finished game-engine-terrain-generation #2
@ -124,7 +124,7 @@ public class Engine {
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Light light = new Light(new Vector3f(0,0,-20), new Vector3f(1,1,1));
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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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Terrain terrain = new Terrain( loader, new ModelTexture(loader.loadTexture("white")));
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//Create Hexagon
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HexagonModel hexagonModel = new HexagonModel();
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@ -138,7 +138,8 @@ public class Engine {
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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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renderer.processTerrain(terrain);
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//renderer.processEntity(hexagonEntity);
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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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@ -4,7 +4,7 @@ import utils.vectors.Vector3f;
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public class Camera {
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private Vector3f position = new Vector3f(0,2,0);
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private Vector3f position = new Vector3f(0,37,-1);
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private float pitch = 90;
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private float yaw = 180;
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private float roll;
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@ -31,19 +31,19 @@ public class TerrainRenderer {
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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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GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getRawModel().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(TerrainTile model) {
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RawModel rawModel = model.getModel();
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private void prepareTerrain(TerrainTile terrainTile) {
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RawModel rawModel = terrainTile.getModel().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, terrainTile.getModel().getModelTexture().getTextureID());
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}
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private void unbindTexturedModel() {
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@ -54,7 +54,8 @@ public class TerrainRenderer {
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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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Matrix4f transformationMatrix = MatrixGraphicUtils.createTransformationMatrix(terrain.getPosition(), terrain.getRotX(),
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terrain.getRotY(), terrain.getRotZ(), terrain.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 = texture(textureSampler, pass_textureCoords);
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}
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@ -1,8 +1,11 @@
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package core.engine.terrain;
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import core.engine.Loader;
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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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@ -12,9 +15,12 @@ public class Terrain {
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private List<TerrainTile> terrainTiles = new ArrayList<>();
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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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HexagonModel hexagonModel = new HexagonModel();
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RawModel rawModel = loader.loadHexagon(hexagonModel);
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TexturedModel texturedModel = new TexturedModel(rawModel, modelTexture);
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for(int j=22; j>0; j--) {
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for(int i=-8; i<8; i++) {
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terrainTiles.add(new TerrainTile(texturedModel, new Vector3f(j - 0.75f *2,0, i* (float)(0.866*2)), 0, 30, 0, 1));
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}
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}
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}
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@ -4,81 +4,69 @@ 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 Vector3f position;
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private float rotX, rotY, rotZ;
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private 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 void setModel(TexturedModel model) {
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this.model = model;
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}
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public float getX() {
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return x;
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public Vector3f getPosition() {
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return position;
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}
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public float getZ() {
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return z;
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public void setPosition(Vector3f position) {
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this.position = position;
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}
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// Getters and setters for the model, x, and z
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public float getRotX() {
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return rotX;
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}
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public void setRotX(float rotX) {
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this.rotX = rotX;
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}
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public float getRotY() {
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return rotY;
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}
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public void setRotY(float rotY) {
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this.rotY = 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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public void setRotZ(float rotZ) {
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this.rotZ = rotZ;
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}
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public float getScale() {
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return scale;
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}
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public void setScale(float scale) {
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this.scale = scale;
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}
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}
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Block a user