slkjflsd
This commit is contained in:
parent
5fe794304e
commit
7e2c4c7135
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@ -3,7 +3,7 @@
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<output-path>$PROJECT_DIR$/out/artifacts/Helium_Engine_jar</output-path>
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<output-path>$PROJECT_DIR$/out/artifacts/Helium_Engine_jar</output-path>
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<root id="archive" name="Helium-Engine.jar">
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<root id="archive" name="Helium-Engine.jar">
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<element id="module-output" name="Helium-Engine" />
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<element id="module-output" name="Helium-Engine" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/joml-1.9.24.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/snakeyaml-1.9.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-egl.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-egl.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-lz4.jar" path-in-jar="/" />
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<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-lz4.jar" path-in-jar="/" />
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@ -136,9 +136,9 @@ public class Test implements Game {
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// rendering the cube and plane
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// rendering the cube and plane
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renderer.renderMesh(cubeObject, camera);
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renderer.renderObject3D(cubeObject, camera);
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renderer.renderMesh(planeObject, camera);
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renderer.renderObject3D(planeObject, camera);
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renderer.renderMesh(dragonObject, camera);
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renderer.renderObject3D(dragonObject, camera);
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//swap buffers so the new one will appear
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//swap buffers so the new one will appear
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display.reset();
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display.reset();
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@ -148,13 +148,13 @@ public class Test implements Game {
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public void setup() throws Exception {
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public void setup() throws Exception {
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//First, set up the display
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//First, set up the display
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display = new Display(WIDTH, HEIGHT, windowName, 70, 0.1f, 1000f);
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display = new Display(WIDTH, HEIGHT, windowName);
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display.create();
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display.create();
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// Open the shaders
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// Open the shaders
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shader = new Shader(Shader.VERTEXSHADER, Shader.FRAGSHADER);
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shader = new Shader(0);
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// Set up the renderer
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// Set up the renderer
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renderer = new Renderer(display, shader);
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renderer = new Renderer(display, shader);
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@ -13,13 +13,20 @@ public class Renderer {
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private Shader shader;
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private Shader shader;
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private Display display;
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private Display display;
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private Matrix4f projectionMatrix;
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private static final float fov = 70;
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private static final float near = 0.1f;
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private static final float far = 1000f;
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private Matrix4f orthoProjection;
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public Renderer(Display display, Shader shader) {
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public Renderer(Display display, Shader shader) {
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this.shader = shader;
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this.shader = shader;
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this.display = display;
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this.display = display;
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this.projectionMatrix = Matrix4f.perspective(fov, this.display.getAspectRatio(), near, far);
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}
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}
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public void renderMesh(GameObject object, Camera camera) {
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public void renderObject3D(GameObject object, Camera camera) {
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// Renders the mesh by drawing it using triangles (least complicated)
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// Renders the mesh by drawing it using triangles (least complicated)
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GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
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GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
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@ -35,7 +42,7 @@ public class Renderer {
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shader.bind();
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shader.bind();
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shader.setUniform("type", object.getMesh().isType());
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shader.setUniform("type", object.getMesh().isType());
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shader.setUniform("projection", display.getProjectionMatrix());
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shader.setUniform("projection", this.projectionMatrix);
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shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
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shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
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shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
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shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
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@ -48,4 +55,66 @@ public class Renderer {
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GL30.glBindVertexArray(0);
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GL30.glBindVertexArray(0);
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}
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}
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public void renderScene3D(Scene scene, Camera camera) {
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for (GameObject object: scene.getObjects()) {
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GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
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GL30.glEnableVertexAttribArray(0);
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GL30.glEnableVertexAttribArray(1);
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GL30.glEnableVertexAttribArray(2);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, object.getMesh().getIndicesBufferObject());
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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GL13.glBindTexture(GL11.GL_TEXTURE_2D, object.getMesh().getMaterial().getTexture().getId());
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shader.bind();
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shader.setUniform("type", object.getMesh().isType());
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shader.setUniform("projection", this.projectionMatrix);
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shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
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shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
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GL11.glDrawElements(GL11.GL_TRIANGLES, object.getMesh().getIndices().length, GL11.GL_UNSIGNED_INT, 0);
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shader.unbind();
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GL30.glDisableVertexAttribArray(0);
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GL30.glDisableVertexAttribArray(1);
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GL30.glDisableVertexAttribArray(2);
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GL30.glBindVertexArray(0);
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}
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}
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public void renderObject2D(GameObject object, Camera camera, float top, float bottom, float left, float right) {
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orthoProjection = Matrix4f.orthoProjection(right, left, bottom, top, near, far);
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// Renders the mesh by drawing it using triangles (least complicated)
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GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
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GL30.glEnableVertexAttribArray(0);
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GL30.glEnableVertexAttribArray(1);
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GL30.glEnableVertexAttribArray(2);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, object.getMesh().getIndicesBufferObject());
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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GL13.glBindTexture(GL11.GL_TEXTURE_2D, object.getMesh().getMaterial().getTexture().getId());
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shader.bind();
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shader.setUniform("type", object.getMesh().isType());
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shader.setUniform("projection", this.orthoProjection);
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shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
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shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
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GL11.glDrawElements(GL11.GL_TRIANGLES, object.getMesh().getIndices().length, GL11.GL_UNSIGNED_INT, 0);
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shader.unbind();
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GL30.glDisableVertexAttribArray(0);
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GL30.glDisableVertexAttribArray(1);
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GL30.glDisableVertexAttribArray(2);
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GL30.glBindVertexArray(0);
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}
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}
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}
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40
src/org/hl/engine/graphics/Scene.java
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40
src/org/hl/engine/graphics/Scene.java
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@ -0,0 +1,40 @@
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package org.hl.engine.graphics;
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import org.hl.engine.objects.GameObject;
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import java.util.ArrayList;
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import java.util.Arrays;
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public class Scene {
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private ArrayList<GameObject> objects;
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public Scene() {
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objects = new ArrayList();
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}
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public ArrayList<GameObject> getObjects() {
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return objects;
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}
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public void setObjects(ArrayList<GameObject> objects) {
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this.objects = objects;
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}
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public void setObjects(GameObject[] objects) {
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this.objects.addAll(Arrays.asList(objects));
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}
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public void addObject(GameObject object) {
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this.objects.add(object);
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}
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public void removeObject(int index) {
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this.objects.remove(index);
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}
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public GameObject getObject(int index) {
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return this.objects.get(index);
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}
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}
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private int vertexID, fragmentID, programID;
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private int vertexID, fragmentID, programID;
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public static final String VERTEXSHADER = "/resources/shaders/mainVertex.glsl";
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public static final String VERTEX_SHADER_NO_LIGHT = "/resources/shaders/mainVertex.glsl";
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public static final String FRAGSHADER = "/resources/shaders/mainFragment.glsl";
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public static final String FRAG_SHADER_NO_LIGHT = "/resources/shaders/mainFragment.glsl";
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public static final int NO_LIGHT = 0;
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public Shader(String vertexPath, String fragmentPath) {
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public Shader(String vertexPath, String fragmentPath) {
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vertexFile = FileUtils.loadAsString(vertexPath);
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vertexFile = FileUtils.loadAsString(vertexPath);
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}
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}
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public Shader(int type) {
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if (type == 0) {
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vertexFile = FileUtils.loadAsString(VERTEX_SHADER_NO_LIGHT);
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fragmentFile = FileUtils.loadAsString(FRAG_SHADER_NO_LIGHT);
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}
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}
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public void create() {
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public void create() {
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// Creates the program
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// Creates the program
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@ -30,7 +30,6 @@ public class Display {
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private int savedPosY;
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private int savedPosY;
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private int savedWidth;
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private int savedWidth;
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private int savedHeight;
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private int savedHeight;
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private Matrix4f projection;
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private boolean isLocked;
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private boolean isLocked;
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private double[] cursorX = new double[1];
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private double[] cursorX = new double[1];
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private double[] cursorY = new double[1];
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private double[] cursorY = new double[1];
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// Constructor to create the display
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// Constructor to create the display
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public Display (int width, int height, String windowName, float fov, float near, float far) {
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public Display (int width, int height, String windowName) {
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this.width = width;
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this.width = width;
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this.height = height;
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this.height = height;
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this.windowName = windowName;
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this.windowName = windowName;
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projection = Matrix4f.projection(fov, (float)this.width / (float) this.height, near, far);
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}
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public float getAspectRatio() {
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return (float)this.width / (float)this.height;
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}
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}
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// Change the window name
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// Change the window name
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return isFullscreen;
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return isFullscreen;
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}
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}
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public Matrix4f getProjectionMatrix() {
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return projection;
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}
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// Makes the screen fullscreen or not based on the argument
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// Makes the screen fullscreen or not based on the argument
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public void setFullscreen(boolean fullscreen) {
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public void setFullscreen(boolean fullscreen) {
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isFullscreen = fullscreen;
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isFullscreen = fullscreen;
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public boolean isResized() {
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public boolean isResized() {
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return isResized;
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return isResized;
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}
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}
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@ -108,7 +108,7 @@ public class Matrix4f {
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return result;
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return result;
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}
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}
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public static Matrix4f projection( float fov, float aspectRatio, float near, float far) {
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public static Matrix4f perspective( float fov, float aspectRatio, float near, float far) {
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Matrix4f result = Matrix4f.identity();
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Matrix4f result = Matrix4f.identity();
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float tan = (float)Math.tan(Math.toRadians(fov / 2));
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float tan = (float)Math.tan(Math.toRadians(fov / 2));
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return result;
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return result;
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}
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}
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public static Matrix4f orthoProjection(float right, float left, float bottom, float top, float near, float far) {
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Matrix4f result = Matrix4f.identity();
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result.set(0, 0, 2/(right - left));
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result.set(1, 1, 2/(top - bottom));
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result.set(2, 2, -2/(far - near));
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result.set(0, 3, -(right + left) / (right - left));
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result.set(1, 3, -(top + bottom) / (top - bottom));
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result.set(2, 3, -(far + near) / (far - near));
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return result;
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}
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public static Matrix4f view(Vector3f position, Vector3f rotation) {
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public static Matrix4f view(Vector3f position, Vector3f rotation) {
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Vector3f negative = new Vector3f(-position.getX(), -position.getY(), -position.getZ());
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Vector3f negative = new Vector3f(-position.getX(), -position.getY(), -position.getZ());
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Reference in New Issue
Block a user