Render random colorized TerrainTiles

This commit is contained in:
Sebastian Böckelmann 2024-03-21 18:10:23 +01:00
parent 11f5fa99fe
commit 2464231d41
6 changed files with 25 additions and 15 deletions

View File

@ -4,7 +4,7 @@ import utils.vectors.Vector3f;
public class Camera {
private Vector3f position = new Vector3f(0,2,0);
private Vector3f position = new Vector3f(0,50,0);
private float pitch = 90;
private float yaw = 180;
private float roll;

View File

@ -40,19 +40,17 @@ public class TerrainRenderer {
for(TerrainTile terrainTile : terrainTiles) {
prepareTexturedModel(terrainTile.getModel());
prepareInstance(terrainTile);
GL11.glDrawElements(GL11.GL_TRIANGLES, terrainTile.getModel().getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
shader.loadColor(terrainTile.getColor());
GL11.glDrawElements(GL11.GL_TRIANGLES, terrainTile.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
}
unbindTexturedModel();
}
private void prepareTexturedModel(TexturedModel model) {
RawModel rawModel = model.getRawModel();
GL30.glBindVertexArray(rawModel.getVaoID());
private void prepareTexturedModel(RawModel model) {
GL30.glBindVertexArray(model.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL20.glEnableVertexAttribArray(2);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getModelTexture().getTextureID());
}
private void unbindTexturedModel() {

View File

@ -4,6 +4,7 @@ import core.engine.entity.Camera;
import core.engine.entity.Light;
import utils.MatrixGraphicUtils;
import utils.vectors.Matrix4f;
import utils.vectors.Vector3f;
public class TerrainShader extends ShaderProgram{
private static final String VERTEX_FILE = "src/main/java/core/engine/shader/terrainVertexShader.glsl";
@ -14,6 +15,7 @@ public class TerrainShader extends ShaderProgram{
private int location_viewMatrix;
private int location_lightPosition;
private int location_lightColor;
private int location_color;
public TerrainShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
}
@ -25,6 +27,7 @@ public class TerrainShader extends ShaderProgram{
this.location_viewMatrix = super.getUniformLocation("viewMatrix");
this.location_lightColor = super.getUniformLocation("lightColor");
this.location_lightPosition = super.getUniformLocation("lightPosition");
this.location_color = super.getUniformLocation("color");
}
@Override
@ -51,4 +54,8 @@ public class TerrainShader extends ShaderProgram{
super.loadVector(location_lightPosition, light.getPosition());
super.loadVector(location_lightColor, light.getColor());
}
public void loadColor(Vector3f color) {
super.loadVector(location_color, color);
}
}

View File

@ -1,13 +1,12 @@
#version 400 core
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColor;
uniform vec3 color;
void main(void) {
vec3 unitNormal = normalize(surfaceNormal);
@ -17,5 +16,5 @@ void main(void) {
float brightness = max(nDotl, 0.2);
vec3 diffusde = brightness * lightColor;
out_Color = vec4(1,1,1,1);
out_Color = vec4(color,1);
}

View File

@ -33,10 +33,10 @@ public class Terrain {
if(y % 2 == 0) {
xPos -= 0.866f;
}
generatedTerrainTiles.add(new TerrainTile(hexagontexturedModel, new Vector3f(xPos , 0, y * -1.4999994f), 0, 0, 0,1));
Vector3f randomColor = new Vector3f((float) Math.random(), (float) Math.random(), (float) Math.random());
generatedTerrainTiles.add(new TerrainTile(hexagonRawModel, new Vector3f(xPos , 0, y * -1.4999994f), 0, 0, 0,1, randomColor));
}
}
generatedTerrainTiles.add(new TerrainTile(hexagontexturedModel, new Vector3f(0 , 0, 0), 0, 0, 0,1));
System.out.println(31 * 1.7319988f);

View File

@ -8,21 +8,23 @@ import utils.vectors.Vector3f;
public class TerrainTile {
private TexturedModel model;
private RawModel model;
private final Vector3f position;
private final float rotX, rotY, rotZ;
private final float scale;
private Vector3f color;
public TerrainTile(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale) {
public TerrainTile(RawModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale, Vector3f color) {
this.model = model;
this.position = position;
this.rotX = rotX;
this.rotY = rotY;
this.rotZ = rotZ;
this.scale = scale;
this.color = color;
}
public TexturedModel getModel() {
public RawModel getModel() {
return model;
}
@ -45,4 +47,8 @@ public class TerrainTile {
public float getScale() {
return scale;
}
public Vector3f getColor() {
return color;
}
}