Compare commits
8 Commits
d2c33b529a
...
master
| Author | SHA1 | Date | |
|---|---|---|---|
| d3dc397353 | |||
| ad56624b51 | |||
| bb24efb856 | |||
| 6f731c2885 | |||
| dc50ee48c2 | |||
| 0e66f20423 | |||
| 2ed1763b83 | |||
| abd4597f69 |
10
assets/shaders/fader.frag.glsl
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10
assets/shaders/fader.frag.glsl
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@@ -0,0 +1,10 @@
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#version 330 core
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in vec4 fColour;
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out vec4 colour;
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uniform float u_alpha;
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void main() {
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colour = vec4(fColour.xyz, 1.0 - u_alpha);
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}
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19
assets/shaders/texture.frag.glsl
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19
assets/shaders/texture.frag.glsl
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@@ -0,0 +1,19 @@
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#version 330 core
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out vec4 FragColour;
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in vec4 ourColour;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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vec4 tex1Color = texture(texture1, TexCoord);
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vec4 tex2Color = texture(texture2, TexCoord);
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if (tex2Color.a < 0.1)
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tex2Color = tex1Color;
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FragColour = mix(tex1Color, tex2Color, 0.4f);
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}
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15
assets/shaders/texture.vert.glsl
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15
assets/shaders/texture.vert.glsl
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@@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColour;
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layout (location = 2) in vec2 aTexCoord;
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out vec4 ourColour;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColour = aColour;
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TexCoord = aTexCoord;
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}
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BIN
assets/textures/flames.png
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BIN
assets/textures/flames.png
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Binary file not shown.
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After Width: | Height: | Size: 1.5 MiB |
BIN
assets/textures/plink.jpg
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BIN
assets/textures/plink.jpg
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Binary file not shown.
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After Width: | Height: | Size: 5.1 KiB |
BIN
assets/textures/plink.png
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BIN
assets/textures/plink.png
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Binary file not shown.
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After Width: | Height: | Size: 49 KiB |
1
pom.xml
1
pom.xml
@@ -10,7 +10,6 @@
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<name>game</name>
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<description>A simple game.</description>
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<!-- FIXME change it to the project's website -->
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<url>http://www.hirw.org</url>
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<properties>
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58
src/main/java/org/hirw/game/FaderShader.java
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58
src/main/java/org/hirw/game/FaderShader.java
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@@ -0,0 +1,58 @@
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package org.hirw.game;
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import static org.lwjgl.opengl.GL20.*;
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import lombok.Getter;
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import lombok.Setter;
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import org.hirw.game.util.Log;
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import org.hirw.game.util.Time;
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public class FaderShader extends Shader {
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private static final String FADER_SHADER_FRAG_PATH = "assets/shaders/fader.frag.glsl";
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private static final float DEFAULT_ALPHA_INCREASE_STEP = 1.0f / 3;
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private final float INITIAL_ALPHA = 0.0f;
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@Getter private final float alphaIncreaseStep;
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@Getter @Setter private float alpha;
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@Getter @Setter private int alphaUniformLocation;
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public FaderShader(float alphaIncreaseStep) {
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super(FADER_SHADER_FRAG_PATH, DEFAULT_VERT_PATH);
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this.alpha = INITIAL_ALPHA;
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this.alphaIncreaseStep = alphaIncreaseStep;
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}
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public FaderShader() {
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this(DEFAULT_ALPHA_INCREASE_STEP);
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}
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public void init() {
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super.init();
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findAlphaUniformLocation();
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}
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public void update() {
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super.update();
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increaseAlpha();
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}
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private void findAlphaUniformLocation() {
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int location = glGetUniformLocation(getShaderProgramID(), "u_alpha");
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if (location == -1) {
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Log.warning("FaderShader", "Failed to get 'u_alpha' uniform location, trying to continue...");
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} else {
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setAlphaUniformLocation(location);
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}
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}
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private void increaseAlpha() {
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if (getAlphaUniformLocation() == -1) return;
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if (getAlpha() >= 1.0f) return;
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setAlpha(getAlpha() + (getAlphaIncreaseStep() * Time.deltaTime()));
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glUseProgram(getShaderProgramID());
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glUniform1f(getAlphaUniformLocation(), getAlpha());
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glUseProgram(0);
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}
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}
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@@ -12,18 +12,22 @@ import org.lwjgl.BufferUtils;
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public class Mesh {
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@Getter @Setter private int vaoID, vboID, eboID;
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@Getter private Shader shader;
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@Getter protected Shader shader;
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@Getter float[] vertices;
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@Getter int[] elements;
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private static final float[] defaultVertexArray = {
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protected final int POSITION_SIZE = 3;
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protected final int RGBA_SIZE = 4;
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protected final int FLOAT_SIZE_IN_BYTES = Float.SIZE / Byte.SIZE;
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protected static final float[] DEFAULT_VERTEX_ARRAY = {
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0.5f, -0.5f, 0.0f, /* */ 1.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, /* */ 0.0f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.0f, /* */ 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, /* */ 1.0f, 1.0f, 0.0f, 1.0f,
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};
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private static final int[] defaultElementArray = {
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protected static final int[] DEFAULT_ELEMENT_ARRAY = {
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2, 1, 0,
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0, 1, 3
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};
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@@ -38,7 +42,7 @@ public class Mesh {
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}
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public Mesh(Shader shader) {
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this(shader, defaultVertexArray, defaultElementArray);
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this(shader, DEFAULT_VERTEX_ARRAY, DEFAULT_ELEMENT_ARRAY);
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}
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public void init() {
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@@ -61,7 +65,7 @@ public class Mesh {
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getEboID(), getVboID(), getEboID(), getShader().getShaderProgramID());
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}
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private void glDraw() {
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protected void glDraw() {
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glBindVertexArray(this.vaoID);
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glDrawElements(GL_TRIANGLES, getElements().length, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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@@ -74,16 +78,24 @@ public class Mesh {
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initialiseVertexBufferObject();
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initialiseElementBufferObject();
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int positionsSize = 3;
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int colourSize = 4;
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int floatSizeBytes = 4;
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int vertexSizeBytes = (positionsSize + colourSize) * floatSizeBytes;
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glVertexAttribPointer(0, positionsSize, GL_FLOAT, false, vertexSizeBytes, 0);
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initialiseAttribPointers();
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}
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protected int initialiseAttribPointers() {
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int vertexSizeInBytes = calculateVertexSizeInBytes();
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glVertexAttribPointer(0, POSITION_SIZE, GL_FLOAT, false, vertexSizeInBytes, 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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1, colourSize, GL_FLOAT, false, vertexSizeBytes, positionsSize * floatSizeBytes);
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1, RGBA_SIZE, GL_FLOAT, false, vertexSizeInBytes, POSITION_SIZE * FLOAT_SIZE_IN_BYTES);
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glEnableVertexAttribArray(1);
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return vertexSizeInBytes;
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}
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protected int calculateVertexSizeInBytes() {
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return (POSITION_SIZE + RGBA_SIZE) * FLOAT_SIZE_IN_BYTES;
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}
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private void initialiseVertexBufferObject() {
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@@ -1,15 +1,19 @@
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package org.hirw.game;
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public abstract class Scene {
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public final SceneType SCENE_TYPE = SceneType.UNDEFINED;
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import lombok.Getter;
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public Scene() {}
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public abstract class Scene {
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@Getter private final SceneType sceneType;
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public Scene(SceneType sceneType) {
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this.sceneType = sceneType;
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}
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public abstract void init();
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public abstract void update();
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public String toString() {
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return SCENE_TYPE.toString();
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return getSceneType().toString();
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}
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}
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@@ -15,32 +15,42 @@ public final class SceneManager {
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SceneType.MENU, new SplashScene(),
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SceneType.GAME, new SplashScene()));
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@Getter private static Scene scene = SCENES.get(DEFAULT_SCENE_TYPE);
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@Getter private static Scene scene;
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public static void init() {
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setScene(DEFAULT_SCENE_TYPE);
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}
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public static void setScene(SceneType sceneType) {
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scene = SCENES.get(sceneType);
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Scene newScene = SCENES.get(sceneType);
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if (scene == newScene) {
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Log.warning("SceneManager", sameSceneWarningString());
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return;
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} else {
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scene = newScene;
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}
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scene.init();
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logSceneChange();
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}
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public static void update() {
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if (scene.SCENE_TYPE == SceneType.UNDEFINED) return;
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if (scene.getSceneType() == null) return;
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getScene().update();
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}
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private static void logSceneChange() {
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SceneType newSceneType = getScene().SCENE_TYPE;
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SceneType newSceneType = getScene().getSceneType();
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String loadedSceneMessage = String.format("Changed to scene '%s'", newSceneType.toString());
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if (newSceneType == SceneType.UNDEFINED) {
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Log.warning("SceneManager", loadedSceneMessage);
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} else {
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Log.success("SceneManager", loadedSceneMessage);
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}
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Log.success("SceneManager", loadedSceneMessage);
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}
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private static String sameSceneWarningString() {
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return String.format(
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"Tried to switch to scene '%s' but that scene is already loaded",
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scene.getSceneType().toString());
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}
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}
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@@ -1,7 +1,6 @@
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package org.hirw.game;
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public enum SceneType {
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UNDEFINED,
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SPLASH,
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MENU,
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GAME,
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@@ -26,8 +26,8 @@ public class Shader {
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ShaderType.FRAG, GL_FRAGMENT_SHADER,
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ShaderType.VERT, GL_VERTEX_SHADER));
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private static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl";
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private static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl";
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protected static final String DEFAULT_FRAG_PATH = "assets/shaders/default.frag.glsl";
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protected static final String DEFAULT_VERT_PATH = "assets/shaders/default.vert.glsl";
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@Getter private String vertexSource;
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@Getter private String fragmentSource;
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@@ -40,6 +40,10 @@ public class Shader {
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this.vertexSource = readFromFile(vertPath);
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}
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public Shader(String path) {
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this(path + ".frag.glsl", path + ".vert.glsl");
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}
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public Shader() {
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this(DEFAULT_FRAG_PATH, DEFAULT_VERT_PATH);
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}
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@@ -58,6 +62,8 @@ public class Shader {
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glUseProgram(0);
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}
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public void update() {}
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private void compileShader(ShaderType shaderType) {
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int shaderID = glCreateShader(SHADERS.get(shaderType));
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@@ -1,53 +1,72 @@
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package org.hirw.game;
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import static org.lwjgl.opengl.GL11.*;
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import java.util.Objects;
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import lombok.Getter;
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import lombok.Setter;
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import org.hirw.game.util.Time;
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public class SplashScene extends Scene {
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@Getter public final SceneType SCENE_TYPE = SceneType.SPLASH;
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private final float INITIAL_BRIGHTNESS = 0.0f;
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private final float FADE_RATE = 0.5f;
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private float brightness;
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@Getter @Setter private Mesh screenCover;
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@Getter @Setter private FaderShader screenCoverFaderShader;
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@Getter @Setter private Mesh logo;
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public SplashScene() {
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this.brightness = INITIAL_BRIGHTNESS;
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super(SceneType.SPLASH);
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}
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public void init() {
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Shader faderShader = new Shader();
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faderShader.init();
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Mesh screenCover = new Mesh(faderShader);
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screenCover.init();
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setScreenCover(screenCover);
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createScreenCover();
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createLogo();
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}
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public void update() {
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if (Objects.isNull(Window.get().getGlfwWindow())) {
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return;
|
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}
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|
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screenCover.draw();
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fadeIn();
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getLogo().draw();
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getScreenCoverFaderShader().update();
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getScreenCover().draw();
|
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}
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|
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private void fadeIn() {
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glClearColor(this.brightness, this.brightness, this.brightness, 0.0f);
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final float fadeAmount = FADE_RATE * Time.deltaTime();
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this.brightness += fadeAmount;
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private void createScreenCover() {
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FaderShader faderShader = new FaderShader();
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faderShader.init();
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Mesh screenCover = new Mesh(faderShader, screenCoverRectVertices, screenCoverRectElements);
|
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screenCover.init();
|
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setScreenCoverFaderShader(faderShader);
|
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setScreenCover(screenCover);
|
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}
|
||||
|
||||
private static final float[] screenCoverRect = {
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1.0f, -0.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
|
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-0.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
|
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-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f,
|
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private void createLogo() {
|
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Shader texturedShader = new Shader("assets/shaders/texture");
|
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texturedShader.init();
|
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Texture logoTexture = new Texture(225, 225, "assets/textures/plink.png");
|
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Texture flameTexture = new Texture(2500, 2500, "assets/textures/flames.png");
|
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logoTexture.init();
|
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flameTexture.init();
|
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Mesh logoMesh =
|
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new TexturedMesh(
|
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texturedShader,
|
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new Texture[] {logoTexture, flameTexture},
|
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logoRectVertices,
|
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screenCoverRectElements);
|
||||
logoMesh.init();
|
||||
setLogo(logoMesh);
|
||||
}
|
||||
|
||||
private static final float[] screenCoverRectVertices = {
|
||||
1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 0 Top Right
|
||||
1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 1 Bottom Right
|
||||
-1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 2 Bottom Left
|
||||
-1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 3 Top Left
|
||||
};
|
||||
|
||||
private static final int[] screenCoverRectElements = {
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
};
|
||||
|
||||
private static final float[] logoRectVertices = {
|
||||
0.1f, 0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 1.0f, 1.0f, // 0 Top Right
|
||||
0.1f, -0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 1.0f, 0.0f, // 1 Bottom Right
|
||||
-0.1f, -0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 0.0f, 0.0f, // 2 Bottom Left
|
||||
-0.1f, 0.1f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, /* */ 0.0f, 1.0f, // 3 Top Left
|
||||
};
|
||||
}
|
||||
|
||||
105
src/main/java/org/hirw/game/Texture.java
Normal file
105
src/main/java/org/hirw/game/Texture.java
Normal file
@@ -0,0 +1,105 @@
|
||||
package org.hirw.game;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL12.*;
|
||||
import static org.lwjgl.stb.STBImage.stbi_image_free;
|
||||
import static org.lwjgl.stb.STBImage.stbi_load;
|
||||
import static org.lwjgl.stb.STBImage.stbi_set_flip_vertically_on_load;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import lombok.Getter;
|
||||
import lombok.Setter;
|
||||
|
||||
public class Texture {
|
||||
@Getter private int width;
|
||||
@Getter private int height;
|
||||
@Getter private String texturePath;
|
||||
@Getter @Setter private int textureID;
|
||||
@Getter @Setter private int channelCount;
|
||||
@Getter @Setter private int internalFormat;
|
||||
|
||||
public Texture(int width, int height, String texturePath) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.texturePath = texturePath;
|
||||
guessChannelCountAndInternalFormat();
|
||||
}
|
||||
|
||||
private void guessChannelCountAndInternalFormat() {
|
||||
int fileExtensionIndex = getTexturePath().lastIndexOf(".");
|
||||
if (fileExtensionIndex == -1) {
|
||||
// No file extension, so just assume 4 channels (.png -> RGBA)
|
||||
setChannelCount(4);
|
||||
setInternalFormat(GL_RGBA);
|
||||
return;
|
||||
}
|
||||
|
||||
String fileExtension = getTexturePath().substring(fileExtensionIndex + 1);
|
||||
switch (fileExtension) {
|
||||
case "png":
|
||||
setChannelCount(4);
|
||||
setInternalFormat(GL_RGBA);
|
||||
break;
|
||||
case "jpg":
|
||||
setChannelCount(3);
|
||||
setInternalFormat(GL_RGB);
|
||||
break;
|
||||
default:
|
||||
// just pray at this point
|
||||
setChannelCount(3);
|
||||
setInternalFormat(GL_RGB);
|
||||
}
|
||||
}
|
||||
|
||||
public void init() {
|
||||
ByteBuffer imageBytes = loadImageBytes();
|
||||
createTexture(imageBytes);
|
||||
stbi_image_free(imageBytes);
|
||||
}
|
||||
|
||||
private ByteBuffer loadImageBytes() {
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
return stbi_load(
|
||||
getTexturePath(),
|
||||
new int[getWidth()],
|
||||
new int[getHeight()],
|
||||
new int[getChannelCount()],
|
||||
getChannelCount());
|
||||
}
|
||||
|
||||
private void createTexture(ByteBuffer imageBytes) {
|
||||
setTextureID(glGenTextures());
|
||||
glBindTexture(GL_TEXTURE_2D, getTextureID());
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
|
||||
setupFilterParameters();
|
||||
setupWrapParameters();
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
getInternalFormat(),
|
||||
getWidth(),
|
||||
getHeight(),
|
||||
0,
|
||||
getInternalFormat(),
|
||||
GL_UNSIGNED_BYTE,
|
||||
imageBytes);
|
||||
// glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
private void setupFilterParameters() {
|
||||
// https://github.com/mattdesl/lwjgl-basics/wiki/textures#texture-parameters
|
||||
// Set the minification and Magnifiation filters:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
private void setupWrapParameters() {
|
||||
// https://github.com/mattdesl/lwjgl-basics/wiki/textures#texture-parameters
|
||||
// Each Vertex has many attributes, including Position (x, y) and Texture Coordinates (s, t).
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
47
src/main/java/org/hirw/game/TexturedMesh.java
Normal file
47
src/main/java/org/hirw/game/TexturedMesh.java
Normal file
@@ -0,0 +1,47 @@
|
||||
package org.hirw.game;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
|
||||
import lombok.Getter;
|
||||
|
||||
public class TexturedMesh extends Mesh {
|
||||
@Getter private Texture[] textures;
|
||||
|
||||
private final int TEXTURE_COORDS_SIZE = 2;
|
||||
|
||||
public TexturedMesh(Shader shader, Texture[] textures, float[] vertexArray, int[] elementArray) {
|
||||
super(shader, vertexArray, elementArray);
|
||||
this.textures = textures;
|
||||
}
|
||||
|
||||
public TexturedMesh(Shader shader, Texture[] textures) {
|
||||
this(shader, textures, DEFAULT_VERTEX_ARRAY, DEFAULT_ELEMENT_ARRAY);
|
||||
}
|
||||
|
||||
protected int initialiseAttribPointers() {
|
||||
int vertexSizeInBytes = super.initialiseAttribPointers();
|
||||
|
||||
int offset = (POSITION_SIZE + RGBA_SIZE) * FLOAT_SIZE_IN_BYTES;
|
||||
glVertexAttribPointer(2, TEXTURE_COORDS_SIZE, GL_FLOAT, false, vertexSizeInBytes, offset);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
return vertexSizeInBytes;
|
||||
}
|
||||
|
||||
protected int calculateVertexSizeInBytes() {
|
||||
return (POSITION_SIZE + RGBA_SIZE + TEXTURE_COORDS_SIZE) * FLOAT_SIZE_IN_BYTES;
|
||||
}
|
||||
|
||||
protected void glDraw() {
|
||||
for (int i = 0; i < textures.length; i++) {
|
||||
int textureUnitIndexStart = GL_TEXTURE0;
|
||||
int textureUnitIndex = textureUnitIndexStart + i;
|
||||
glActiveTexture(textureUnitIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, getTextures()[i].getTextureID());
|
||||
String uniformName = "texture" + Integer.toString(i + 1);
|
||||
glUniform1i(glGetUniformLocation(getShader().getShaderProgramID(), uniformName), i);
|
||||
}
|
||||
super.glDraw();
|
||||
}
|
||||
}
|
||||
@@ -14,7 +14,7 @@ import org.lwjgl.opengl.*;
|
||||
|
||||
public class Window {
|
||||
private int width, height;
|
||||
private final String title;
|
||||
@Getter private String title;
|
||||
@Getter private long glfwWindow;
|
||||
|
||||
private static Window window = null;
|
||||
@@ -61,7 +61,7 @@ public class Window {
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
|
||||
|
||||
glfwWindow = glfwCreateWindow(this.width, this.height, "Hello World!", NULL, NULL);
|
||||
glfwWindow = glfwCreateWindow(this.width, this.height, getTitle(), NULL, NULL);
|
||||
if (glfwWindow == NULL) throw new RuntimeException("Failed to create the GLFW window");
|
||||
|
||||
glfwSetCursorPosCallback(glfwWindow, Mouse::cursorPositionCallback);
|
||||
@@ -74,7 +74,13 @@ public class Window {
|
||||
glfwShowWindow(glfwWindow);
|
||||
|
||||
GL.createCapabilities();
|
||||
glClearColor(0.0f, 0.0f, 2.0f, 0.0f);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
private void createShader() {
|
||||
@@ -87,15 +93,14 @@ public class Window {
|
||||
Mesh mesh = new Mesh(getShader());
|
||||
setMesh(mesh);
|
||||
mesh.init();
|
||||
mesh.log();
|
||||
}
|
||||
|
||||
private void loop() {
|
||||
while (!glfwWindowShouldClose(glfwWindow)) {
|
||||
Time.update();
|
||||
SceneManager.update();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
getMesh().draw();
|
||||
SceneManager.update();
|
||||
glfwSwapBuffers(glfwWindow);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
@@ -29,7 +29,8 @@ public final class Log {
|
||||
Map.of(
|
||||
LogType.SUCCESS, Colours.GREEN,
|
||||
LogType.ERROR, Colours.RED,
|
||||
LogType.WARNING, Colours.PURPLE));
|
||||
LogType.WARNING, Colours.PURPLE,
|
||||
LogType.DEBUG, Colours.WHITE));
|
||||
|
||||
public static void error(String errorStage, String errorDescription) {
|
||||
System.out.println(formatString(LogType.ERROR, errorStage, errorDescription));
|
||||
@@ -43,6 +44,10 @@ public final class Log {
|
||||
System.out.println(formatString(LogType.WARNING, warningStage, warningDescription));
|
||||
}
|
||||
|
||||
public static void debug(String debugMessage) {
|
||||
System.out.println(formatString(LogType.DEBUG, "DEBUG", debugMessage));
|
||||
}
|
||||
|
||||
private static String formatString(LogType logType, String stage, String description) {
|
||||
String formattedType = String.format("[%s]", colouriseString(logType, logType.toString()));
|
||||
String formattedStage = colouriseString(Colours.YELLOW, String.format("<%s>", stage));
|
||||
|
||||
@@ -4,4 +4,5 @@ public enum LogType {
|
||||
SUCCESS,
|
||||
WARNING,
|
||||
ERROR,
|
||||
DEBUG,
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user