Render Single HexagonModel as TerrainTile
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client/res/dragon.obj
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client/res/dragon.obj
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client/res/stall.blend
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client/res/stall.blend
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client/res/stall.obj
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client/res/stall.obj
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client/res/stallTexture.png
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client/res/stallTexture.png
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After Width: | Height: | Size: 49 KiB |
@ -118,34 +118,17 @@ public class Engine {
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// Set the clear color
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glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
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Camera camera = new Camera();
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Terrain terrain = Terrain.generateTerrain(loader);
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Light light = new Light(new Vector3f(0,0,-20), new Vector3f(1,1,1));
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RawModel model = OBJLoader.loadOBJModel("dragon", loader);
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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( loader, new ModelTexture(loader.loadTexture("grass")));
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//Create Hexagon
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HexagonModel hexagonModel = new HexagonModel();
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RawModel hexagonRawModel = loader.loadToVAO(hexagonModel.getVertices(), hexagonModel.getTextureCoords(), hexagonModel.getNormals(), hexagonModel.getIndices());
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ModelTexture hexagonTexture = new ModelTexture(loader.loadTexture("white"));
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TexturedModel hexagontexturedModel = new TexturedModel(hexagonRawModel, hexagonTexture);
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Entity hexagonEntity = new Entity(hexagontexturedModel, new Vector3f(0,1,0), 0,0,0,1);
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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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input(camera, renderer);
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while ( !glfwWindowShouldClose(window) ) {
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renderer.processEntity(hexagonEntity);
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//entity.increaseRotation(0,1,0);
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//renderer.processTerrain(terrain);
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//renderer.processEntity(entity);
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renderer.processTerrain(terrain);
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renderer.render(light, camera);
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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@ -221,7 +204,7 @@ public class Engine {
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public void invoke(long window, int key, int scancode, int action, int mods) {
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if(key == GLFW_KEY_A) {
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//move camera to left
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camera.moveLeft();
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}
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if(key == GLFW_KEY_D) {
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@ -10,43 +10,43 @@ public class Camera {
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private float roll;
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public void moveLeft() {
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position.x += 0.5f;
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position.x += 0.25f;
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}
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public void moveForward() {
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position.z -= .5f;
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position.z -= .25f;
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}
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public void moveBackward() {
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position.z += .5f;
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position.z += .25f;
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}
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public void moveRight() {
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position.x -= .5f;
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position.x -= .25f;
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}
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public void zoomOut() {
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position.y += 0.5f;
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position.y += 0.25f;
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}
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public void zoomIn() {
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position.y -= 0.5f;
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position.y -= 0.25f;
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}
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public void increasePitch() {
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this.pitch += .5f;
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this.pitch += .25f;
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}
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public void decreasePitch() {
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this.pitch -= .5f;
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this.pitch -= .25f;
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}
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public void increaseYaw() {
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this.yaw += 0.5f;
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this.yaw += 0.25f;
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}
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public void decreaseYaw() {
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this.yaw -= 0.5f;
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this.yaw -= 0.25f;
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}
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public Vector3f getPosition() {
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@ -58,31 +58,18 @@ public class HexagonModel {
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return vertices;
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}
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public void setVertices(float[] vertices) {
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this.vertices = vertices;
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}
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public float[] getNormals() {
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return normals;
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}
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public void setNormals(float[] normals) {
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this.normals = normals;
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}
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public float[] getTextureCoords() {
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return textureCoords;
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}
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public void setTextureCoords(float[] textureCoords) {
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this.textureCoords = textureCoords;
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}
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public int[] getIndices() {
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return indices;
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}
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public void setIndices(int[] indices) {
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this.indices = indices;
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}
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/*public float[] moveVertices(float dx, float dz) {
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}*/
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}
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@ -65,9 +65,12 @@ public class MasterRenderer {
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}
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public void processTerrain(Terrain terrain) {
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terrains.addAll(terrain.getTerrainTiles());
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for(TerrainTile terrainTile : terrain.getTerrainTiles()) {
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terrains.add(terrainTile);
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}
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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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@ -3,6 +3,7 @@ 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.StaticShader;
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import core.engine.shader.TerrainShader;
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import core.engine.terrain.Terrain;
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import core.engine.terrain.TerrainTile;
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@ -15,35 +16,43 @@ import utils.vectors.Matrix4f;
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import utils.vectors.Vector3f;
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import java.util.List;
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import java.util.Map;
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public class TerrainRenderer {
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private TerrainShader shader;
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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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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<TerrainTile> terrains) {
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for(TerrainTile 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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public void render(List<TerrainTile> terrainTiles) {
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for(TerrainTile terrainTile : terrainTiles) {
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prepareTexturedModel(terrainTile.getModel());
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prepareInstance(terrainTile);
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GL11.glDrawElements(GL11.GL_TRIANGLES, terrainTile.getModel().getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
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}
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unbindTexturedModel();
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}
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private void prepareTerrain(TerrainTile model) {
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RawModel rawModel = model.getModel();
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private void prepareTexturedModel(TexturedModel model) {
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RawModel rawModel = model.getRawModel();
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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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GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getModelTexture().getTextureID());
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}
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private void unbindTexturedModel() {
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@ -53,8 +62,10 @@ public class TerrainRenderer {
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GL30.glBindVertexArray(0);
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}
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private void loadModelMatrix(TerrainTile terrain) {
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Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(new Vector3f(terrain.getX(), 0, terrain.getZ()), 0,0,0,1);
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private void prepareInstance(TerrainTile entity) {
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Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(entity.getPosition(), entity.getRotX(),
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entity.getRotY(), entity.getRotZ(), entity.getScale());
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shader.loadTransformationMatrix(transformationMatrix);
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}
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}
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@ -17,5 +17,5 @@ void main(void) {
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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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out_Color = vec4(1,1,1,1);
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}
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@ -1,8 +1,12 @@
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package core.engine.terrain;
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import core.engine.Loader;
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import core.engine.entity.Entity;
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import core.engine.model.HexagonModel;
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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.textures.ModelTexture;
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import utils.vectors.Vector3f;
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import java.util.ArrayList;
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import java.util.List;
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@ -10,14 +14,23 @@ import java.util.List;
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public class Terrain {
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private List<TerrainTile> terrainTiles = new ArrayList<>();
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private final List<TerrainTile> terrainTiles;
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public Terrain(Loader loader, ModelTexture modelTexture) {
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for(int i=0; i<32; i++) {
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for(int j=0; j<32; j++) {
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terrainTiles.add(new TerrainTile(i, j, loader, modelTexture));
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}
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}
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private Terrain(List<TerrainTile> terrainTiles) {
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this.terrainTiles = terrainTiles;
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}
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public static Terrain generateTerrain(Loader loader) {
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HexagonModel hexagonModel = new HexagonModel();
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RawModel hexagonRawModel = loader.loadToVAO(hexagonModel.getVertices(), hexagonModel.getTextureCoords(), hexagonModel.getNormals(), hexagonModel.getIndices());
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ModelTexture hexagonTexture = new ModelTexture(loader.loadTexture("white"));
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TexturedModel hexagontexturedModel = new TexturedModel(hexagonRawModel, hexagonTexture);
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TerrainTile terrainTile = new TerrainTile(hexagontexturedModel, new Vector3f(1.3f,0,0.68f), 0,0,0,0.075f);
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List<TerrainTile> generatedTerrainTiles = new ArrayList<>();
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generatedTerrainTiles.add(terrainTile);
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return new Terrain(generatedTerrainTiles);
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}
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public List<TerrainTile> getTerrainTiles() {
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@ -4,81 +4,45 @@ import core.engine.Loader;
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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.textures.ModelTexture;
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import utils.vectors.Vector3f;
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public class TerrainTile {
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private static final float SIZE = 32;
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private TexturedModel model;
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private final Vector3f position;
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private final float rotX, rotY, rotZ;
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private final float scale;
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private static final int VERTEX_COUNT = 33;
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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 TerrainTile(int gridX, int gridZ, Loader loader, ModelTexture texture) {
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this.x = gridX;
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this.z = gridZ;
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this.texture = texture;
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this.model = generateTerrain(loader);
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public TerrainTile(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale) {
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this.model = model;
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this.position = position;
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this.rotX = rotX;
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this.rotY = rotY;
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this.rotZ = rotZ;
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this.scale = scale;
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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;
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normals[vertexPointer*3+2] = 0;
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textureCoords[vertexPointer*2] = (float)j/((float)VERTEX_COUNT - 1);
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textureCoords[vertexPointer*2+1] = (float)i/((float)VERTEX_COUNT - 1);
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vertexPointer++;
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}
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}
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int pointer = 0;
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for(int gz=0;gz<VERTEX_COUNT-1;gz++){
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for(int gx=0;gx<VERTEX_COUNT-1;gx++){
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int topLeft = (gz*VERTEX_COUNT)+gx;
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int topRight = topLeft + 1;
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int bottomLeft = ((gz+1)*VERTEX_COUNT)+gx;
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int bottomRight = bottomLeft + 1;
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indices[pointer++] = topLeft;
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indices[pointer++] = bottomLeft;
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indices[pointer++] = topRight;
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indices[pointer++] = topRight;
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indices[pointer++] = bottomLeft;
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indices[pointer++] = bottomRight;
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}
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}
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return loader.loadToVAO(vertices, textureCoords, normals, indices);
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}
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public RawModel getModel() {
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public TexturedModel getModel() {
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return model;
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}
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public ModelTexture getTexture() {
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return texture;
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public Vector3f getPosition() {
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return position;
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}
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public float getX() {
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return x;
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public float getRotX() {
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return rotX;
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}
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public float getZ() {
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return z;
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public float getRotY() {
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return rotY;
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}
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public float getRotZ() {
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return rotZ;
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}
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// Getters and setters for the model, x, and z
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public float getScale() {
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return scale;
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}
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}
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