|
||||
|
||||
buf = stbi_load(this.fileName, w, h, channels, 4);
|
||||
if(buf == null) {
|
||||
System.err.println("Image file [" + this.fileName + "] not loaded: " + stbi_failure_reason());
|
||||
System.exit(1);
|
||||
}
|
||||
|
||||
this.width = w.get();
|
||||
this.height = h.get();
|
||||
}
|
||||
|
||||
this.id = createTexture(buf);
|
||||
|
||||
stbi_image_free(buf);
|
||||
|
||||
} else {
|
||||
ByteBuffer buf;
|
||||
try(MemoryStack stack = MemoryStack.stackPush()) {
|
||||
IntBuffer w = stack.mallocInt(1);
|
||||
IntBuffer h = stack.mallocInt(1);
|
||||
IntBuffer channels = stack.mallocInt(1);
|
||||
|
||||
buf = stbi_load_from_memory(this.imageBuffer, w, h, channels, 4);
|
||||
if(buf == null) {
|
||||
System.err.println("Image file not loaded: " + stbi_failure_reason());
|
||||
System.exit(1);
|
||||
}
|
||||
|
||||
this.width = w.get();
|
||||
this.height = h.get();
|
||||
}
|
||||
|
||||
this.id = createTexture(buf);
|
||||
|
||||
stbi_image_free(buf);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private int createTexture(ByteBuffer buf) {
|
||||
int textureID = glGenTextures();
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
|
||||
public int getId() {
|
||||
return id;
|
||||
}
|
||||
|
||||
public void destroy() {
|
||||
glDeleteTextures(id);
|
||||
}
|
||||
}
|
||||
|
||||
|
15
src/org/hl/engine/graphics/Vertex.java
Normal file → Executable file
15
src/org/hl/engine/graphics/Vertex.java
Normal file → Executable file
|
@ -1,8 +1,6 @@
|
|||
package org.hl.engine.graphics;
|
||||
|
||||
|
||||
import org.hl.engine.math.lalg.*;
|
||||
|
||||
import org.hl.engine.math.Vector3f;
|
||||
|
||||
public class Vertex {
|
||||
|
||||
|
@ -10,26 +8,17 @@ public class Vertex {
|
|||
|
||||
private Vector3f position;
|
||||
private Vector3f color;
|
||||
private Vector2f textureCoords;
|
||||
|
||||
|
||||
public Vertex (Vector3f position, Vector3f color, Vector2f textureCoords) {
|
||||
public Vertex (Vector3f position, Vector3f color) {
|
||||
this.position = position;
|
||||
this.color = color;
|
||||
this.textureCoords = textureCoords;
|
||||
}
|
||||
|
||||
public Vector3f getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
|
||||
public Vector3f getColor() {
|
||||
return color;
|
||||
}
|
||||
|
||||
public Vector2f getTextureCoords() {
|
||||
return textureCoords;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
34
src/org/hl/engine/io/Display.java
Normal file → Executable file
34
src/org/hl/engine/io/Display.java
Normal file → Executable file
|
@ -1,8 +1,5 @@
|
|||
package org.hl.engine.io;
|
||||
|
||||
import org.hl.engine.math.lalg.Matrix4f;
|
||||
import org.hl.engine.math.lalg.Vector3f;
|
||||
import org.lwjgl.glfw.GLFWErrorCallback;
|
||||
import org.hl.engine.math.Vector3f;
|
||||
import org.lwjgl.glfw.GLFWVidMode;
|
||||
import org.lwjgl.glfw.GLFWWindowSizeCallback;
|
||||
import org.lwjgl.opengl.GL;
|
||||
|
@ -11,7 +8,6 @@ import org.lwjgl.opengl.GL11;
|
|||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
public class Display {
|
||||
|
||||
private int width, height;
|
||||
private String windowName;
|
||||
private long window;
|
||||
|
@ -30,16 +26,15 @@ public class Display {
|
|||
private int savedPosY;
|
||||
private int savedWidth;
|
||||
private int savedHeight;
|
||||
private Matrix4f projection;
|
||||
|
||||
|
||||
|
||||
|
||||
// Constructor to create the display
|
||||
public Display (int width, int height, String windowName, float fov, float near, float far) {
|
||||
public Display (int width, int height, String windowName) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.windowName = windowName;
|
||||
projection = Matrix4f.projection(fov, (float)this.width / (float) this.height, near, far);
|
||||
}
|
||||
|
||||
// Change the window name
|
||||
|
@ -69,10 +64,6 @@ public class Display {
|
|||
return isFullscreen;
|
||||
}
|
||||
|
||||
public Matrix4f getProjectionMatrix() {
|
||||
return projection;
|
||||
}
|
||||
|
||||
// Makes the screen fullscreen or not based on the argument
|
||||
public void setFullscreen(boolean fullscreen) {
|
||||
isFullscreen = fullscreen;
|
||||
|
@ -103,19 +94,16 @@ public class Display {
|
|||
|
||||
|
||||
// Creates the window (should go in the init() function of your Main program)
|
||||
public void create() throws Exception {
|
||||
|
||||
GLFWErrorCallback.createPrint(System.err).set();
|
||||
public void create() {
|
||||
|
||||
// initializing glfw
|
||||
if (!glfwInit()) {
|
||||
//System.err.println("Failed to initialize GLFW! ");
|
||||
//System.exit(1);
|
||||
throw new Exception("Failed to initialize GLFW! ");
|
||||
System.err.println("Failed to initialize GLFW! ");
|
||||
System.exit(1);
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL11.GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
|
@ -123,9 +111,8 @@ public class Display {
|
|||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
window = glfwCreateWindow(this.width, this.height, this.windowName, isFullscreen ? glfwGetPrimaryMonitor():0, 0);
|
||||
if (window == 0) {
|
||||
//System.err.println("Failed to create window! ");
|
||||
//System.exit(1);
|
||||
throw new Exception("Failed to create window! ");
|
||||
System.err.println("Failed to create window! ");
|
||||
System.exit(1);
|
||||
}
|
||||
|
||||
// Setting size of window
|
||||
|
@ -201,7 +188,6 @@ public class Display {
|
|||
// Completely DESTROYS the window
|
||||
public void destroy() {
|
||||
resizeCallback.free();
|
||||
glfwSetErrorCallback(null).free();
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
|
0
src/org/hl/engine/io/Input.java
Normal file → Executable file
0
src/org/hl/engine/io/Input.java
Normal file → Executable file
10
src/org/hl/engine/math/lalg/Vector3f.java → src/org/hl/engine/math/Vector3f.java
Normal file → Executable file
10
src/org/hl/engine/math/lalg/Vector3f.java → src/org/hl/engine/math/Vector3f.java
Normal file → Executable file
|
@ -1,5 +1,4 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
package org.hl.engine.math;
|
||||
|
||||
public class Vector3f {
|
||||
private float x;
|
||||
|
@ -19,12 +18,6 @@ public class Vector3f {
|
|||
this.z = z;
|
||||
}
|
||||
|
||||
public void add(float x, float y, float z) {
|
||||
this.x += x;
|
||||
this.y += y;
|
||||
this.z += z;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
@ -49,4 +42,3 @@ public class Vector3f {
|
|||
this.z = z;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,139 +0,0 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
public class Matrix4f {
|
||||
public static final int SIZE = 4;
|
||||
private float[][] elements = new float[SIZE][SIZE];
|
||||
|
||||
|
||||
public Matrix4f() {
|
||||
|
||||
}
|
||||
|
||||
public Matrix4f(float[][] values) {
|
||||
this.elements = values;
|
||||
}
|
||||
|
||||
|
||||
public static Matrix4f identity() {
|
||||
float[][] identityArray = {
|
||||
{1 , 0 , 0 , 0},
|
||||
{0 , 1 , 0 , 0},
|
||||
{0 , 0 , 1 , 0},
|
||||
{0 , 0 , 0 , 1}
|
||||
};
|
||||
Matrix4f identity = new Matrix4f(identityArray);
|
||||
return identity;
|
||||
}
|
||||
|
||||
public static Matrix4f translate(Vector3f translate) {
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
result.set(3, 0, translate.getX());
|
||||
result.set(3, 1, translate.getY());
|
||||
result.set(3, 2, translate.getZ());
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f rotate(float angle, Vector3f axis) {
|
||||
|
||||
float cos = (float)Math.cos(Math.toDegrees(angle));
|
||||
float sin = (float)Math.sin(Math.toDegrees(angle));
|
||||
float C = 1 - cos;
|
||||
float x = axis.getX();
|
||||
float y = axis.getY();
|
||||
float z = axis.getZ();
|
||||
float[][] rotArray = {
|
||||
{cos + x*x*C , x*y*C - z*sin , x*z*C + y*sin , 0},
|
||||
{y*z*C + z*sin , cos + y*y*C , y*z*C - x*sin , 0},
|
||||
{z*x*C-y*sin , z*y*C + x*sin , cos + z*z*C , 0},
|
||||
{0 , 0 , 0 , 1}
|
||||
};
|
||||
Matrix4f result = new Matrix4f(rotArray);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f scale(Vector3f scaleVec) {
|
||||
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
result.set(0, 0, scaleVec.getX());
|
||||
result.set(1, 1, scaleVec.getY());
|
||||
result.set(2, 2, scaleVec.getZ());
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f projection( float fov, float aspectRatio, float near, float far) {
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
float tan = (float)Math.tan(Math.toRadians(fov / 2));
|
||||
float range = far - near;
|
||||
|
||||
result.set(0, 0, 1.0f / (aspectRatio * tan));
|
||||
result.set(1, 1, 1.0f / tan);
|
||||
result.set(2, 2, -((far + near) / range));
|
||||
result.set(2, 3, -1.0f);
|
||||
result.set(3, 2, -(2.0f*far*near/range));
|
||||
result.set(3, 3, 0f);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f multiply(Matrix4f first, Matrix4f second) {
|
||||
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
for (int i = 0; i < SIZE; i ++ ) {
|
||||
for (int j = 0; j < SIZE; j ++) {
|
||||
result.set(i, j,
|
||||
first.get(i, 0) * second.get(0, j) +
|
||||
first.get(i, 1) * second.get(1, j) +
|
||||
first.get(i, 2) * second.get(2, j) +
|
||||
first.get(i, 3) * second.get(3, j)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
public float get(int x, int y) {
|
||||
return elements[x][y];
|
||||
}
|
||||
|
||||
public void set(int x, int y, float value) {
|
||||
elements[x][y] = value;
|
||||
}
|
||||
|
||||
public float[][] getAll() {
|
||||
return elements;
|
||||
}
|
||||
|
||||
public static Matrix4f transform(Vector3f position, Vector3f rotation, Vector3f scale) {
|
||||
Matrix4f result = identity();
|
||||
Matrix4f translationMatrix = Matrix4f.translate(position);
|
||||
Matrix4f rotationXMatrix = Matrix4f.rotate(rotation.getX(), new Vector3f(1, 0, 0));
|
||||
Matrix4f rotationYMatrix = Matrix4f.rotate(rotation.getY(), new Vector3f(0, 1, 0));
|
||||
Matrix4f rotationZMatrix = Matrix4f.rotate(rotation.getZ(), new Vector3f(0, 0, 1));
|
||||
Matrix4f scaleMatrix = Matrix4f.scale(scale);
|
||||
|
||||
Matrix4f rotMat = Matrix4f.multiply(rotationXMatrix, Matrix4f.multiply(rotationYMatrix, rotationZMatrix));
|
||||
|
||||
return Matrix4f.multiply(translationMatrix, Matrix4f.multiply(rotMat, scaleMatrix));
|
||||
|
||||
}
|
||||
|
||||
|
||||
public float[] convertTo1D() {
|
||||
float[] returnedArray = new float[SIZE*SIZE];
|
||||
int sizeOfRow = elements[0].length;
|
||||
for (int i = 0; i < elements.length; i ++) {
|
||||
for (int j = 0; j < sizeOfRow; j ++) {
|
||||
returnedArray[i*SIZE + j] = elements[i][j];
|
||||
}
|
||||
}
|
||||
return returnedArray;
|
||||
}
|
||||
}
|
|
@ -1,39 +0,0 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
public class Vector2f {
|
||||
private float x;
|
||||
private float y;
|
||||
|
||||
// Just a vector if you know what I mean
|
||||
public Vector2f (float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public void setVector(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
|
||||
public void add(float x, float y) {
|
||||
this.x += x;
|
||||
this.y += y;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
}
|
|
@ -1,62 +0,0 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
public class Vector4f {
|
||||
private float x;
|
||||
private float y;
|
||||
private float z;
|
||||
private float a;
|
||||
|
||||
// Just a vector if you know what I mean
|
||||
public Vector4f (float x, float y, float z, float a) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public void setVector(float x, float y, float z, float a) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public void add(float x, float y, float z, float a) {
|
||||
this.x += x;
|
||||
this.y += y;
|
||||
this.z += z;
|
||||
this.a += a;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public float getA() {
|
||||
return a;
|
||||
}
|
||||
|
||||
public void setA(float a) {
|
||||
this.a = a;
|
||||
}
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
package org.hl.engine.objects;
|
||||
|
||||
import org.hl.engine.graphics.Mesh;
|
||||
import org.hl.engine.math.lalg.Vector3f;
|
||||
|
||||
public class GameObject {
|
||||
private Vector3f position, rotation, scale;
|
||||
private Mesh mesh;
|
||||
|
||||
public GameObject(Mesh mesh, Vector3f position, Vector3f rotation, Vector3f scale) {
|
||||
this.position = position;
|
||||
this.rotation = rotation;
|
||||
this.scale = scale;
|
||||
this.mesh = mesh;
|
||||
}
|
||||
|
||||
public void update() {
|
||||
position.add(0, 0, -0.1F);
|
||||
}
|
||||
|
||||
public Vector3f getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
public Vector3f getRotation() {
|
||||
return rotation;
|
||||
}
|
||||
|
||||
public Vector3f getScale() {
|
||||
return scale;
|
||||
}
|
||||
|
||||
public Mesh getMesh() {
|
||||
return mesh;
|
||||
}
|
||||
}
|
0
src/org/hl/engine/utils/FileUtils.java
Normal file → Executable file
0
src/org/hl/engine/utils/FileUtils.java
Normal file → Executable file
7
src/resources/shaders/mainFragment.glsl
Normal file → Executable file
7
src/resources/shaders/mainFragment.glsl
Normal file → Executable file
|
@ -1,12 +1,9 @@
|
|||
#version 410 core
|
||||
#version 330 core
|
||||
|
||||
in vec3 passColor;
|
||||
in vec2 passTextureCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, passTextureCoord);
|
||||
outColor = vec4(passColor, 1.0);
|
||||
}
|
||||
|
|
15
src/resources/shaders/mainVertex.glsl
Normal file → Executable file
15
src/resources/shaders/mainVertex.glsl
Normal file → Executable file
|
@ -1,20 +1,11 @@
|
|||
#version 410 core
|
||||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
layout(location = 2) in vec2 textureCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 projection;
|
||||
|
||||
layout(location = 0) out vec3 passColor;
|
||||
layout(location = 1) out vec2 passTextureCoord;
|
||||
|
||||
|
||||
out vec3 passColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = projection * model * vec4(position, 1.0);
|
||||
gl_Position = vec4(position, 1.0);
|
||||
passColor = color;
|
||||
|
||||
passTextureCoord = textureCoord;
|
||||
}
|
Reference in New Issue
Block a user