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12 changed files with 250 additions and 20 deletions

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@@ -0,0 +1,19 @@
#version 330 core
out vec4 FragColour;
in vec4 ourColour;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
vec4 tex1Color = texture(texture1, TexCoord);
vec4 tex2Color = texture(texture2, TexCoord);
if (tex2Color.a < 0.1)
tex2Color = tex1Color;
FragColour = mix(tex1Color, tex2Color, 0.4f);
}

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@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColour;
layout (location = 2) in vec2 aTexCoord;
out vec4 ourColour;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColour = aColour;
TexCoord = aTexCoord;
}

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assets/textures/plink.jpg Normal file

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@@ -10,7 +10,6 @@
<name>game</name> <name>game</name>
<description>A simple game.</description> <description>A simple game.</description>
<!-- FIXME change it to the project's website -->
<url>http://www.hirw.org</url> <url>http://www.hirw.org</url>
<properties> <properties>

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@@ -12,18 +12,22 @@ import org.lwjgl.BufferUtils;
public class Mesh { public class Mesh {
@Getter @Setter private int vaoID, vboID, eboID; @Getter @Setter private int vaoID, vboID, eboID;
@Getter private Shader shader; @Getter protected Shader shader;
@Getter float[] vertices; @Getter float[] vertices;
@Getter int[] elements; @Getter int[] elements;
private static final float[] defaultVertexArray = { protected final int POSITION_SIZE = 3;
protected final int RGBA_SIZE = 4;
protected final int FLOAT_SIZE_IN_BYTES = Float.SIZE / Byte.SIZE;
protected static final float[] DEFAULT_VERTEX_ARRAY = {
0.5f, -0.5f, 0.0f, /* */ 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, /* */ 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, /* */ 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.0f, /* */ 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.0f, /* */ 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.0f, /* */ 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, /* */ 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, /* */ 1.0f, 1.0f, 0.0f, 1.0f,
}; };
private static final int[] defaultElementArray = { protected static final int[] DEFAULT_ELEMENT_ARRAY = {
2, 1, 0, 2, 1, 0,
0, 1, 3 0, 1, 3
}; };
@@ -38,7 +42,7 @@ public class Mesh {
} }
public Mesh(Shader shader) { public Mesh(Shader shader) {
this(shader, defaultVertexArray, defaultElementArray); this(shader, DEFAULT_VERTEX_ARRAY, DEFAULT_ELEMENT_ARRAY);
} }
public void init() { public void init() {
@@ -61,7 +65,7 @@ public class Mesh {
getEboID(), getVboID(), getEboID(), getShader().getShaderProgramID()); getEboID(), getVboID(), getEboID(), getShader().getShaderProgramID());
} }
private void glDraw() { protected void glDraw() {
glBindVertexArray(this.vaoID); glBindVertexArray(this.vaoID);
glDrawElements(GL_TRIANGLES, getElements().length, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, getElements().length, GL_UNSIGNED_INT, 0);
glBindVertexArray(0); glBindVertexArray(0);
@@ -74,16 +78,24 @@ public class Mesh {
initialiseVertexBufferObject(); initialiseVertexBufferObject();
initialiseElementBufferObject(); initialiseElementBufferObject();
int positionsSize = 3; initialiseAttribPointers();
int colourSize = 4; }
int floatSizeBytes = 4;
int vertexSizeBytes = (positionsSize + colourSize) * floatSizeBytes; protected int initialiseAttribPointers() {
glVertexAttribPointer(0, positionsSize, GL_FLOAT, false, vertexSizeBytes, 0); int vertexSizeInBytes = calculateVertexSizeInBytes();
glVertexAttribPointer(0, POSITION_SIZE, GL_FLOAT, false, vertexSizeInBytes, 0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer( glVertexAttribPointer(
1, colourSize, GL_FLOAT, false, vertexSizeBytes, positionsSize * floatSizeBytes); 1, RGBA_SIZE, GL_FLOAT, false, vertexSizeInBytes, POSITION_SIZE * FLOAT_SIZE_IN_BYTES);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
return vertexSizeInBytes;
}
protected int calculateVertexSizeInBytes() {
return (POSITION_SIZE + RGBA_SIZE) * FLOAT_SIZE_IN_BYTES;
} }
private void initialiseVertexBufferObject() { private void initialiseVertexBufferObject() {

View File

@@ -40,6 +40,10 @@ public class Shader {
this.vertexSource = readFromFile(vertPath); this.vertexSource = readFromFile(vertPath);
} }
public Shader(String path) {
this(path + ".frag.glsl", path + ".vert.glsl");
}
public Shader() { public Shader() {
this(DEFAULT_FRAG_PATH, DEFAULT_VERT_PATH); this(DEFAULT_FRAG_PATH, DEFAULT_VERT_PATH);
} }

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@@ -8,6 +8,7 @@ public class SplashScene extends Scene {
@Getter @Setter private Mesh screenCover; @Getter @Setter private Mesh screenCover;
@Getter @Setter private FaderShader screenCoverFaderShader; @Getter @Setter private FaderShader screenCoverFaderShader;
@Getter @Setter private Mesh logo;
public SplashScene() { public SplashScene() {
super(SceneType.SPLASH); super(SceneType.SPLASH);
@@ -15,9 +16,11 @@ public class SplashScene extends Scene {
public void init() { public void init() {
createScreenCover(); createScreenCover();
createLogo();
} }
public void update() { public void update() {
getLogo().draw();
getScreenCoverFaderShader().update(); getScreenCoverFaderShader().update();
getScreenCover().draw(); getScreenCover().draw();
} }
@@ -31,15 +34,39 @@ public class SplashScene extends Scene {
setScreenCover(screenCover); setScreenCover(screenCover);
} }
private void createLogo() {
Shader texturedShader = new Shader("assets/shaders/texture");
texturedShader.init();
Texture logoTexture = new Texture(225, 225, "assets/textures/plink.png");
Texture flameTexture = new Texture(2500, 2500, "assets/textures/flames.png");
logoTexture.init();
flameTexture.init();
Mesh logoMesh =
new TexturedMesh(
texturedShader,
new Texture[] {logoTexture, flameTexture},
logoRectVertices,
screenCoverRectElements);
logoMesh.init();
setLogo(logoMesh);
}
private static final float[] screenCoverRectVertices = { private static final float[] screenCoverRectVertices = {
1.0f, -1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 1.0f, 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, 1.0f, -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, -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, -1.0f, 1.0f, 0.0f, /* */ 0.0f, 0.0f, 0.0f, 0.0f, // 3 Top Left
}; };
private static final int[] screenCoverRectElements = { private static final int[] screenCoverRectElements = {
2, 1, 0, 0, 1, 3,
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
}; };
} }

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@@ -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);
}
}

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@@ -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();
}
}

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@@ -14,7 +14,7 @@ import org.lwjgl.opengl.*;
public class Window { public class Window {
private int width, height; private int width, height;
private final String title; @Getter private String title;
@Getter private long glfwWindow; @Getter private long glfwWindow;
private static Window window = null; private static Window window = null;
@@ -61,7 +61,7 @@ public class Window {
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); 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"); if (glfwWindow == NULL) throw new RuntimeException("Failed to create the GLFW window");
glfwSetCursorPosCallback(glfwWindow, Mouse::cursorPositionCallback); glfwSetCursorPosCallback(glfwWindow, Mouse::cursorPositionCallback);
@@ -76,6 +76,8 @@ public class Window {
GL.createCapabilities(); GL.createCapabilities();
glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glClearColor(1.0f, 1.0f, 1.0f, 0.0f);