Render terrains
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BIN
client/res/grass.png
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client/res/grass.png
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After Width: | Height: | Size: 9.4 MiB |
@ -5,7 +5,8 @@ import core.engine.entity.Entity;
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import core.engine.entity.Light;
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import core.engine.model.RawModel;
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import core.engine.model.TexturedModel;
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import core.engine.shader.StaticShader;
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import core.engine.renderer.MasterRenderer;
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import core.engine.terrain.Terrain;
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import core.engine.textures.ModelTexture;
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import org.lwjgl.Version;
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import org.lwjgl.glfw.GLFWErrorCallback;
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@ -21,7 +22,6 @@ import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.glfw.GLFW.glfwSwapBuffers;
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import static org.lwjgl.opengl.GL11.glClearColor;
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import static org.lwjgl.opengl.GL11C.*;
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import static org.lwjgl.system.MemoryStack.stackPush;
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import static org.lwjgl.system.MemoryUtil.NULL;
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@ -142,12 +142,19 @@ public class Engine {
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ModelTexture modelTexture = new ModelTexture(loader.loadTexture("white"));
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TexturedModel texturedModel = new TexturedModel(model, modelTexture);
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Entity entity = new Entity(texturedModel, new Vector3f(0,0,-50), 0,0,0,1);
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//Generate Simple, Flat Terrain
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Terrain terrain = new Terrain(0,0, loader, new ModelTexture(loader.loadTexture("grass")));
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Terrain terrain1 = new Terrain(1,0, loader, new ModelTexture(loader.loadTexture("grass")));
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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MasterRenderer renderer = new MasterRenderer();
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while ( !glfwWindowShouldClose(window) ) {
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entity.increaseRotation(0,1,0);
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renderer.processEntity(entity);
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//entity.increaseRotation(0,1,0);
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renderer.processTerrain(terrain1);
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renderer.processTerrain(terrain);
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//renderer.processEntity(entity);
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renderer.render(light, camera);
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glfwSwapBuffers(window); // swap the color buffers
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@ -1,45 +0,0 @@
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package core.engine;
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import core.engine.entity.Camera;
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import core.engine.entity.Entity;
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import core.engine.entity.Light;
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import core.engine.model.TexturedModel;
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import core.engine.shader.StaticShader;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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public class MasterRenderer {
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private StaticShader shader = new StaticShader();
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private Renderer renderer = new Renderer(shader);
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private Map<TexturedModel, List<Entity>> entities = new HashMap<>();
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public void render(Light light, Camera camera) {
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renderer.prepare();
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shader.start();
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shader.loadLight(light);
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shader.loadViewMatrix(camera);
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renderer.render(entities);
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shader.stop();
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entities.clear();
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}
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public void processEntity(Entity entity) {
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TexturedModel entityModel = entity.getModel();
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List<Entity> batch = entities.get(entityModel);
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if(batch != null) {
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batch.add(entity);
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} else {
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List<Entity> newBatch = new ArrayList<>();
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newBatch.add(entity);
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entities.put(entityModel, newBatch);
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}
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}
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public void cleanUp() {
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shader.cleanUp();
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}
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}
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@ -4,9 +4,9 @@ import utils.vectors.Vector3f;
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public class Camera {
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private Vector3f position = new Vector3f(0,0,0);
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private Vector3f position = new Vector3f(0,10,0);
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private float pitch;
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private float yaw;
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private float yaw = 180;
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private float roll;
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public void moveLeft() {
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@ -1,4 +1,4 @@
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package core.engine;
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package core.engine.renderer;
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import core.engine.entity.Entity;
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import core.engine.model.RawModel;
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@ -17,28 +17,22 @@ import java.util.Map;
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import static org.lwjgl.opengl.GL11C.*;
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public class Renderer {
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public class EntityRenderer {
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private static final float FOV = 70;
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private static final float NEAR_PLEANE = 0.1f;
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private static final float FAR_PLANE = 1000;
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private Matrix4f projectionMatrix;
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private StaticShader shader;
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public Renderer(StaticShader shader) {
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public EntityRenderer(StaticShader shader, Matrix4f projectionMatrix) {
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this.shader = shader;
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glCullFace(GL11.GL_BACK);
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createProjectionMatrix();
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shader.start();
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shader.loadProjectionMatrix(projectionMatrix);
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shader.stop();
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}
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public void prepare() {
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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GL11.glClearColor(5,195,221,1);
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}
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public void render(Map<TexturedModel, List<Entity>> entities) {
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for(TexturedModel model: entities.keySet()) {
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@ -75,19 +69,5 @@ public class Renderer {
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shader.loadTransformationMatrix(transformationMatrix);
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}
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private void createProjectionMatrix() {
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float aspectRatio = (float) Engine.WINDOW_WIDTH / (float) Engine.WINDOW_HEIGHT;
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float y_scale = (float) ((1f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio);
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float x_scale = y_scale / aspectRatio;
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float frustum_length = FAR_PLANE - NEAR_PLEANE;
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projectionMatrix = new Matrix4f();
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projectionMatrix.m00 = x_scale;
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projectionMatrix.m11 = y_scale;
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projectionMatrix.m22 = -((FAR_PLANE + NEAR_PLEANE) / frustum_length);
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projectionMatrix.m23 = -1;
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projectionMatrix.m32 = -((2 * NEAR_PLEANE * FAR_PLANE) / frustum_length);
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projectionMatrix.m33 = 0;
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}
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}
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100
client/src/main/java/core/engine/renderer/MasterRenderer.java
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100
client/src/main/java/core/engine/renderer/MasterRenderer.java
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@ -0,0 +1,100 @@
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package core.engine.renderer;
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import core.engine.Engine;
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import core.engine.entity.Camera;
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import core.engine.entity.Entity;
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import core.engine.entity.Light;
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import core.engine.model.TexturedModel;
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import core.engine.shader.StaticShader;
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import core.engine.shader.TerrainShader;
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import core.engine.terrain.Terrain;
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import org.lwjgl.opengl.GL11;
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import utils.vectors.Matrix4f;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import static org.lwjgl.opengl.GL11C.*;
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public class MasterRenderer {
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private static final float FOV = 70;
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private static final float NEAR_PLEANE = 0.1f;
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private static final float FAR_PLANE = 1000;
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private StaticShader shader = new StaticShader();
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private TerrainShader terrainShader = new TerrainShader();
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private EntityRenderer renderer;
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private TerrainRenderer terrainRenderer;
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private Map<TexturedModel, List<Entity>> entities = new HashMap<>();
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private List<Terrain> terrains = new ArrayList<>();
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private Matrix4f projectionMatrix;
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public MasterRenderer() {
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glCullFace(GL11.GL_BACK);
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createProjectionMatrix();
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renderer = new EntityRenderer(shader, projectionMatrix);
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terrainRenderer = new TerrainRenderer(terrainShader, projectionMatrix);
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}
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public void prepare() {
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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GL11.glClearColor(0.49f, 89f, 0.98f, 1);
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}
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public void render(Light light, Camera camera) {
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prepare();
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shader.start();
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shader.loadLight(light);
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shader.loadViewMatrix(camera);
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renderer.render(entities);
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shader.stop();
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terrainShader.start();
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terrainShader.loadLight(light);
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terrainShader.loadViewMatrix(camera);
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terrainRenderer.render(terrains);
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terrainShader.stop();
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terrains.clear();
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entities.clear();
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}
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public void processTerrain(Terrain terrain) {
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terrains.add(terrain);
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}
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public void processEntity(Entity entity) {
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TexturedModel entityModel = entity.getModel();
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List<Entity> batch = entities.get(entityModel);
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if(batch != null) {
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batch.add(entity);
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} else {
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List<Entity> newBatch = new ArrayList<>();
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newBatch.add(entity);
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entities.put(entityModel, newBatch);
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}
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}
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public void cleanUp() {
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shader.cleanUp();
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terrainShader.cleanUp();
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}
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private void createProjectionMatrix() {
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float aspectRatio = (float) Engine.WINDOW_WIDTH / (float) Engine.WINDOW_HEIGHT;
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float y_scale = (float) ((1f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio);
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float x_scale = y_scale / aspectRatio;
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float frustum_length = FAR_PLANE - NEAR_PLEANE;
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projectionMatrix = new Matrix4f();
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projectionMatrix.m00 = x_scale;
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projectionMatrix.m11 = y_scale;
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projectionMatrix.m22 = -((FAR_PLANE + NEAR_PLEANE) / frustum_length);
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projectionMatrix.m23 = -1;
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projectionMatrix.m32 = -((2 * NEAR_PLEANE * FAR_PLANE) / frustum_length);
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projectionMatrix.m33 = 0;
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}
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}
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@ -0,0 +1,59 @@
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package core.engine.renderer;
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import core.engine.entity.Entity;
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import core.engine.model.RawModel;
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import core.engine.model.TexturedModel;
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import core.engine.shader.TerrainShader;
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import core.engine.terrain.Terrain;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import utils.MatrixGraphicUtils;
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import utils.vectors.Matrix4f;
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import utils.vectors.Vector3f;
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import java.util.List;
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public class TerrainRenderer {
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private TerrainShader shader;
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public TerrainRenderer(TerrainShader shader, Matrix4f projectionMatrix) {
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this.shader = shader;
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shader.start();
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shader.loadProjectionMatrix(projectionMatrix);
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shader.stop();
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}
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public void render(List<Terrain> terrains) {
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for(Terrain terrain : terrains) {
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prepareTerrain(terrain);
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loadModelMatrix(terrain);
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GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
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unbindTexturedModel();
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}
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}
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private void prepareTerrain(Terrain model) {
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RawModel rawModel = model.getModel();
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GL30.glBindVertexArray(rawModel.getVaoID());
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GL20.glEnableVertexAttribArray(0);
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GL20.glEnableVertexAttribArray(1);
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GL20.glEnableVertexAttribArray(2);
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getTextureID());
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}
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private void unbindTexturedModel() {
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GL20.glDisableVertexAttribArray(0);
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GL20.glDisableVertexAttribArray(1);
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GL20.glDisableVertexAttribArray(2);
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GL30.glBindVertexArray(0);
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}
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private void loadModelMatrix(Terrain terrain) {
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Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(new Vector3f(terrain.getX(), 0, terrain.getZ()), 0,0,0,1);
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shader.loadTransformationMatrix(transformationMatrix);
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}
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}
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client/src/main/java/core/engine/shader/TerrainShader.java
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54
client/src/main/java/core/engine/shader/TerrainShader.java
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@ -0,0 +1,54 @@
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package core.engine.shader;
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import core.engine.entity.Camera;
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import core.engine.entity.Light;
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import utils.MatrixGraphicUtils;
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import utils.vectors.Matrix4f;
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public class TerrainShader extends ShaderProgram{
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private static final String VERTEX_FILE = "src/main/java/core/engine/shader/terrainVertexShader.glsl";
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private static final String FRAGMENT_FILE = "src/main/java/core/engine/shader/terrainFragmentShader.glsl";
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private int location_transformationMatrix;
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private int location_projectionMatrix;
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private int location_viewMatrix;
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private int location_lightPosition;
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private int location_lightColor;
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public TerrainShader() {
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super(VERTEX_FILE, FRAGMENT_FILE);
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}
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@Override
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protected void getAllUniformLocations() {
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this.location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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this.location_projectionMatrix = super.getUniformLocation("projectionMatrix");
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this.location_viewMatrix = super.getUniformLocation("viewMatrix");
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this.location_lightColor = super.getUniformLocation("lightColor");
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this.location_lightPosition = super.getUniformLocation("lightPosition");
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}
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@Override
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protected void bindAttributes() {
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super.bindAttribute(0, "position");
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super.bindAttribute(1, "textureCoords");
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super.bindAttribute(2, "normal");
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}
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public void loadTransformationMatrix(Matrix4f matrix) {
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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public void loadProjectionMatrix(Matrix4f matrix) {
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super.loadMatrix(location_projectionMatrix, matrix);
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}
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public void loadViewMatrix(Camera camera) {
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Matrix4f viewMatrix = MatrixGraphicUtils.createViewMatrix(camera);
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super.loadMatrix(location_viewMatrix, viewMatrix);
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}
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public void loadLight(Light light) {
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super.loadVector(location_lightPosition, light.getPosition());
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super.loadVector(location_lightColor, light.getColor());
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}
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}
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@ -0,0 +1,21 @@
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#version 400 core
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in vec2 pass_textureCoords;
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in vec3 surfaceNormal;
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in vec3 toLightVector;
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out vec4 out_Color;
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uniform sampler2D textureSampler;
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uniform vec3 lightColor;
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void main(void) {
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitToLightVector = normalize(toLightVector);
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float nDotl = dot(unitNormal, unitToLightVector);
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float brightness = max(nDotl, 0.2);
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vec3 diffusde = brightness * lightColor;
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out_Color = vec4(diffusde, 1.0) * texture(textureSampler, pass_textureCoords);
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}
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#version 400 core
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in vec3 position;
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in vec2 textureCoords;
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in vec3 normal;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 lightPosition;
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out vec2 pass_textureCoords;
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out vec3 surfaceNormal;
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out vec3 toLightVector;
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void main(void) {
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vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * viewMatrix * worldPosition;
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pass_textureCoords = textureCoords * 40;
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surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
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toLightVector = lightPosition - worldPosition.xyz;
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}
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client/src/main/java/core/engine/terrain/Terrain.java
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client/src/main/java/core/engine/terrain/Terrain.java
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package core.engine.terrain;
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import core.engine.Loader;
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import core.engine.model.RawModel;
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import core.engine.textures.ModelTexture;
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public class Terrain {
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private static final float SIZE = 800;
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private static final int VERTEX_COUNT = 128;
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private float x;
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private float z;
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private RawModel model;
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private ModelTexture texture;
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public Terrain(int gridX, int gridZ, Loader loader, ModelTexture modelTexture) {
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this.texture = modelTexture;
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this.x = gridX * SIZE;
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this.z = gridZ * SIZE;
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this.model = generateTerrain(loader);
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}
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private RawModel generateTerrain(Loader loader){
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int count = VERTEX_COUNT * VERTEX_COUNT;
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float[] vertices = new float[count * 3];
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float[] normals = new float[count * 3];
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float[] textureCoords = new float[count*2];
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int[] indices = new int[6*(VERTEX_COUNT-1)*(VERTEX_COUNT-1)];
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int vertexPointer = 0;
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for(int i=0;i<VERTEX_COUNT;i++){
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for(int j=0;j<VERTEX_COUNT;j++){
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vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * SIZE;
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vertices[vertexPointer*3+1] = 0;
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vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * SIZE;
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normals[vertexPointer*3] = 0;
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normals[vertexPointer*3+1] = 1;
|
||||
normals[vertexPointer*3+2] = 0;
|
||||
textureCoords[vertexPointer*2] = (float)j/((float)VERTEX_COUNT - 1);
|
||||
textureCoords[vertexPointer*2+1] = (float)i/((float)VERTEX_COUNT - 1);
|
||||
vertexPointer++;
|
||||
}
|
||||
}
|
||||
int pointer = 0;
|
||||
for(int gz=0;gz<VERTEX_COUNT-1;gz++){
|
||||
for(int gx=0;gx<VERTEX_COUNT-1;gx++){
|
||||
int topLeft = (gz*VERTEX_COUNT)+gx;
|
||||
int topRight = topLeft + 1;
|
||||
int bottomLeft = ((gz+1)*VERTEX_COUNT)+gx;
|
||||
int bottomRight = bottomLeft + 1;
|
||||
indices[pointer++] = topLeft;
|
||||
indices[pointer++] = bottomLeft;
|
||||
indices[pointer++] = topRight;
|
||||
indices[pointer++] = topRight;
|
||||
indices[pointer++] = bottomLeft;
|
||||
indices[pointer++] = bottomRight;
|
||||
}
|
||||
}
|
||||
return loader.loadToVAO(vertices, textureCoords, normals, indices);
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public RawModel getModel() {
|
||||
return model;
|
||||
}
|
||||
|
||||
public ModelTexture getTexture() {
|
||||
return texture;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user