Compare commits
1 Commits
Author | SHA1 | Date | |
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0ccb7189ee |
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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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<root id="archive" name="Helium-Engine.jar">
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<element id="module-output" name="Helium-Engine" />
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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/joml-1.9.24.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-lz4.jar" path-in-jar="/" />
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200007
resources/models/dragon.obj
200007
resources/models/dragon.obj
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Load Diff
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@ -1,59 +0,0 @@
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type: color
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vertices:
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-
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vertex:
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- -20
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- -0.5000001
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- 20
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texture:
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- 0
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- 0
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color:
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- 0
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- 0
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- 1
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-
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vertex:
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- -20
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- -0.5000001
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- -20
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texture:
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- 0
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- 1
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color:
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- 0
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- 0
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- 1
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-
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vertex:
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- 20
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- -0.5000001
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- -20
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texture:
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- 1
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- 1
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color:
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- 1
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- 0
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- 1
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-
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vertex:
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- 20
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- -0.5000001
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- 20
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texture:
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- 1
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- 0
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color:
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- 1
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- 0
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- 1
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cull:
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- 0
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- 1
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- 3
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- 3
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- 1
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- 2
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texture: "resources/textures/thonk.png"
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Before Width: | Height: | Size: 9.0 KiB |
195
src/Test.java
195
src/Test.java
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@ -1,195 +0,0 @@
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import org.hl.engine.graphics.*;
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import org.hl.engine.io.Display;
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import org.hl.engine.io.Input;
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import org.hl.engine.math.lalg.Vector3f;
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import org.hl.engine.math.lalg.Vector2f;
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import org.hl.engine.objects.FirstPersonCamera;
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import org.hl.engine.objects.GameObject;
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import org.hl.engine.objects.ThirdPersonCamera;
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import org.hl.engine.utils.FileUtils;
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import org.lwjgl.glfw.GLFW;
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import java.io.IOException;
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public class Test implements Game {
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// Defining original parts of the game
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public final static int WIDTH = 1280, HEIGHT = 760;
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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 boolean lockToggle = false;
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public GameObject cubeObject = new GameObject(new Mesh(new Vertex[] {
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//Back face
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new Vertex(new Vector3f(-0.5f, 0.5f, -0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f(-0.5f, -0.5f, -0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, -0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, 0.5f, -0.5f), new Vector2f(1.0f, 0.0f)),
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//Front face
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new Vertex(new Vector3f(-0.5f, 0.5f, 0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f(-0.5f, -0.5f, 0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, 0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, 0.5f, 0.5f), new Vector2f(1.0f, 0.0f)),
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//Right face
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new Vertex(new Vector3f( 0.5f, 0.5f, -0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, -0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, 0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, 0.5f, 0.5f), new Vector2f(1.0f, 0.0f)),
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//Left face
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new Vertex(new Vector3f(-0.5f, 0.5f, -0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f(-0.5f, -0.5f, -0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f(-0.5f, -0.5f, 0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f(-0.5f, 0.5f, 0.5f), new Vector2f(1.0f, 0.0f)),
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//Top face
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new Vertex(new Vector3f(-0.5f, 0.5f, 0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f(-0.5f, 0.5f, -0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, 0.5f, -0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, 0.5f, 0.5f), new Vector2f(1.0f, 0.0f)),
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//Bottom face
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new Vertex(new Vector3f(-0.5f, -0.5f, 0.5f), new Vector2f(0.0f, 0.0f)),
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new Vertex(new Vector3f(-0.5f, -0.5f, -0.5f), new Vector2f(0.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, -0.5f), new Vector2f(1.0f, 1.0f)),
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new Vertex(new Vector3f( 0.5f, -0.5f, 0.5f), new Vector2f(1.0f, 0.0f)),
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}, new int[] {
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//Back face
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0, 1, 3,
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3, 1, 2,
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//Front face
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4, 5, 7,
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7, 5, 6,
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//Right face
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8, 9, 11,
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11, 9, 10,
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//Left face
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12, 13, 15,
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15, 13, 14,
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//Top face
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16, 17, 19,
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19, 17, 18,
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//Bottom face
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20, 21, 23,
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23, 21, 22
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}, new Material(new Texture("resources/textures/b.png")), "texture"), new Vector3f(0, 0, 0 ), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
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public GameObject planeObject = new GameObject("resources/objects/plane.mesh", new Vector3f(0, 0, 0 ), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
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public GameObject dragonObject = new GameObject("resources/models/dragon.obj", "resources/textures/b.png", new Vector3f(0, 0, 0), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
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public ThirdPersonCamera camera = new ThirdPersonCamera(new Vector3f(0, 0, 5), new Vector3f(0, 0, 0), cubeObject, 0.5f, 5, 0.1f, 12f, true, true, true);
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// public FirstPersonCamera camera = new FirstPersonCamera(new Vector3f(0, 0, 5), new Vector3f(0, 0, 0), 0.1f, 0.15f);
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public Test() throws Exception {
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}
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public void run() throws Exception {
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setup();
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while (!(display.shouldClose())) {
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loop();
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}
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close();
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}
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public void loop() throws Exception {
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//First 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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if (display.isLocked()) {
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camera.standardKeybindUpdate();
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}
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if (i.buttonPress(GLFW.GLFW_MOUSE_BUTTON_LEFT)) {
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if (!lockToggle) {
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lockToggle = true;
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display.mouseState(true);
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}
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} else if (i.isKeyDown(GLFW.GLFW_KEY_ESCAPE)) {
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lockToggle = false;
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display.mouseState(lockToggle);
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}
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cubeObject.setRotation(Vector3f.add(cubeObject.getRotation(), new Vector3f(1, 1, 1)));
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i.reset();
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// Now Render!
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// rendering the cube and plane
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renderer.renderObject3D(cubeObject, camera);
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renderer.renderObject3D(planeObject, 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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display.reset();
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}
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public void setup() throws Exception {
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//First, set up the display
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display = new Display(WIDTH, HEIGHT, windowName);
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display.create();
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// Open the shaders
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shader = new Shader(0);
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// Set up the renderer
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renderer = new Renderer(display, shader);
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// Changing the background color
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display.setBackgroundColor(0.53f, .81f, 0.92f);
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// Creating / displaying the cube and plane
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planeObject.create();
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cubeObject.create();
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dragonObject.create();
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// Creating the shader
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shader.create();
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// Creating the input
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i = new Input(display);
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// Creating the camera
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camera.create(i);
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}
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public void close() {
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// Removing everything
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display.destroy();
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shader.destroy();
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cubeObject.destroy();
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planeObject.destroy();
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dragonObject.destroy();
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}
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public static void main(String[] args) throws Exception {
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//Running
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new Test().run();
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}
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}
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@ -13,20 +13,13 @@ public class Renderer {
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private Shader shader;
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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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this.shader = shader;
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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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public void renderObject3D(GameObject object, Camera camera) {
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public void renderMesh(GameObject object, Camera camera) {
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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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@ -42,7 +35,7 @@ public class Renderer {
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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("projection", display.getProjectionMatrix());
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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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@ -55,66 +48,4 @@ public class Renderer {
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GL30.glBindVertexArray(0);
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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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|
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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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|
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public void renderObject2D(GameObject object, Camera camera, float top, float bottom, float left, float right) {
|
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|
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orthoProjection = Matrix4f.orthoProjection(right, left, bottom, top, near, far);
|
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|
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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);
|
||||
GL30.glEnableVertexAttribArray(1);
|
||||
GL30.glEnableVertexAttribArray(2);
|
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, object.getMesh().getIndicesBufferObject());
|
||||
|
||||
GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
|
||||
GL13.glBindTexture(GL11.GL_TEXTURE_2D, object.getMesh().getMaterial().getTexture().getId());
|
||||
|
||||
shader.bind();
|
||||
|
||||
shader.setUniform("type", object.getMesh().isType());
|
||||
shader.setUniform("projection", this.orthoProjection);
|
||||
shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
|
||||
shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
|
||||
|
||||
GL11.glDrawElements(GL11.GL_TRIANGLES, object.getMesh().getIndices().length, GL11.GL_UNSIGNED_INT, 0);
|
||||
|
||||
shader.unbind();
|
||||
GL30.glDisableVertexAttribArray(0);
|
||||
GL30.glDisableVertexAttribArray(1);
|
||||
GL30.glDisableVertexAttribArray(2);
|
||||
GL30.glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,40 +0,0 @@
|
|||
package org.hl.engine.graphics;
|
||||
|
||||
import org.hl.engine.objects.GameObject;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
|
||||
public class Scene {
|
||||
|
||||
private ArrayList<GameObject> objects;
|
||||
|
||||
public Scene() {
|
||||
objects = new ArrayList();
|
||||
}
|
||||
|
||||
public ArrayList<GameObject> getObjects() {
|
||||
return objects;
|
||||
}
|
||||
|
||||
public void setObjects(ArrayList<GameObject> objects) {
|
||||
this.objects = objects;
|
||||
}
|
||||
|
||||
public void setObjects(GameObject[] objects) {
|
||||
this.objects.addAll(Arrays.asList(objects));
|
||||
}
|
||||
|
||||
public void addObject(GameObject object) {
|
||||
this.objects.add(object);
|
||||
}
|
||||
|
||||
public void removeObject(int index) {
|
||||
this.objects.remove(index);
|
||||
}
|
||||
|
||||
public GameObject getObject(int index) {
|
||||
return this.objects.get(index);
|
||||
}
|
||||
|
||||
}
|
|
@ -17,10 +17,8 @@ public class Shader {
|
|||
|
||||
private int vertexID, fragmentID, programID;
|
||||
|
||||
public static final String VERTEX_SHADER_NO_LIGHT = "/resources/shaders/mainVertex.glsl";
|
||||
public static final String FRAG_SHADER_NO_LIGHT = "/resources/shaders/mainFragment.glsl";
|
||||
|
||||
public static final int NO_LIGHT = 0;
|
||||
public static final String VERTEXSHADER = "/resources/shaders/mainVertex.glsl";
|
||||
public static final String FRAGSHADER = "/resources/shaders/mainFragment.glsl";
|
||||
|
||||
public Shader(String vertexPath, String fragmentPath) {
|
||||
vertexFile = FileUtils.loadAsString(vertexPath);
|
||||
|
@ -28,13 +26,6 @@ public class Shader {
|
|||
|
||||
}
|
||||
|
||||
public Shader(int type) {
|
||||
if (type == 0) {
|
||||
vertexFile = FileUtils.loadAsString(VERTEX_SHADER_NO_LIGHT);
|
||||
fragmentFile = FileUtils.loadAsString(FRAG_SHADER_NO_LIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
public void create() {
|
||||
|
||||
// Creates the program
|
||||
|
|
|
@ -30,6 +30,7 @@ public class Display {
|
|||
private int savedPosY;
|
||||
private int savedWidth;
|
||||
private int savedHeight;
|
||||
private Matrix4f projection;
|
||||
private boolean isLocked;
|
||||
private double[] cursorX = new double[1];
|
||||
private double[] cursorY = new double[1];
|
||||
|
@ -39,14 +40,11 @@ public class Display {
|
|||
|
||||
|
||||
// Constructor to create the display
|
||||
public Display (int width, int height, String windowName) {
|
||||
public Display (int width, int height, String windowName, float fov, float near, float far) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.windowName = windowName;
|
||||
}
|
||||
|
||||
public float getAspectRatio() {
|
||||
return (float)this.width / (float)this.height;
|
||||
projection = Matrix4f.projection(fov, (float)this.width / (float) this.height, near, far);
|
||||
}
|
||||
|
||||
// Change the window name
|
||||
|
@ -76,6 +74,10 @@ public class Display {
|
|||
return isFullscreen;
|
||||
}
|
||||
|
||||
public Matrix4f getProjectionMatrix() {
|
||||
return projection;
|
||||
}
|
||||
|
||||
// Makes the screen fullscreen or not based on the argument
|
||||
public void setFullscreen(boolean fullscreen) {
|
||||
isFullscreen = fullscreen;
|
||||
|
@ -122,7 +124,6 @@ public class Display {
|
|||
|
||||
public boolean isResized() {
|
||||
return isResized;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -108,7 +108,7 @@ public class Matrix4f {
|
|||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f perspective( float fov, float aspectRatio, float near, float far) {
|
||||
public static Matrix4f projection( float fov, float aspectRatio, float near, float far) {
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
float tan = (float)Math.tan(Math.toRadians(fov / 2));
|
||||
|
@ -124,17 +124,6 @@ public class Matrix4f {
|
|||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f orthoProjection(float right, float left, float bottom, float top, float near, float far) {
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
result.set(0, 0, 2/(right - left));
|
||||
result.set(1, 1, 2/(top - bottom));
|
||||
result.set(2, 2, -2/(far - near));
|
||||
result.set(0, 3, -(right + left) / (right - left));
|
||||
result.set(1, 3, -(top + bottom) / (top - bottom));
|
||||
result.set(2, 3, -(far + near) / (far - near));
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f view(Vector3f position, Vector3f rotation) {
|
||||
|
||||
Vector3f negative = new Vector3f(-position.getX(), -position.getY(), -position.getZ());
|
||||
|
|
Reference in New Issue
Block a user