Compare commits
2 Commits
Author | SHA1 | Date | |
---|---|---|---|
7e2c4c7135 | |||
5fe794304e |
|
@ -3,7 +3,7 @@
|
|||
<output-path>$PROJECT_DIR$/out/artifacts/Helium_Engine_jar</output-path>
|
||||
<root id="archive" name="Helium-Engine.jar">
|
||||
<element id="module-output" name="Helium-Engine" />
|
||||
<element id="extracted-dir" path="$USER_HOME$/Downloads/joml-1.9.24.jar" path-in-jar="/" />
|
||||
<element id="extracted-dir" path="$USER_HOME$/Downloads/snakeyaml-1.9.jar" path-in-jar="/" />
|
||||
<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl.jar" path-in-jar="/" />
|
||||
<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-egl.jar" path-in-jar="/" />
|
||||
<element id="extracted-dir" path="$USER_HOME$/Downloads/lwjgl-release-3.2.3-custom/lwjgl-lz4.jar" path-in-jar="/" />
|
||||
|
|
|
@ -126,6 +126,8 @@ public class Test implements Game {
|
|||
display.mouseState(lockToggle);
|
||||
}
|
||||
|
||||
cubeObject.setRotation(Vector3f.add(cubeObject.getRotation(), new Vector3f(1, 1, 1)));
|
||||
|
||||
|
||||
i.reset();
|
||||
|
||||
|
@ -134,9 +136,9 @@ public class Test implements Game {
|
|||
|
||||
|
||||
// rendering the cube and plane
|
||||
renderer.renderMesh(cubeObject, camera);
|
||||
renderer.renderMesh(planeObject, camera);
|
||||
renderer.renderMesh(dragonObject, camera);
|
||||
renderer.renderObject3D(cubeObject, camera);
|
||||
renderer.renderObject3D(planeObject, camera);
|
||||
renderer.renderObject3D(dragonObject, camera);
|
||||
//swap buffers so the new one will appear
|
||||
|
||||
display.reset();
|
||||
|
@ -146,13 +148,13 @@ public class Test implements Game {
|
|||
public void setup() throws Exception {
|
||||
|
||||
//First, set up the display
|
||||
display = new Display(WIDTH, HEIGHT, windowName, 70, 0.1f, 1000f);
|
||||
display = new Display(WIDTH, HEIGHT, windowName);
|
||||
display.create();
|
||||
|
||||
|
||||
|
||||
// Open the shaders
|
||||
shader = new Shader(Shader.VERTEXSHADER, Shader.FRAGSHADER);
|
||||
shader = new Shader(0);
|
||||
|
||||
// Set up the renderer
|
||||
renderer = new Renderer(display, shader);
|
||||
|
|
|
@ -13,13 +13,20 @@ public class Renderer {
|
|||
|
||||
private Shader shader;
|
||||
private Display display;
|
||||
private Matrix4f projectionMatrix;
|
||||
private static final float fov = 70;
|
||||
private static final float near = 0.1f;
|
||||
private static final float far = 1000f;
|
||||
private Matrix4f orthoProjection;
|
||||
|
||||
|
||||
public Renderer(Display display, Shader shader) {
|
||||
this.shader = shader;
|
||||
this.display = display;
|
||||
this.projectionMatrix = Matrix4f.perspective(fov, this.display.getAspectRatio(), near, far);
|
||||
}
|
||||
|
||||
public void renderMesh(GameObject object, Camera camera) {
|
||||
public void renderObject3D(GameObject object, Camera camera) {
|
||||
|
||||
// Renders the mesh by drawing it using triangles (least complicated)
|
||||
GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
|
||||
|
@ -35,7 +42,7 @@ public class Renderer {
|
|||
shader.bind();
|
||||
|
||||
shader.setUniform("type", object.getMesh().isType());
|
||||
shader.setUniform("projection", display.getProjectionMatrix());
|
||||
shader.setUniform("projection", this.projectionMatrix);
|
||||
shader.setUniform("view", Matrix4f.view(camera.getPosition(), camera.getRotation()));
|
||||
shader.setUniform("model", Matrix4f.transform(object.getPosition(), object.getRotation(), object.getScale()));
|
||||
|
||||
|
@ -48,4 +55,66 @@ public class Renderer {
|
|||
GL30.glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
public void renderScene3D(Scene scene, Camera camera) {
|
||||
for (GameObject object: scene.getObjects()) {
|
||||
GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
|
||||
GL30.glEnableVertexAttribArray(0);
|
||||
GL30.glEnableVertexAttribArray(1);
|
||||
GL30.glEnableVertexAttribArray(2);
|
||||
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.projectionMatrix);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
public void renderObject2D(GameObject object, Camera camera, float top, float bottom, float left, float right) {
|
||||
|
||||
orthoProjection = Matrix4f.orthoProjection(right, left, bottom, top, near, far);
|
||||
|
||||
// Renders the mesh by drawing it using triangles (least complicated)
|
||||
GL30.glBindVertexArray(object.getMesh().getVertexArrayObject());
|
||||
GL30.glEnableVertexAttribArray(0);
|
||||
GL30.glEnableVertexAttribArray(1);
|
||||
GL30.glEnableVertexAttribArray(2);
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
40
src/org/hl/engine/graphics/Scene.java
Normal file
40
src/org/hl/engine/graphics/Scene.java
Normal file
|
@ -0,0 +1,40 @@
|
|||
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);
|
||||
}
|
||||
|
||||
}
|
|
@ -17,8 +17,10 @@ public class Shader {
|
|||
|
||||
private int vertexID, fragmentID, programID;
|
||||
|
||||
public static final String VERTEXSHADER = "/resources/shaders/mainVertex.glsl";
|
||||
public static final String FRAGSHADER = "/resources/shaders/mainFragment.glsl";
|
||||
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 Shader(String vertexPath, String fragmentPath) {
|
||||
vertexFile = FileUtils.loadAsString(vertexPath);
|
||||
|
@ -26,6 +28,13 @@ 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
|
||||
|
|
|
@ -30,7 +30,6 @@ 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];
|
||||
|
@ -40,11 +39,14 @@ public class Display {
|
|||
|
||||
|
||||
// Constructor to create the display
|
||||
public Display (int width, int height, String windowName, float fov, float near, float far) {
|
||||
public Display (int width, int height, String windowName) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.windowName = windowName;
|
||||
projection = Matrix4f.projection(fov, (float)this.width / (float) this.height, near, far);
|
||||
}
|
||||
|
||||
public float getAspectRatio() {
|
||||
return (float)this.width / (float)this.height;
|
||||
}
|
||||
|
||||
// Change the window name
|
||||
|
@ -74,10 +76,6 @@ 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;
|
||||
|
@ -124,6 +122,7 @@ public class Display {
|
|||
|
||||
public boolean isResized() {
|
||||
return isResized;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -108,7 +108,7 @@ public class Matrix4f {
|
|||
return result;
|
||||
}
|
||||
|
||||
public static Matrix4f projection( float fov, float aspectRatio, float near, float far) {
|
||||
public static Matrix4f perspective( float fov, float aspectRatio, float near, float far) {
|
||||
Matrix4f result = Matrix4f.identity();
|
||||
|
||||
float tan = (float)Math.tan(Math.toRadians(fov / 2));
|
||||
|
@ -124,6 +124,17 @@ 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