trying to add textures and still failing
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resources/textures/testimg.png
Normal file
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resources/textures/testimg.png
Normal file
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After Width: | Height: | Size: 5.6 KiB |
112
src/Test.java
112
src/Test.java
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@ -7,70 +7,76 @@ import org.lwjgl.glfw.GLFW;
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public class Test {
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public final static int WIDTH = 640, HEIGHT = 480;
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public final String windowName = "Game!";
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public Display display;
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public Input i;
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public Renderer renderer;
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public Shader shader;
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public final static int WIDTH = 640, HEIGHT = 480;
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public final String windowName = "Game!";
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public Display display;
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public Input i;
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public Renderer renderer;
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public Shader shader;
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public Mesh mesh = new Mesh(new Vertex[] {
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new Vertex(new Vector3f(-0.5F, 0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 0)),
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new Vertex(new Vector3f(-0.5F, -0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 1)),
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new Vertex(new Vector3f(0.5F, -0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 1)),
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new Vertex(new Vector3f(0.5F, 0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 0)),
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public Mesh mesh = new Mesh(new Vertex[] {
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new Vertex(new Vector3f(-0.5F, 0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 0)),
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new Vertex(new Vector3f(-0.5F, -0.5F, 0.0F), new Vector3f(0, 0, 1.0F), new Vector2f(0, 1)),
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new Vertex(new Vector3f(0.5F, -0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 1)),
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new Vertex(new Vector3f(0.5F, 0.5F, 0.0F), new Vector3f(1.0F, 0, 1.0F), new Vector2f(1, 0)),
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}, new int[] {
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0, 1, 2,
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0, 2, 3
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}, new int[] {
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0, 1, 2,
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0, 2, 3
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}, new Material("/resources/textures/testimg.png"));
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}, new Material(new Texture("resources/textures/testimg.png")));
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public void run() {
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init();
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i = new Input(display);
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while (!(display.shouldClose()) && !i.isKeyDown(GLFW.GLFW_KEY_ESCAPE)) {
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update();
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render();
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}
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public void run() throws Exception {
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setup();
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i = new Input(display);
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while (!(display.shouldClose()) && !i.isKeyDown(GLFW.GLFW_KEY_ESCAPE)) {
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loop();
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}
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close();
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close();
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}
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public void init() {
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// System.out.println("Initializing Game ");
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display = new Display(WIDTH, HEIGHT, windowName);
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shader = new Shader("/resources/shaders/mainVertex.glsl", "/resources/shaders/mainFragment.glsl");
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renderer = new Renderer(shader);
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display.setBackgroundColor(1F, 0, 0);
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display.create();
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mesh.create();
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shader.create();
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}
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}
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private void update() {
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// System.out.println("Updating ");
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int frames = display.update();
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display.setWindowName(display.getWindowName().substring(0, 4) + " (Frames : " + frames + ")");
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public void loop() {
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update();
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render();
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}
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i.reset();
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}
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public void setup() throws Exception {
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// System.out.println("Initializing Game ");
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display = new Display(WIDTH, HEIGHT, windowName);
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display.create();
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shader = new Shader("/resources/shaders/mainVertex.glsl", "/resources/shaders/mainFragment.glsl");
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renderer = new Renderer(shader);
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display.setBackgroundColor(1F, 0, 0);
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mesh.create();
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shader.create();
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private void render() {
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// System.out.println("Rendering ");
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renderer.renderMesh(mesh);
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display.swapBuffers();
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}
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private void update() {
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// System.out.println("Updating ");
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int frames = display.update();
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display.setWindowName(display.getWindowName().substring(0, 4) + " (Frames : " + frames + ")");
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}
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i.reset();
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private void close() {
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display.destroy();
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mesh.destroy();
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shader.destroy();
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}
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}
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public static void main(String[] args) {
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new Test().run();
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}
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private void render() {
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// System.out.println("Rendering ");
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renderer.renderMesh(mesh);
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display.swapBuffers();
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}
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private void close() {
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display.destroy();
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mesh.destroy();
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shader.destroy();
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}
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public static void main(String[] args) throws Exception {
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new Test().run();
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}
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}
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@ -1,48 +1,107 @@
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package org.hl.engine.graphics;
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import org.hl.engine.utils.TextureLoader;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.openvr.Texture;
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import java.awt.image.BufferedImage;
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import org.hl.engine.math.lalg.Vector4f;
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public class Material {
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private static final Vector4f DEFAULT_COLOR = new Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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private Texture texture;
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private Vector4f ambientColor;
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private String path;
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private Vector4f diffuseColor;
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private BufferedImage image;
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private Vector4f specularColor;
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private int width, height;
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private int textureID;
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private float reflectance;
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public Material(String path) {
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private Texture texture;
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this.path = path;
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private Texture normalMap;
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}
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public void create() {
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public Material() {
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this.ambientColor = DEFAULT_COLOR;
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this.diffuseColor = DEFAULT_COLOR;
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this.specularColor = DEFAULT_COLOR;
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this.texture = null;
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this.reflectance = 0;
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}
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this.image = TextureLoader.loadImage(path); //The path is inside the jar file
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this.width = this.image.getWidth();
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this.height = this.image.getHeight();
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this.textureID = TextureLoader.loadTexture(image);
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}
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public Material(Vector4f color, float reflectance) {
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this(color, color, color, null, reflectance);
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}
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public int getWidth() {
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return width;
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}
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public Material(Texture texture) {
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this(DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_COLOR, texture, 0);
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}
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public int getHeight() {
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return height;
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}
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public Material(Texture texture, float reflectance) {
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this(DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_COLOR, texture, reflectance);
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}
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public int getTextureID() {
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return textureID;
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}
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public Material(Vector4f ambientColor, Vector4f diffuseColor, Vector4f specularColor, Texture texture, float reflectance) {
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this.ambientColor = ambientColor;
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this.diffuseColor = diffuseColor;
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this.specularColor = specularColor;
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this.texture = texture;
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this.reflectance = reflectance;
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}
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public void destroy() {
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GL11.glDeleteTextures(textureID);
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}
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public Vector4f getAmbientColor() {
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return ambientColor;
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}
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public void setAmbientColor(Vector4f ambientColor) {
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this.ambientColor = ambientColor;
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}
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public Vector4f getDiffuseColor() {
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return diffuseColor;
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}
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public void setDiffuseColor(Vector4f diffuseColor) {
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this.diffuseColor = diffuseColor;
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}
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public Vector4f getSpecularColor() {
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return specularColor;
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}
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public void setSpecularColor(Vector4f specularColor) {
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this.specularColor = specularColor;
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}
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public float getReflectance() {
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return reflectance;
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}
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public void setReflectance(float reflectance) {
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this.reflectance = reflectance;
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}
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public boolean isTextured() {
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return this.texture != null;
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}
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public Texture getTexture() {
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return texture;
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}
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public void setTexture(Texture texture) {
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this.texture = texture;
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}
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public boolean hasNormalMap() {
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return this.normalMap != null;
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}
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public Texture getNormalMap() {
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return normalMap;
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}
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public void setNormalMap(Texture normalMap) {
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this.normalMap = normalMap;
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}
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public void create() {
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texture.create();
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}
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}
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@ -10,130 +10,130 @@ import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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public class Mesh {
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private Vertex[] vertices;
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private int[] indices;
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private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject, textureBufferObject;
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private Material material;
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private Vertex[] vertices;
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private int[] indices;
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private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject, textureBufferObject;
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private Material material;
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// A group of vertices combined based on the indexes
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public Mesh(Vertex[] vertices, int[] indices, Material material) {
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this.vertices = vertices;
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this.indices = indices;
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this.material = material;
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}
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// A group of vertices combined based on the indexes
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public Mesh(Vertex[] vertices, int[] indices, Material material) {
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this.vertices = vertices;
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this.indices = indices;
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this.material = material;
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}
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// Destroy the mesh
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public void destroy () {
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GL15.glDeleteBuffers(positionBufferObject);
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GL15.glDeleteBuffers(indicesBufferObject);
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GL15.glDeleteBuffers(colorBufferObject);
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GL30.glDeleteBuffers(textureBufferObject);
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// Destroy the mesh
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public void destroy () {
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GL15.glDeleteBuffers(positionBufferObject);
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GL15.glDeleteBuffers(indicesBufferObject);
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GL15.glDeleteBuffers(colorBufferObject);
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GL30.glDeleteBuffers(textureBufferObject);
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GL30.glDeleteVertexArrays(vertexArrayObject);
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GL30.glDeleteVertexArrays(vertexArrayObject);
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material.destroy();
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material.getTexture().destroy();
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}
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}
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// getters for the mesh
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// getters for the mesh
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public Vertex[] getVertices() {
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return vertices;
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}
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public Vertex[] getVertices() {
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return vertices;
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}
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public int[] getIndices() {
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return indices;
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}
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public int[] getIndices() {
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return indices;
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}
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public int getVertexArrayObject() {
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return vertexArrayObject;
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}
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public int getVertexArrayObject() {
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return vertexArrayObject;
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}
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public int getPositionBufferObject() {
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return positionBufferObject;
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}
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public int getPositionBufferObject() {
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return positionBufferObject;
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}
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public int getIndicesBufferObject() {
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return indicesBufferObject;
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}
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public int getIndicesBufferObject() {
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return indicesBufferObject;
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}
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public int getColorBufferObject() {
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return colorBufferObject;
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}
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public int getColorBufferObject() {
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return colorBufferObject;
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}
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public int getTextureBufferObject() {
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return textureBufferObject;
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}
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public int getTextureBufferObject() {
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return textureBufferObject;
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}
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public Material getMaterial() {
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return material;
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}
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public Material getMaterial() {
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return material;
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}
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public void create() {
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public void create() {
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material.create();
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material.create();
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// Creates the mesh by formatting the vertices and indices and inputting them to OpenGL
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vertexArrayObject = GL30.glGenVertexArrays();
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GL30.glBindVertexArray(vertexArrayObject);
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// Creates the mesh by formatting the vertices and indices and inputting them to OpenGL
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vertexArrayObject = GL30.glGenVertexArrays();
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GL30.glBindVertexArray(vertexArrayObject);
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// Putting the position of the vertex into the buffer so the renderer can read it
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// Putting the position of the vertex into the buffer so the renderer can read it
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FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] positionData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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positionData[i * 3] = vertices[i].getPosition().getX();
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positionData[i * 3 + 1] = vertices[i].getPosition().getY();
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positionData[i * 3 + 2] = vertices[i].getPosition().getZ();
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}
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positionBuffer.put(positionData).flip();
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FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] positionData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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positionData[i * 3] = vertices[i].getPosition().getX();
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positionData[i * 3 + 1] = vertices[i].getPosition().getY();
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positionData[i * 3 + 2] = vertices[i].getPosition().getZ();
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}
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positionBuffer.put(positionData).flip();
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positionBufferObject = storeData(positionBuffer, 0, 3);
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positionBufferObject = storeData(positionBuffer, 0, 3);
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// Putting the color into the buffer so renderer and shader can read it
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// Putting the color into the buffer so renderer and shader can read it
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FloatBuffer colorBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] colorData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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colorData[i * 3] = vertices[i].getColor().getX();
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colorData[i * 3 + 1] = vertices[i].getColor().getY();
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colorData[i * 3 + 2] = vertices[i].getColor().getZ();
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}
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colorBuffer.put(colorData).flip();
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FloatBuffer colorBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] colorData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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colorData[i * 3] = vertices[i].getColor().getX();
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colorData[i * 3 + 1] = vertices[i].getColor().getY();
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colorData[i * 3 + 2] = vertices[i].getColor().getZ();
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}
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colorBuffer.put(colorData).flip();
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colorBufferObject = storeData(colorBuffer, 1, 3);
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colorBufferObject = storeData(colorBuffer, 1, 3);
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// Putting the texture into the buffer so renderer and shader can read it
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// Putting the texture into the buffer so renderer and shader can read it
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FloatBuffer textureBuffer = MemoryUtil.memAllocFloat(vertices.length * 2);
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float[] textureData = new float[vertices.length * 2];
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for (int i = 0; i < vertices.length; i ++ ) {
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textureData[i * 2] = vertices[i].getTextureCoords().getX();
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textureData[i * 2 + 1] = vertices[i].getTextureCoords().getY();
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}
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textureBuffer.put(textureData).flip();
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FloatBuffer textureBuffer = MemoryUtil.memAllocFloat(vertices.length * 2);
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float[] textureData = new float[vertices.length * 2];
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for (int i = 0; i < vertices.length; i ++ ) {
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textureData[i * 2] = vertices[i].getTextureCoords().getX();
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textureData[i * 2 + 1] = vertices[i].getTextureCoords().getY();
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}
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textureBuffer.put(textureData).flip();
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textureBufferObject = storeData(textureBuffer, 2, 2);
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textureBufferObject = storeData(textureBuffer, 2, 2);
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IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length);
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indicesBuffer.put(indices).flip();
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IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length);
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indicesBuffer.put(indices).flip();
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indicesBufferObject = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferObject);
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GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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indicesBufferObject = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferObject);
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GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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// Storing data to the buffer at position index (helps with storing color / position)
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// Storing data to the buffer at position index (helps with storing color / position)
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private int storeData(FloatBuffer buffer, int index, int size) {
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int bufferID = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
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GL20.glVertexAttribPointer(index, size, GL11.GL_FLOAT, false, 0, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
private int storeData(FloatBuffer buffer, int index, int size) {
|
||||
int bufferID = GL15.glGenBuffers();
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
|
||||
GL20.glVertexAttribPointer(index, size, GL11.GL_FLOAT, false, 0, 0);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return bufferID;
|
||||
}
|
||||
return bufferID;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,35 +7,35 @@ import org.lwjgl.opengl.GL30;
|
|||
|
||||
public class Renderer {
|
||||
|
||||
private Shader shader;
|
||||
private Shader shader;
|
||||
|
||||
public Renderer(Shader shader) {
|
||||
this.shader = shader;
|
||||
}
|
||||
public Renderer(Shader shader) {
|
||||
this.shader = shader;
|
||||
}
|
||||
|
||||
|
||||
public void renderMesh(Mesh mesh) {
|
||||
public void renderMesh(Mesh mesh) {
|
||||
|
||||
// Renders the mesh by drawing it using triangles (least complicated)
|
||||
GL30.glBindVertexArray(mesh.getVertexArrayObject());
|
||||
GL30.glEnableVertexAttribArray(0);
|
||||
GL30.glEnableVertexAttribArray(1);
|
||||
GL30.glEnableVertexAttribArray(2);
|
||||
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIndicesBufferObject());
|
||||
// Renders the mesh by drawing it using triangles (least complicated)
|
||||
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.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
|
||||
GL13.glBindTexture(GL11.GL_TEXTURE_2D, mesh.getMaterial().getTextureID());
|
||||
GL13.glBindTexture(GL11.GL_TEXTURE_2D, mesh.getMaterial().getTexture().getId());
|
||||
|
||||
shader.bind();
|
||||
shader.bind();
|
||||
|
||||
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.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);
|
||||
shader.unbind();
|
||||
GL30.glDisableVertexAttribArray(0);
|
||||
GL30.glDisableVertexAttribArray(1);
|
||||
GL30.glDisableVertexAttribArray(2);
|
||||
GL30.glBindVertexArray(0);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,84 +5,84 @@ import org.lwjgl.opengl.GL11;
|
|||
import org.lwjgl.opengl.GL20;
|
||||
|
||||
public class Shader {
|
||||
private String vertexFile;
|
||||
private String fragmentFile;
|
||||
private String vertexFile;
|
||||
private String fragmentFile;
|
||||
|
||||
private int vertexID, fragmentID, programID;
|
||||
private int vertexID, fragmentID, programID;
|
||||
|
||||
public Shader(String vertexPath, String fragmentPath) {
|
||||
vertexFile = FileUtils.loadAsString(vertexPath);
|
||||
fragmentFile = FileUtils.loadAsString(fragmentPath);
|
||||
public Shader(String vertexPath, String fragmentPath) {
|
||||
vertexFile = FileUtils.loadAsString(vertexPath);
|
||||
fragmentFile = FileUtils.loadAsString(fragmentPath);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void create() {
|
||||
public void create() {
|
||||
|
||||
// Creates the program
|
||||
programID = GL20.glCreateProgram();
|
||||
// Creates the program
|
||||
programID = GL20.glCreateProgram();
|
||||
|
||||
|
||||
// loads the vertex shader
|
||||
vertexID = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
|
||||
// loads the vertex shader
|
||||
vertexID = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
|
||||
|
||||
GL20.glShaderSource(vertexID, vertexFile);
|
||||
GL20.glCompileShader(vertexID);
|
||||
GL20.glShaderSource(vertexID, vertexFile);
|
||||
GL20.glCompileShader(vertexID);
|
||||
|
||||
if (GL20.glGetShaderi(vertexID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Vertex Shader: " + GL20.glGetShaderInfoLog(vertexID));
|
||||
System.exit(1);
|
||||
if (GL20.glGetShaderi(vertexID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Vertex Shader: " + GL20.glGetShaderInfoLog(vertexID));
|
||||
System.exit(1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// loads the fragment shader
|
||||
fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
|
||||
// loads the fragment shader
|
||||
fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
|
||||
|
||||
GL20.glShaderSource(fragmentID, fragmentFile);
|
||||
GL20.glCompileShader(fragmentID);
|
||||
GL20.glShaderSource(fragmentID, fragmentFile);
|
||||
GL20.glCompileShader(fragmentID);
|
||||
|
||||
if (GL20.glGetShaderi(fragmentID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Fragment Shader: " + GL20.glGetShaderInfoLog(fragmentID));
|
||||
System.exit(1);
|
||||
if (GL20.glGetShaderi(fragmentID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Fragment Shader: " + GL20.glGetShaderInfoLog(fragmentID));
|
||||
System.exit(1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Attach shaders to program
|
||||
GL20.glAttachShader(programID, vertexID);
|
||||
GL20.glAttachShader(programID, fragmentID);
|
||||
// Attach shaders to program
|
||||
GL20.glAttachShader(programID, vertexID);
|
||||
GL20.glAttachShader(programID, fragmentID);
|
||||
|
||||
// Link the program
|
||||
GL20.glLinkProgram(programID);
|
||||
if (GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Program Linking: " + GL20.glGetProgramInfoLog(programID));
|
||||
System.exit(1);
|
||||
return;
|
||||
}
|
||||
// Link the program
|
||||
GL20.glLinkProgram(programID);
|
||||
if (GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Program Linking: " + GL20.glGetProgramInfoLog(programID));
|
||||
System.exit(1);
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate the program
|
||||
GL20.glValidateProgram(programID);
|
||||
if (GL20.glGetProgrami(programID, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Program Validation: " + GL20.glGetProgramInfoLog(programID));
|
||||
System.exit(1);
|
||||
return;
|
||||
}
|
||||
// Validate the program
|
||||
GL20.glValidateProgram(programID);
|
||||
if (GL20.glGetProgrami(programID, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
|
||||
System.err.println("Program Validation: " + GL20.glGetProgramInfoLog(programID));
|
||||
System.exit(1);
|
||||
return;
|
||||
}
|
||||
|
||||
GL20.glDeleteShader(vertexID);
|
||||
GL20.glDeleteShader(fragmentID);
|
||||
GL20.glDeleteShader(vertexID);
|
||||
GL20.glDeleteShader(fragmentID);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Bind so we can use the shader
|
||||
public void bind() {
|
||||
GL20.glUseProgram(programID);
|
||||
}
|
||||
// Bind so we can use the shader
|
||||
public void bind() {
|
||||
GL20.glUseProgram(programID);
|
||||
}
|
||||
|
||||
// Unbind the shader after use
|
||||
public void unbind() {
|
||||
GL20.glUseProgram(0);
|
||||
}
|
||||
// Unbind the shader after use
|
||||
public void unbind() {
|
||||
GL20.glUseProgram(0);
|
||||
}
|
||||
|
||||
// Destroy the program
|
||||
public void destroy() {
|
||||
GL20.glDeleteProgram(programID);
|
||||
}
|
||||
// Destroy the program
|
||||
public void destroy() {
|
||||
GL20.glDeleteProgram(programID);
|
||||
}
|
||||
}
|
||||
|
|
133
src/org/hl/engine/graphics/Texture.java
Normal file
133
src/org/hl/engine/graphics/Texture.java
Normal file
|
@ -0,0 +1,133 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -4,26 +4,26 @@ import org.hl.engine.math.lalg.*;
|
|||
|
||||
public class Vertex {
|
||||
|
||||
// Just a vertex
|
||||
// Just a vertex
|
||||
|
||||
private Vector3f position;
|
||||
private Vector3f color;
|
||||
private Vector2f textureCoords;
|
||||
private Vector3f position;
|
||||
private Vector3f color;
|
||||
private Vector2f textureCoords;
|
||||
|
||||
public Vertex (Vector3f position, Vector3f color, Vector2f texture) {
|
||||
this.position = position;
|
||||
this.color = color;
|
||||
}
|
||||
public Vertex (Vector3f position, Vector3f color, Vector2f texture) {
|
||||
this.position = position;
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
public Vector3f getPosition() {
|
||||
return position;
|
||||
}
|
||||
public Vector3f getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
public Vector3f getColor() {
|
||||
return color;
|
||||
}
|
||||
public Vector3f getColor() {
|
||||
return color;
|
||||
}
|
||||
|
||||
public Vector2f getTextureCoords() {
|
||||
return textureCoords;
|
||||
}
|
||||
public Vector2f getTextureCoords() {
|
||||
return textureCoords;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,205 +8,207 @@ import org.lwjgl.opengl.GL11;
|
|||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
public class Display {
|
||||
private int width, height;
|
||||
private String windowName;
|
||||
private long window;
|
||||
public int frames;
|
||||
public int previousFrames = frames;
|
||||
public long time;
|
||||
public Input input;
|
||||
private Vector3f background = new Vector3f(0, 0, 0);
|
||||
private GLFWWindowSizeCallback resizeCallback;
|
||||
private boolean isResized;
|
||||
private boolean isFullscreen;
|
||||
private int[] windowXPos = new int[1];
|
||||
private int[] windowYPos = new int[1];
|
||||
private GLFWVidMode videoMode;
|
||||
private int savedPosX;
|
||||
private int savedPosY;
|
||||
private int savedWidth;
|
||||
private int savedHeight;
|
||||
private int width, height;
|
||||
private String windowName;
|
||||
private long window;
|
||||
public int frames;
|
||||
public int previousFrames = frames;
|
||||
public long time;
|
||||
public Input input;
|
||||
private Vector3f background = new Vector3f(0, 0, 0);
|
||||
private GLFWWindowSizeCallback resizeCallback;
|
||||
private boolean isResized;
|
||||
private boolean isFullscreen;
|
||||
private int[] windowXPos = new int[1];
|
||||
private int[] windowYPos = new int[1];
|
||||
private GLFWVidMode videoMode;
|
||||
private int savedPosX;
|
||||
private int savedPosY;
|
||||
private int savedWidth;
|
||||
private int savedHeight;
|
||||
|
||||
|
||||
|
||||
|
||||
// Constructor to create the display
|
||||
public Display (int width, int height, String windowName) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.windowName = windowName;
|
||||
}
|
||||
// Constructor to create the display
|
||||
public Display (int width, int height, String windowName) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.windowName = windowName;
|
||||
}
|
||||
|
||||
// Change the window name
|
||||
public void setWindowName(String windowName) {
|
||||
this.windowName = windowName;
|
||||
glfwSetWindowTitle(window, windowName);
|
||||
}
|
||||
// Change the window name
|
||||
public void setWindowName(String windowName) {
|
||||
this.windowName = windowName;
|
||||
glfwSetWindowTitle(window, windowName);
|
||||
}
|
||||
|
||||
// Getters for size, name, window, time, and fullScreen
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
public String getWindowName() {
|
||||
return windowName;
|
||||
}
|
||||
public long getWindow() {
|
||||
return window;
|
||||
}
|
||||
public long getTime() {
|
||||
return time;
|
||||
}
|
||||
// Getters for size, name, window, time, and fullScreen
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
public String getWindowName() {
|
||||
return windowName;
|
||||
}
|
||||
public long getWindow() {
|
||||
return window;
|
||||
}
|
||||
public long getTime() {
|
||||
return time;
|
||||
}
|
||||
|
||||
public boolean isFullscreen() {
|
||||
return isFullscreen;
|
||||
}
|
||||
public boolean isFullscreen() {
|
||||
return isFullscreen;
|
||||
}
|
||||
|
||||
// Makes the screen fullscreen or not based on the argument
|
||||
public void setFullscreen(boolean fullscreen) {
|
||||
isFullscreen = fullscreen;
|
||||
isResized = true;
|
||||
GL11.glViewport(0, 0, width, height);
|
||||
if (isFullscreen) {
|
||||
// Makes the screen fullscreen or not based on the argument
|
||||
public void setFullscreen(boolean fullscreen) {
|
||||
isFullscreen = fullscreen;
|
||||
isResized = true;
|
||||
GL11.glViewport(0, 0, width, height);
|
||||
if (isFullscreen) {
|
||||
|
||||
int[] xpos = {0};
|
||||
int[] ypos = {0};
|
||||
glfwGetWindowPos(this.window, xpos, ypos);
|
||||
savedPosX = xpos[0];
|
||||
savedPosY = ypos[0];
|
||||
int[] xpos = {0};
|
||||
int[] ypos = {0};
|
||||
glfwGetWindowPos(this.window, xpos, ypos);
|
||||
savedPosX = xpos[0];
|
||||
savedPosY = ypos[0];
|
||||
|
||||
savedWidth = width;
|
||||
savedHeight = height;
|
||||
glfwGetWindowPos(window, windowXPos, windowYPos);
|
||||
glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, videoMode.width(), videoMode.height(), 0);
|
||||
} else {
|
||||
glfwSetWindowMonitor(window, 0, savedPosX, savedPosY, savedWidth, savedHeight, 0);
|
||||
}
|
||||
}
|
||||
savedWidth = width;
|
||||
savedHeight = height;
|
||||
glfwGetWindowPos(window, windowXPos, windowYPos);
|
||||
glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, videoMode.width(), videoMode.height(), 0);
|
||||
} else {
|
||||
glfwSetWindowMonitor(window, 0, savedPosX, savedPosY, savedWidth, savedHeight, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// resized getter
|
||||
// resized getter
|
||||
|
||||
public boolean isResized() {
|
||||
return isResized;
|
||||
}
|
||||
public boolean isResized() {
|
||||
return isResized;
|
||||
}
|
||||
|
||||
|
||||
// Creates the window (should go in the init() function of your Main program)
|
||||
public void create() {
|
||||
// Creates the window (should go in the init() function of your Main program)
|
||||
public void create() throws Exception {
|
||||
|
||||
// initializing glfw
|
||||
if (!glfwInit()) {
|
||||
System.err.println("Failed to initialize GLFW! ");
|
||||
System.exit(1);
|
||||
}
|
||||
// initializing glfw
|
||||
if (!glfwInit()) {
|
||||
//System.err.println("Failed to initialize GLFW! ");
|
||||
//System.exit(1);
|
||||
throw new Exception("Failed to initialize GLFW! ");
|
||||
}
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
//Creating window
|
||||
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);
|
||||
}
|
||||
//Creating window
|
||||
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! ");
|
||||
}
|
||||
|
||||
// Setting size of window
|
||||
// Setting size of window
|
||||
|
||||
videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
||||
windowXPos[0] = (videoMode.width() - this.width) / 2;
|
||||
windowYPos[0] = (videoMode.height() - this.height ) / 2;
|
||||
glfwSetWindowPos(window, windowXPos[0], windowYPos[0]);
|
||||
videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
||||
windowXPos[0] = (videoMode.width() - this.width) / 2;
|
||||
windowYPos[0] = (videoMode.height() - this.height ) / 2;
|
||||
glfwSetWindowPos(window, windowXPos[0], windowYPos[0]);
|
||||
|
||||
|
||||
// Graphics
|
||||
glfwMakeContextCurrent(window);
|
||||
GL.createCapabilities();
|
||||
// Graphics
|
||||
glfwMakeContextCurrent(window);
|
||||
GL.createCapabilities();
|
||||
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
|
||||
callBacks();
|
||||
glfwShowWindow(window);
|
||||
glfwSwapInterval(1);
|
||||
callBacks();
|
||||
glfwShowWindow(window);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// setting time
|
||||
// setting time
|
||||
|
||||
time = System.currentTimeMillis();
|
||||
time = System.currentTimeMillis();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Creating the resize callback (all other callbacks were removed and are now in Input class)
|
||||
private void callBacks() {
|
||||
// Creating the resize callback (all other callbacks were removed and are now in Input class)
|
||||
private void callBacks() {
|
||||
|
||||
resizeCallback = new GLFWWindowSizeCallback() {
|
||||
resizeCallback = new GLFWWindowSizeCallback() {
|
||||
|
||||
@Override
|
||||
public void invoke(long window, int w, int h) {
|
||||
width = w;
|
||||
height = h;
|
||||
isResized = true;
|
||||
}
|
||||
};
|
||||
@Override
|
||||
public void invoke(long window, int w, int h) {
|
||||
width = w;
|
||||
height = h;
|
||||
isResized = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
glfwSetWindowSizeCallback(window, resizeCallback);
|
||||
}
|
||||
glfwSetWindowSizeCallback(window, resizeCallback);
|
||||
}
|
||||
|
||||
// Refreshes the screen, resets frame count
|
||||
public int update() {
|
||||
if (isResized) {
|
||||
GL11.glViewport(0, 0, width, height);
|
||||
isResized = false;
|
||||
}
|
||||
GL11.glClearColor(background.getX(), background.getY(), background.getZ(), 1.0F);
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
|
||||
glfwPollEvents();
|
||||
frames++;
|
||||
if (System.currentTimeMillis() > time + 1000) {
|
||||
previousFrames = frames;
|
||||
time = System.currentTimeMillis();
|
||||
frames = 0;
|
||||
return frames;
|
||||
} else {
|
||||
return previousFrames;
|
||||
// Refreshes the screen, resets frame count
|
||||
public int update() {
|
||||
if (isResized) {
|
||||
GL11.glViewport(0, 0, width, height);
|
||||
isResized = false;
|
||||
}
|
||||
GL11.glClearColor(background.getX(), background.getY(), background.getZ(), 1.0F);
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
|
||||
glfwPollEvents();
|
||||
frames++;
|
||||
if (System.currentTimeMillis() > time + 1000) {
|
||||
previousFrames = frames;
|
||||
time = System.currentTimeMillis();
|
||||
frames = 0;
|
||||
return frames;
|
||||
} else {
|
||||
return previousFrames;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Terminates the program (making WindowShouldClose)
|
||||
// Terminates the program (making WindowShouldClose)
|
||||
|
||||
public void terminate() {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
public void terminate() {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
|
||||
// Completely DESTROYS the window
|
||||
public void destroy() {
|
||||
resizeCallback.free();
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
// Completely DESTROYS the window
|
||||
public void destroy() {
|
||||
resizeCallback.free();
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
// switches the buffers (for rendering)
|
||||
// switches the buffers (for rendering)
|
||||
|
||||
public void swapBuffers() {
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
public void swapBuffers() {
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
||||
// get whether the window should close
|
||||
public boolean shouldClose() {
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
// get whether the window should close
|
||||
public boolean shouldClose() {
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
// changes the background color
|
||||
// changes the background color
|
||||
|
||||
public void setBackgroundColor(float r, float g, float b) {
|
||||
background.setVector(r, g, b);
|
||||
}
|
||||
public void setBackgroundColor(float r, float g, float b) {
|
||||
background.setVector(r, g, b);
|
||||
}
|
||||
}
|
|
@ -7,115 +7,115 @@ import java.util.Arrays;
|
|||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
public class Input {
|
||||
private boolean[] keys = new boolean[GLFW.GLFW_KEY_LAST];
|
||||
private boolean[] buttons = new boolean[GLFW.GLFW_MOUSE_BUTTON_LAST];
|
||||
private boolean[] keys = new boolean[GLFW.GLFW_KEY_LAST];
|
||||
private boolean[] buttons = new boolean[GLFW.GLFW_MOUSE_BUTTON_LAST];
|
||||
|
||||
private int[] keyState = new int[GLFW.GLFW_KEY_LAST];
|
||||
private int[] buttonState = new int[GLFW.GLFW_MOUSE_BUTTON_LAST];
|
||||
private int[] keyState = new int[GLFW.GLFW_KEY_LAST];
|
||||
private int[] buttonState = new int[GLFW.GLFW_MOUSE_BUTTON_LAST];
|
||||
|
||||
private long window;
|
||||
private Display display;
|
||||
private long window;
|
||||
private Display display;
|
||||
|
||||
private boolean inWindow;
|
||||
private boolean inWindow;
|
||||
|
||||
private double mouseX, mouseY;
|
||||
private double scrollX, scrollY;
|
||||
private double mouseX, mouseY;
|
||||
private double scrollX, scrollY;
|
||||
|
||||
// Sets up the callbacks based on the window
|
||||
public Input(Display d) {
|
||||
this.display = d;
|
||||
this.window = this.display.getWindow();
|
||||
// Sets up the callbacks based on the window
|
||||
public Input(Display d) {
|
||||
this.display = d;
|
||||
this.window = this.display.getWindow();
|
||||
|
||||
glfwSetKeyCallback(this.window, (window, key, scancode, action, mods) -> {
|
||||
keys[key] = action != GLFW.GLFW_RELEASE;
|
||||
keyState[key] = action;
|
||||
});
|
||||
glfwSetKeyCallback(this.window, (window, key, scancode, action, mods) -> {
|
||||
keys[key] = action != GLFW.GLFW_RELEASE;
|
||||
keyState[key] = action;
|
||||
});
|
||||
|
||||
glfwSetMouseButtonCallback(this.window, (window, button, action, mods) -> {
|
||||
buttons[button] = action != GLFW.GLFW_RELEASE;
|
||||
buttonState[button] = action;
|
||||
});
|
||||
glfwSetMouseButtonCallback(this.window, (window, button, action, mods) -> {
|
||||
buttons[button] = action != GLFW.GLFW_RELEASE;
|
||||
buttonState[button] = action;
|
||||
});
|
||||
|
||||
glfwSetCursorPosCallback(this.window, (window, xpos, ypos) -> {
|
||||
mouseX = xpos;
|
||||
mouseY = ypos;
|
||||
});
|
||||
glfwSetCursorPosCallback(this.window, (window, xpos, ypos) -> {
|
||||
mouseX = xpos;
|
||||
mouseY = ypos;
|
||||
});
|
||||
|
||||
glfwSetCursorEnterCallback(this.window, (window, entered) -> {
|
||||
inWindow = entered;
|
||||
});
|
||||
glfwSetCursorEnterCallback(this.window, (window, entered) -> {
|
||||
inWindow = entered;
|
||||
});
|
||||
|
||||
glfwSetScrollCallback(this.window, (window, xoffset, yoffset) -> {
|
||||
scrollX += xoffset;
|
||||
scrollY += yoffset;
|
||||
});
|
||||
glfwSetScrollCallback(this.window, (window, xoffset, yoffset) -> {
|
||||
scrollX += xoffset;
|
||||
scrollY += yoffset;
|
||||
});
|
||||
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
|
||||
// All states (is<name>Down will return whether it has been held down but <name>Press only returns a press)
|
||||
// All states (is<name>Down will return whether it has been held down but <name>Press only returns a press)
|
||||
|
||||
public boolean isKeyDown(int key) {
|
||||
return keys[key];
|
||||
}
|
||||
public boolean isKeyDown(int key) {
|
||||
return keys[key];
|
||||
}
|
||||
|
||||
public boolean keyPress(int key) {
|
||||
return keyState[key] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
public boolean keyPress(int key) {
|
||||
return keyState[key] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
|
||||
public boolean keyReleased(int key) {
|
||||
return keyState[key] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
public boolean keyReleased(int key) {
|
||||
return keyState[key] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
|
||||
public boolean isButtonDown(int button) {
|
||||
return buttons[button];
|
||||
}
|
||||
public boolean isButtonDown(int button) {
|
||||
return buttons[button];
|
||||
}
|
||||
|
||||
public boolean buttonPress(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
public boolean buttonPress(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
|
||||
public boolean buttonReleased(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
public boolean buttonReleased(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
|
||||
// Resets keyboard and buttons so the presses will only be registered once
|
||||
private void resetKeyboard() {
|
||||
Arrays.fill(keyState, -1);
|
||||
}
|
||||
// Resets keyboard and buttons so the presses will only be registered once
|
||||
private void resetKeyboard() {
|
||||
Arrays.fill(keyState, -1);
|
||||
}
|
||||
|
||||
private void resetButtons() {
|
||||
Arrays.fill(buttonState, -1);
|
||||
}
|
||||
private void resetButtons() {
|
||||
Arrays.fill(buttonState, -1);
|
||||
}
|
||||
|
||||
|
||||
// This function should only be called after all input has been taken inside the loop. It must be called if keyPress and buttonPress should work.
|
||||
// This function should only be called after all input has been taken inside the loop. It must be called if keyPress and buttonPress should work.
|
||||
|
||||
public void reset() {
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
public void reset() {
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
|
||||
// Scroll, mouse, and window getters
|
||||
// Scroll, mouse, and window getters
|
||||
|
||||
public double getMouseX() {
|
||||
return mouseX;
|
||||
}
|
||||
public double getMouseX() {
|
||||
return mouseX;
|
||||
}
|
||||
|
||||
public double getMouseY() {
|
||||
return mouseY;
|
||||
}
|
||||
public double getMouseY() {
|
||||
return mouseY;
|
||||
}
|
||||
|
||||
public boolean inWindow() {
|
||||
return inWindow;
|
||||
}
|
||||
public boolean inWindow() {
|
||||
return inWindow;
|
||||
}
|
||||
|
||||
public double getScrollX() {
|
||||
return scrollX;
|
||||
}
|
||||
public double getScrollX() {
|
||||
return scrollX;
|
||||
}
|
||||
|
||||
public double getScrollY() {
|
||||
return scrollY;
|
||||
}
|
||||
public double getScrollY() {
|
||||
return scrollY;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,33 +1,33 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
public class Vector2f {
|
||||
private float x;
|
||||
private float y;
|
||||
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;
|
||||
}
|
||||
// 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 setVector(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,44 +1,44 @@
|
|||
package org.hl.engine.math.lalg;
|
||||
|
||||
public class Vector3f {
|
||||
private float x;
|
||||
private float y;
|
||||
private float z;
|
||||
private float x;
|
||||
private float y;
|
||||
private float z;
|
||||
|
||||
// Just a vector if you know what I mean
|
||||
public Vector3f (float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
// Just a vector if you know what I mean
|
||||
public Vector3f (float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public void setVector(float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
public void setVector(float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
}
|
||||
|
|
55
src/org/hl/engine/math/lalg/Vector4f.java
Normal file
55
src/org/hl/engine/math/lalg/Vector4f.java
Normal file
|
@ -0,0 +1,55 @@
|
|||
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 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;
|
||||
}
|
||||
}
|
|
@ -7,22 +7,22 @@ import java.io.InputStreamReader;
|
|||
|
||||
public class FileUtils {
|
||||
|
||||
// Reads a filepath and returns that as a String
|
||||
public static String loadAsString(String filepath) {
|
||||
StringBuilder result = new StringBuilder();
|
||||
try (BufferedReader reader = new BufferedReader(new
|
||||
InputStreamReader(FileUtils.class.getResourceAsStream(filepath)))) {
|
||||
String line = "";
|
||||
while ((line = reader.readLine()) != null) {
|
||||
result.append(line) .append("\n");
|
||||
}
|
||||
} catch (Exception e) {
|
||||
System.err.println("Couldn't get the file at " + filepath);
|
||||
System.exit(1);
|
||||
// Reads a filepath and returns that as a String
|
||||
public static String loadAsString(String filepath) {
|
||||
StringBuilder result = new StringBuilder();
|
||||
try (BufferedReader reader = new BufferedReader(new
|
||||
InputStreamReader(FileUtils.class.getResourceAsStream(filepath)))) {
|
||||
String line = "";
|
||||
while ((line = reader.readLine()) != null) {
|
||||
result.append(line) .append("\n");
|
||||
}
|
||||
} catch (Exception e) {
|
||||
System.err.println("Couldn't get the file at " + filepath);
|
||||
System.exit(1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return result.toString();
|
||||
}
|
||||
return result.toString();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,57 +14,57 @@ import org.lwjgl.opengl.GL12;
|
|||
import static org.lwjgl.opengl.GL11.*;
|
||||
|
||||
public class TextureLoader {
|
||||
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
|
||||
public static int loadTexture(BufferedImage image){
|
||||
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
|
||||
public static int loadTexture(BufferedImage image){
|
||||
|
||||
int[] pixels = new int[image.getWidth() * image.getHeight()];
|
||||
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
|
||||
int[] pixels = new int[image.getWidth() * image.getHeight()];
|
||||
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
|
||||
|
||||
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
|
||||
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
|
||||
|
||||
for(int y = 0; y < image.getHeight(); y++){
|
||||
for(int x = 0; x < image.getWidth(); x++){
|
||||
int pixel = pixels[y * image.getWidth() + x];
|
||||
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
|
||||
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
|
||||
buffer.put((byte) (pixel & 0xFF)); // Blue component
|
||||
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
|
||||
}
|
||||
}
|
||||
for(int y = 0; y < image.getHeight(); y++){
|
||||
for(int x = 0; x < image.getWidth(); x++){
|
||||
int pixel = pixels[y * image.getWidth() + x];
|
||||
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
|
||||
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
|
||||
buffer.put((byte) (pixel & 0xFF)); // Blue component
|
||||
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
|
||||
}
|
||||
}
|
||||
|
||||
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
|
||||
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
|
||||
|
||||
// You now have a ByteBuffer filled with the color data of each pixel.
|
||||
// Now just create a texture ID and bind it. Then you can load it using
|
||||
// whatever OpenGL method you want, for example:
|
||||
// You now have a ByteBuffer filled with the color data of each pixel.
|
||||
// Now just create a texture ID and bind it. Then you can load it using
|
||||
// whatever OpenGL method you want, for example:
|
||||
|
||||
int textureID = glGenTextures(); //Generate texture ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
|
||||
int textureID = glGenTextures(); //Generate texture ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
|
||||
|
||||
//Setup wrap mode
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
|
||||
//Setup wrap mode
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Setup texture scaling filtering
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
//Setup texture scaling filtering
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
//Send texel data to OpenGL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||||
//Send texel data to OpenGL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
//Return the texture ID so we can bind it later again
|
||||
return textureID;
|
||||
}
|
||||
//Return the texture ID so we can bind it later again
|
||||
return textureID;
|
||||
}
|
||||
|
||||
public static BufferedImage loadImage(String loc)
|
||||
{
|
||||
try {
|
||||
return ImageIO.read(TextureLoader.class.getResource(loc));
|
||||
} catch (IOException e) {
|
||||
//Error Handling Here
|
||||
System.err.println("Error with loading texture. ");
|
||||
System.exit(1);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public static BufferedImage loadImage(String loc)
|
||||
{
|
||||
try {
|
||||
return ImageIO.read(TextureLoader.class.getResource(loc));
|
||||
} catch (IOException e) {
|
||||
//Error Handling Here
|
||||
System.err.println("Error with loading texture. ");
|
||||
System.exit(1);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
#version 460 core
|
||||
#version 410 core
|
||||
|
||||
in vec3 passColor;
|
||||
in vec2 passTextureCoord;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#version 460 core
|
||||
#version 410 core
|
||||
|
||||
in vec3 position;
|
||||
in vec3 color;
|
||||
|
|
Reference in New Issue
Block a user