adding textures (to texture branch, split due to errors)

This commit is contained in:
EvilMuffinHa 2020-05-10 12:56:21 -04:00
parent d2b8e7015a
commit 4ea7ec4b21
11 changed files with 104 additions and 24 deletions

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@ -1,10 +1,7 @@
import org.hl.engine.graphics.Mesh;
import org.hl.engine.graphics.Renderer;
import org.hl.engine.graphics.Shader;
import org.hl.engine.graphics.Vertex;
import org.hl.engine.graphics.*;
import org.hl.engine.io.Display;
import org.hl.engine.io.Input;
import org.hl.engine.math.Vector3f;
import org.hl.engine.math.lalg.*;
import org.lwjgl.glfw.GLFW;
@ -18,16 +15,16 @@ public class Test {
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 Vertex(new Vector3f(-0.5F, -0.5F, 0.0F), new Vector3f(0, 0, 1.0F)),
new Vertex(new Vector3f(0.5F, -0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F)),
new Vertex(new Vector3f(0.5F, 0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F) ),
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("/resources/textures/testimg.png"));
public void run() {
init();

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@ -10,6 +10,8 @@ public class Material {
private Texture texture;
private String path;
private BufferedImage image;
private int width, height;
@ -17,10 +19,12 @@ public class Material {
public Material(String path) {
this.image = TextureLoader.loadImage(path); //The path is inside the jar file
this.path = path;
}
public void create() {
this.image = TextureLoader.loadImage(path); //The path is inside the jar file
this.width = this.image.getWidth();
this.height = this.image.getHeight();
this.textureID = TextureLoader.loadTexture(image);

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@ -12,12 +12,14 @@ import java.nio.IntBuffer;
public class Mesh {
private Vertex[] vertices;
private int[] indices;
private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject;
private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject, textureBufferObject;
private Material material;
// A group of vertices combined based on the indexes
public Mesh(Vertex[] vertices, int[] indices) {
public Mesh(Vertex[] vertices, int[] indices, Material material) {
this.vertices = vertices;
this.indices = indices;
this.material = material;
}
// Destroy the mesh
@ -25,8 +27,12 @@ public class Mesh {
GL15.glDeleteBuffers(positionBufferObject);
GL15.glDeleteBuffers(indicesBufferObject);
GL15.glDeleteBuffers(colorBufferObject);
GL30.glDeleteBuffers(textureBufferObject);
GL30.glDeleteVertexArrays(vertexArrayObject);
material.destroy();
}
// getters for the mesh
@ -55,8 +61,18 @@ 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);
@ -88,6 +104,18 @@ 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();

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@ -1,6 +1,7 @@
package org.hl.engine.graphics;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL30;
@ -19,8 +20,13 @@ public class Renderer {
GL30.glBindVertexArray(mesh.getVertexArrayObject());
GL30.glEnableVertexAttribArray(0);
GL30.glEnableVertexAttribArray(1);
GL30.glEnableVertexAttribArray(2);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIndicesBufferObject());
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL13.glBindTexture(GL11.GL_TEXTURE_2D, mesh.getMaterial().getTextureID());
shader.bind();
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0);
@ -28,6 +34,7 @@ public class Renderer {
shader.unbind();
GL30.glDisableVertexAttribArray(0);
GL30.glDisableVertexAttribArray(1);
GL30.glDisableVertexAttribArray(2);
GL30.glBindVertexArray(0);
}

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@ -1,6 +1,6 @@
package org.hl.engine.graphics;
import org.hl.engine.math.Vector3f;
import org.hl.engine.math.lalg.*;
public class Vertex {
@ -8,8 +8,9 @@ public class Vertex {
private Vector3f position;
private Vector3f color;
private Vector2f textureCoords;
public Vertex (Vector3f position, Vector3f color) {
public Vertex (Vector3f position, Vector3f color, Vector2f texture) {
this.position = position;
this.color = color;
}
@ -21,4 +22,8 @@ public class Vertex {
public Vector3f getColor() {
return color;
}
public Vector2f getTextureCoords() {
return textureCoords;
}
}

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@ -1,5 +1,5 @@
package org.hl.engine.io;
import org.hl.engine.math.Vector3f;
import org.hl.engine.math.lalg.Vector3f;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
@ -102,8 +102,8 @@ public class Display {
System.exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL11.GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

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@ -0,0 +1,33 @@
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 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;
}
}

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@ -1,4 +1,4 @@
package org.hl.engine.math;
package org.hl.engine.math.lalg;
public class Vector3f {
private float x;

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@ -1,9 +1,12 @@
#version 330 core
#version 460 core
in vec3 passColor;
in vec2 passTextureCoord;
out vec4 outColor;
uniform sampler2D tex;
void main() {
outColor = vec4(passColor, 1.0);
outColor = texture(tex, passTextureCoord);
}

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@ -1,11 +1,14 @@
#version 330 core
#version 460 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
in vec3 position;
in vec3 color;
in vec2 textureCoord;
out vec3 passColor;
out vec2 passTextureCoord;
void main() {
gl_Position = vec4(position, 1.0);
passColor = color;
passTextureCoord = textureCoord;
}

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