Render Single HexagonModel as TerrainTile

This commit is contained in:
Sebastian Böckelmann 2024-03-21 16:28:50 +01:00
parent 466a15f160
commit ac3e0a1b0e
12 changed files with 201793 additions and 129 deletions

200007
client/res/dragon.obj Normal file

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client/res/stall.blend Normal file

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client/res/stall.obj Normal file

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@ -118,34 +118,17 @@ public class Engine {
// Set the clear color
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
Camera camera = new Camera();
Terrain terrain = Terrain.generateTerrain(loader);
Light light = new Light(new Vector3f(0,0,-20), new Vector3f(1,1,1));
RawModel model = OBJLoader.loadOBJModel("dragon", loader);
ModelTexture modelTexture = new ModelTexture(loader.loadTexture("white"));
TexturedModel texturedModel = new TexturedModel(model, modelTexture);
Entity entity = new Entity(texturedModel, new Vector3f(0,0,-50), 0,0,0,1);
//Generate Simple, Flat Terrain
Terrain terrain = new Terrain( loader, new ModelTexture(loader.loadTexture("grass")));
//Create Hexagon
HexagonModel hexagonModel = new HexagonModel();
RawModel hexagonRawModel = loader.loadToVAO(hexagonModel.getVertices(), hexagonModel.getTextureCoords(), hexagonModel.getNormals(), hexagonModel.getIndices());
ModelTexture hexagonTexture = new ModelTexture(loader.loadTexture("white"));
TexturedModel hexagontexturedModel = new TexturedModel(hexagonRawModel, hexagonTexture);
Entity hexagonEntity = new Entity(hexagontexturedModel, new Vector3f(0,1,0), 0,0,0,1);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
MasterRenderer renderer = new MasterRenderer();
input(camera, renderer);
while ( !glfwWindowShouldClose(window) ) {
renderer.processEntity(hexagonEntity);
//entity.increaseRotation(0,1,0);
//renderer.processTerrain(terrain);
//renderer.processEntity(entity);
renderer.processTerrain(terrain);
renderer.render(light, camera);
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
@ -221,7 +204,7 @@ public class Engine {
public void invoke(long window, int key, int scancode, int action, int mods) {
if(key == GLFW_KEY_A) {
//move camera to left
camera.moveLeft();
}
if(key == GLFW_KEY_D) {

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@ -10,43 +10,43 @@ public class Camera {
private float roll;
public void moveLeft() {
position.x += 0.5f;
position.x += 0.25f;
}
public void moveForward() {
position.z -= .5f;
position.z -= .25f;
}
public void moveBackward() {
position.z += .5f;
position.z += .25f;
}
public void moveRight() {
position.x -= .5f;
position.x -= .25f;
}
public void zoomOut() {
position.y += 0.5f;
position.y += 0.25f;
}
public void zoomIn() {
position.y -= 0.5f;
position.y -= 0.25f;
}
public void increasePitch() {
this.pitch += .5f;
this.pitch += .25f;
}
public void decreasePitch() {
this.pitch -= .5f;
this.pitch -= .25f;
}
public void increaseYaw() {
this.yaw += 0.5f;
this.yaw += 0.25f;
}
public void decreaseYaw() {
this.yaw -= 0.5f;
this.yaw -= 0.25f;
}
public Vector3f getPosition() {

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@ -58,31 +58,18 @@ public class HexagonModel {
return vertices;
}
public void setVertices(float[] vertices) {
this.vertices = vertices;
}
public float[] getNormals() {
return normals;
}
public void setNormals(float[] normals) {
this.normals = normals;
}
public float[] getTextureCoords() {
return textureCoords;
}
public void setTextureCoords(float[] textureCoords) {
this.textureCoords = textureCoords;
}
public int[] getIndices() {
return indices;
}
public void setIndices(int[] indices) {
this.indices = indices;
}
/*public float[] moveVertices(float dx, float dz) {
}*/
}

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@ -65,8 +65,11 @@ public class MasterRenderer {
}
public void processTerrain(Terrain terrain) {
terrains.addAll(terrain.getTerrainTiles());
for(TerrainTile terrainTile : terrain.getTerrainTiles()) {
terrains.add(terrainTile);
}
}
public void processEntity(Entity entity) {
TexturedModel entityModel = entity.getModel();

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@ -3,6 +3,7 @@ package core.engine.renderer;
import core.engine.entity.Entity;
import core.engine.model.RawModel;
import core.engine.model.TexturedModel;
import core.engine.shader.StaticShader;
import core.engine.shader.TerrainShader;
import core.engine.terrain.Terrain;
import core.engine.terrain.TerrainTile;
@ -15,35 +16,43 @@ import utils.vectors.Matrix4f;
import utils.vectors.Vector3f;
import java.util.List;
import java.util.Map;
public class TerrainRenderer {
private TerrainShader shader;
private static final float FOV = 70;
private static final float NEAR_PLEANE = 0.1f;
private static final float FAR_PLANE = 1000;
public TerrainRenderer(TerrainShader shader, Matrix4f projectionMatrix) {
this.shader = shader;
shader.start();
shader.loadProjectionMatrix(projectionMatrix);
shader.stop();
}
public void render(List<TerrainTile> terrains) {
for(TerrainTile terrain : terrains) {
prepareTerrain(terrain);
loadModelMatrix(terrain);
GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
public void render(List<TerrainTile> terrainTiles) {
for(TerrainTile terrainTile : terrainTiles) {
prepareTexturedModel(terrainTile.getModel());
prepareInstance(terrainTile);
GL11.glDrawElements(GL11.GL_TRIANGLES, terrainTile.getModel().getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
}
unbindTexturedModel();
}
}
private void prepareTerrain(TerrainTile model) {
RawModel rawModel = model.getModel();
private void prepareTexturedModel(TexturedModel model) {
RawModel rawModel = model.getRawModel();
GL30.glBindVertexArray(rawModel.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL20.glEnableVertexAttribArray(2);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getTextureID());
GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getModelTexture().getTextureID());
}
private void unbindTexturedModel() {
@ -53,8 +62,10 @@ public class TerrainRenderer {
GL30.glBindVertexArray(0);
}
private void loadModelMatrix(TerrainTile terrain) {
Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(new Vector3f(terrain.getX(), 0, terrain.getZ()), 0,0,0,1);
private void prepareInstance(TerrainTile entity) {
Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(entity.getPosition(), entity.getRotX(),
entity.getRotY(), entity.getRotZ(), entity.getScale());
shader.loadTransformationMatrix(transformationMatrix);
}
}

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@ -17,5 +17,5 @@ void main(void) {
float brightness = max(nDotl, 0.2);
vec3 diffusde = brightness * lightColor;
out_Color = vec4(diffusde, 1.0) * texture(textureSampler, pass_textureCoords);
out_Color = vec4(1,1,1,1);
}

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@ -1,8 +1,12 @@
package core.engine.terrain;
import core.engine.Loader;
import core.engine.entity.Entity;
import core.engine.model.HexagonModel;
import core.engine.model.RawModel;
import core.engine.model.TexturedModel;
import core.engine.textures.ModelTexture;
import utils.vectors.Vector3f;
import java.util.ArrayList;
import java.util.List;
@ -10,14 +14,23 @@ import java.util.List;
public class Terrain {
private List<TerrainTile> terrainTiles = new ArrayList<>();
private final List<TerrainTile> terrainTiles;
public Terrain(Loader loader, ModelTexture modelTexture) {
for(int i=0; i<32; i++) {
for(int j=0; j<32; j++) {
terrainTiles.add(new TerrainTile(i, j, loader, modelTexture));
}
private Terrain(List<TerrainTile> terrainTiles) {
this.terrainTiles = terrainTiles;
}
public static Terrain generateTerrain(Loader loader) {
HexagonModel hexagonModel = new HexagonModel();
RawModel hexagonRawModel = loader.loadToVAO(hexagonModel.getVertices(), hexagonModel.getTextureCoords(), hexagonModel.getNormals(), hexagonModel.getIndices());
ModelTexture hexagonTexture = new ModelTexture(loader.loadTexture("white"));
TexturedModel hexagontexturedModel = new TexturedModel(hexagonRawModel, hexagonTexture);
TerrainTile terrainTile = new TerrainTile(hexagontexturedModel, new Vector3f(1.3f,0,0.68f), 0,0,0,0.075f);
List<TerrainTile> generatedTerrainTiles = new ArrayList<>();
generatedTerrainTiles.add(terrainTile);
return new Terrain(generatedTerrainTiles);
}
public List<TerrainTile> getTerrainTiles() {

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@ -4,81 +4,45 @@ import core.engine.Loader;
import core.engine.model.RawModel;
import core.engine.model.TexturedModel;
import core.engine.textures.ModelTexture;
import utils.vectors.Vector3f;
public class TerrainTile {
private static final float SIZE = 32;
private TexturedModel model;
private final Vector3f position;
private final float rotX, rotY, rotZ;
private final float scale;
private static final int VERTEX_COUNT = 33;
private float x;
private float z;
private RawModel model;
private ModelTexture texture;
public TerrainTile(int gridX, int gridZ, Loader loader, ModelTexture texture) {
this.x = gridX;
this.z = gridZ;
this.texture = texture;
this.model = generateTerrain(loader);
public TerrainTile(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale) {
this.model = model;
this.position = position;
this.rotX = rotX;
this.rotY = rotY;
this.rotZ = rotZ;
this.scale = scale;
}
private RawModel generateTerrain(Loader loader) {
int count = VERTEX_COUNT * VERTEX_COUNT;
float[] vertices = new float[count * 3];
float[] normals = new float[count * 3];
float[] textureCoords = new float[count*2];
int[] indices = new int[6*(VERTEX_COUNT-1)*(VERTEX_COUNT-1)];
int vertexPointer = 0;
for(int i=0;i<VERTEX_COUNT;i++){
for(int j=0;j<VERTEX_COUNT;j++){
vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * SIZE;
vertices[vertexPointer*3+1] = 0;
vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * SIZE;
normals[vertexPointer*3] = 0;
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 RawModel getModel() {
public TexturedModel getModel() {
return model;
}
public ModelTexture getTexture() {
return texture;
public Vector3f getPosition() {
return position;
}
public float getX() {
return x;
public float getRotX() {
return rotX;
}
public float getZ() {
return z;
public float getRotY() {
return rotY;
}
// Getters and setters for the model, x, and z
public float getRotZ() {
return rotZ;
}
public float getScale() {
return scale;
}
}