This commit is contained in:
EvilMuffinHa 2020-05-07 14:05:11 -04:00
parent 672cab2424
commit 757c20d8a0
13 changed files with 781 additions and 0 deletions

8
.gitignore vendored
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# Mac
*.DS_Store
# IntelliJ Idea folder
.idea
# Compiled class file
*.class

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<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="library" name="lwjgl-release-3.2" level="project" />
</component>
</module>

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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.io.Display;
import org.hl.engine.io.Input;
import org.hl.engine.math.Vector3f;
import org.lwjgl.glfw.GLFW;
public class Test {
public final static int WIDTH = 640, HEIGHT = 480;
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 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 int[] {
0, 1, 2,
0, 2, 3
});
public void run() {
init();
i = new Input(display);
while (!(display.shouldClose()) && !i.isKeyDown(GLFW.GLFW_KEY_ESCAPE)) {
update();
render();
}
close();
}
public void init() {
// System.out.println("Initializing Game ");
display = new Display(WIDTH, HEIGHT, windowName);
shader = new Shader("/resources/shaders/mainVertex.glsl", "/resources/shaders/mainFragment.glsl");
renderer = new Renderer(shader);
display.setBackgroundColor(1F, 0, 0);
display.create();
mesh.create();
shader.create();
}
private void update() {
// System.out.println("Updating ");
int frames = display.update();
display.setWindowName(display.getWindowName().substring(0, 4) + " (Frames : " + frames + ")");
i.reset();
}
private void render() {
// System.out.println("Rendering ");
renderer.renderMesh(mesh);
display.swapBuffers();
}
private void close() {
display.destroy();
mesh.destroy();
shader.destroy();
}
public static void main(String[] args) {
new Test().run();
}
}

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package org.hl.engine.graphics;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.system.MemoryUtil;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
public class Mesh {
private Vertex[] vertices;
private int[] indices;
private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject;
// A group of vertices combined based on the indexes
public Mesh(Vertex[] vertices, int[] indices) {
this.vertices = vertices;
this.indices = indices;
}
// Destroy the mesh
public void destroy () {
GL15.glDeleteBuffers(positionBufferObject);
GL15.glDeleteBuffers(indicesBufferObject);
GL15.glDeleteBuffers(colorBufferObject);
GL30.glDeleteVertexArrays(vertexArrayObject);
}
// getters for the mesh
public Vertex[] getVertices() {
return vertices;
}
public int[] getIndices() {
return indices;
}
public int getVertexArrayObject() {
return vertexArrayObject;
}
public int getPositionBufferObject() {
return positionBufferObject;
}
public int getIndicesBufferObject() {
return indicesBufferObject;
}
public int getColorBufferObject() {
return colorBufferObject;
}
public void create() {
// Creates the mesh by formatting the vertices and indices and inputting them to OpenGL
vertexArrayObject = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vertexArrayObject);
// Putting the position of the vertex into the buffer so the renderer can read it
FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
float[] positionData = new float[vertices.length * 3];
for (int i = 0; i < vertices.length; i ++ ) {
positionData[i * 3] = vertices[i].getPosition().getX();
positionData[i * 3 + 1] = vertices[i].getPosition().getY();
positionData[i * 3 + 2] = vertices[i].getPosition().getZ();
}
positionBuffer.put(positionData).flip();
positionBufferObject = storeData(positionBuffer, 0, 3);
// Putting the color into the buffer so renderer and shader can read it
FloatBuffer colorBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
float[] colorData = new float[vertices.length * 3];
for (int i = 0; i < vertices.length; i ++ ) {
colorData[i * 3] = vertices[i].getColor().getX();
colorData[i * 3 + 1] = vertices[i].getColor().getY();
colorData[i * 3 + 2] = vertices[i].getColor().getZ();
}
colorBuffer.put(colorData).flip();
colorBufferObject = storeData(colorBuffer, 1, 3);
IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length);
indicesBuffer.put(indices).flip();
indicesBufferObject = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferObject);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
}
// Storing data to the buffer at position index (helps with storing color / position)
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;
}
}

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package org.hl.engine.graphics;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL30;
public class Renderer {
private Shader shader;
public Renderer(Shader shader) {
this.shader = shader;
}
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);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIndicesBufferObject());
shader.bind();
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0);
shader.unbind();
GL30.glDisableVertexAttribArray(0);
GL30.glDisableVertexAttribArray(1);
GL30.glBindVertexArray(0);
}
}

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package org.hl.engine.graphics;
import org.hl.engine.utils.FileUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
public class Shader {
private String vertexFile;
private String fragmentFile;
private int vertexID, fragmentID, programID;
public Shader(String vertexPath, String fragmentPath) {
vertexFile = FileUtils.loadAsString(vertexPath);
fragmentFile = FileUtils.loadAsString(fragmentPath);
}
public void create() {
// Creates the program
programID = GL20.glCreateProgram();
// loads the vertex shader
vertexID = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
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);
}
// loads the fragment shader
fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
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);
}
// 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;
}
// 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);
}
// Bind so we can use the shader
public void bind() {
GL20.glUseProgram(programID);
}
// Unbind the shader after use
public void unbind() {
GL20.glUseProgram(0);
}
// Destroy the program
public void destroy() {
GL20.glDeleteProgram(programID);
}
}

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package org.hl.engine.graphics;
import org.hl.engine.math.Vector3f;
public class Vertex {
// Just a vertex
private Vector3f position;
private Vector3f color;
public Vertex (Vector3f position, Vector3f color) {
this.position = position;
this.color = color;
}
public Vector3f getPosition() {
return position;
}
public Vector3f getColor() {
return color;
}
}

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package org.hl.engine.io;
import org.hl.engine.math.Vector3f;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
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;
// 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);
}
// 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;
}
// 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];
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
public boolean isResized() {
return isResized;
}
// Creates the window (should go in the init() function of your Main program)
public void create() {
// initializing glfw
if (!glfwInit()) {
System.err.println("Failed to initialize GLFW! ");
System.exit(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);
//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);
}
// 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]);
// Graphics
glfwMakeContextCurrent(window);
GL.createCapabilities();
GL11.glEnable(GL11.GL_DEPTH_TEST);
callBacks();
glfwShowWindow(window);
glfwSwapInterval(1);
// setting time
time = System.currentTimeMillis();
}
// Creating the resize callback (all other callbacks were removed and are now in Input class)
private void callBacks() {
resizeCallback = new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int w, int h) {
width = w;
height = h;
isResized = true;
}
};
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;
}
}
// Terminates the program (making WindowShouldClose)
public void terminate() {
glfwSetWindowShouldClose(window, true);
}
// Completely DESTROYS the window
public void destroy() {
resizeCallback.free();
glfwDestroyWindow(window);
glfwTerminate();
}
// switches the buffers (for rendering)
public void swapBuffers() {
glfwSwapBuffers(window);
}
// get whether the window should close
public boolean shouldClose() {
return glfwWindowShouldClose(window);
}
// changes the background color
public void setBackgroundColor(float r, float g, float b) {
background.setVector(r, g, b);
}
}

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package org.hl.engine.io;
import org.lwjgl.glfw.GLFW;
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 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 boolean inWindow;
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();
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;
});
glfwSetCursorPosCallback(this.window, (window, xpos, ypos) -> {
mouseX = xpos;
mouseY = ypos;
});
glfwSetCursorEnterCallback(this.window, (window, entered) -> {
inWindow = entered;
});
glfwSetScrollCallback(this.window, (window, xoffset, yoffset) -> {
scrollX += xoffset;
scrollY += yoffset;
});
resetKeyboard();
resetButtons();
}
// 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 keyPress(int key) {
return keyState[key] == GLFW.GLFW_PRESS;
}
public boolean keyReleased(int key) {
return keyState[key] == GLFW.GLFW_RELEASE;
}
public boolean isButtonDown(int button) {
return buttons[button];
}
public boolean buttonPress(int button) {
return buttonState[button] == GLFW.GLFW_PRESS;
}
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);
}
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.
public void reset() {
resetKeyboard();
resetButtons();
}
// Scroll, mouse, and window getters
public double getMouseX() {
return mouseX;
}
public double getMouseY() {
return mouseY;
}
public boolean inWindow() {
return inWindow;
}
public double getScrollX() {
return scrollX;
}
public double getScrollY() {
return scrollY;
}
}

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package org.hl.engine.math;
public class Vector3f {
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;
}
public void setVector(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}
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;
}
}

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package org.hl.engine.utils;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
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);
}
return result.toString();
}
}

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#version 330 core
in vec3 passColor;
out vec4 outColor;
void main() {
outColor = vec4(passColor, 1.0);
}

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#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec3 passColor;
void main() {
gl_Position = vec4(position, 1.0);
passColor = color;
}