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Bug fixes and add Label

This commit is contained in:
MrDev023 2017-01-20 22:34:01 +01:00
parent 60f16efe7f
commit 8272b153ff
12 changed files with 481 additions and 463 deletions

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@ -2,8 +2,18 @@
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@ -778,9 +871,7 @@
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<element signature="imports" expanded="true" />
</folding>
<folding />
</state>
</provider>
</entry>
@ -863,16 +954,6 @@
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/tiles/FBOTile.java" />
<entry file="file://$PROJECT_DIR$/src/globalgamejam/render/Texture.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="359">
<caret line="84" column="41" lean-forward="false" selection-start-line="84" selection-start-column="8" selection-end-line="84" selection-end-column="41" />
<folding>
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</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/render/Shaders.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="731">
@ -916,22 +997,6 @@
</state>
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/game/MainGame.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="578">
<caret line="38" column="24" lean-forward="false" selection-start-line="38" selection-start-column="24" selection-end-line="38" selection-end-column="24" />
<folding />
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</entry>
<entry file="file://$PROJECT_DIR$/res/shaders/main.frag">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="153">
<caret line="9" column="86" lean-forward="false" selection-start-line="9" selection-start-column="86" selection-end-line="9" selection-end-column="86" />
<folding />
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</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/render/FrameBufferObject.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="646">
@ -959,28 +1024,6 @@
</state>
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/tiles/Tile.java">
<provider selected="true" editor-type-id="text-editor">
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</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/math/Vector3f.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="206">
@ -992,18 +1035,26 @@
</state>
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/gui/Image.java">
<entry file="file://$PROJECT_DIR$/src/globalgamejam/math/Matrix4f.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="51">
<caret line="3" column="0" lean-forward="false" selection-start-line="3" selection-start-column="0" selection-end-line="3" selection-end-column="25" />
<state relative-caret-position="257">
<caret line="86" column="22" lean-forward="true" selection-start-line="86" selection-start-column="22" selection-end-line="86" selection-end-column="22" />
<folding />
</state>
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/render/DisplayManager.java">
<entry file="file://$PROJECT_DIR$/res/shaders/main.frag">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="212">
<caret line="21" column="65" lean-forward="false" selection-start-line="21" selection-start-column="65" selection-end-line="21" selection-end-column="65" />
<state relative-caret-position="238">
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</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/gui/Image.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="-732">
<caret line="3" column="0" lean-forward="false" selection-start-line="3" selection-start-column="0" selection-end-line="3" selection-end-column="25" />
<folding />
</state>
</provider>
@ -1018,55 +1069,106 @@
</state>
</provider>
</entry>
<entry file="file://$PROJECT_DIR$/src/globalgamejam/gui/IActionGUI.java">
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<entry file="file://$PROJECT_DIR$/src/globalgamejam/gui/GUILabel.java">
<provider selected="true" editor-type-id="text-editor">
<state relative-caret-position="-167">
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<entry file="file://$PROJECT_DIR$/src/globalgamejam/input/Input.java">
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<entry file="file://$PROJECT_DIR$/src/globalgamejam/gui/GUI.java">
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View file

@ -6,9 +6,11 @@ uniform vec4 color;
in vec2 fragTexCoord;
in vec3 fragVert;
out vec4 finalColor;
//layout(location = 0) out vec4 finalColor;
// https://learnopengl.com/#!Lighting/Multiple-lights pour le lighing en cas de besoin
void main() {
gl_FragData[0] = texture(materialTex, fragTexCoord) * color;
finalColor = texture(materialTex, fragTexCoord) * color;
}

View file

@ -6,9 +6,11 @@ uniform vec4 color;
in vec2 fragTexCoord;
in vec3 fragVert;
out vec4 finalColor;
//layout(location = 0) out vec4 finalColor;
// https://learnopengl.com/#!Lighting/Multiple-lights pour le lighing en cas de besoin
void main() {
gl_FragData[0] = texture(materialTex, fragTexCoord) * color;
finalColor = texture(materialTex, fragTexCoord) * color;
}

View file

@ -1,9 +1,15 @@
package globalgamejam.game;
import globalgamejam.gui.ActionGUI;
import globalgamejam.gui.GUI;
import globalgamejam.gui.GUILabel;
import globalgamejam.gui.IActionGUI;
import globalgamejam.input.Input;
import globalgamejam.render.*;
import globalgamejam.tiles.TestTile;
import globalgamejam.tiles.Tile;
import java.awt.*;
import java.util.ArrayList;
/**
@ -12,43 +18,58 @@ import java.util.ArrayList;
public class MainGame extends Game{
private ArrayList<Tile> tiles;
private FrameBufferObject fbo;
private ArrayList<GUI> guis;
private GUILabel label;
@Override
public void init() {
fbo = new FrameBufferObject();
tiles = new ArrayList<Tile>();
guis = new ArrayList<GUI>();
TestTile t = new TestTile();
t.getTransform().translate(100,100,0);
t.getTransform().scale(10,10,0);
tiles.add(t);
label = new GUILabel("Test");
label.setX(10);
label.setY(10);
label.setAction(new ActionGUI() {
@Override
public void enter(float mouseX, float mouseY) {
label.setColor(Color.RED);
}
@Override
public void leave(float mouseX, float mouseY) {
label.setColor(Color.WHITE);
}
});
guis.add(label);
}
@Override
public void update() {
Camera.transform();
for(GUI g : guis)g.update();
}
@Override
public void render2D() {
fbo.startRenderToFBO();
for(Tile t : tiles)t.render();
fbo.stopRenderToFBO();
fbo.renderFBO();
}
@Override
public void renderGUI() {
for(GUI g : guis)g.render();
}
@Override
public void destroy() {
fbo.destroy();
tiles.clear();
guis.clear();
}
}

View file

@ -0,0 +1,33 @@
package globalgamejam.gui;
/**
* Created by trexr on 20/01/2017.
*/
public class ActionGUI implements IActionGUI{
@Override
public void enter(float mouseX, float mouseY) {
}
@Override
public void leave(float mouseX, float mouseY) {
}
@Override
public void move(float mouseX, float mouseY) {
}
@Override
public void hover(float mouseX, float mouseY) {
}
@Override
public void clicked(float mouseX, float mouseY, int buttonKey, int buttonState) {
}
}

View file

@ -20,10 +20,16 @@ public abstract class GUI {
this.height = 0;
}
public void setAction(IActionGUI action){
this.action = action;
}
public void update(){
float mouseX = Input.getMousePosition().x;
float mouseY = Input.getMousePosition().y;
if(mouseX >= this.x && mouseX <= this.x && mouseY >= this.y && mouseY <= this.y){
float dMouseX = Input.getDMouse().x;
float dMouseY = Input.getDMouse().y;
if(mouseX >= this.x && mouseX <= this.x + this.width && mouseY >= this.y && mouseY <= this.y + this.height){
for(int i = 0;i < Input.NBRE_BUTTON;i++){
if(Input.isButton(i)){
action.clicked(mouseX,mouseY,i,Input.getButtonState(i));
@ -32,18 +38,22 @@ public abstract class GUI {
if(mouseInGUI == 0){
mouseInGUI = 1;
action.enter(mouseX,mouseY);
}else if(mouseInGUI == 1 && mouseInGUI == 2){
}else if(mouseInGUI == 1 || mouseInGUI == 2){
mouseInGUI = 2;
action.move(mouseX,mouseY);
action.hover(mouseX,mouseY);
if(dMouseX != 0 || dMouseY != 0)action.move(mouseX,mouseY);
}
}else{
if(mouseInGUI == 1 && mouseInGUI == 2){
if(mouseInGUI == 1 || mouseInGUI == 2){
mouseInGUI = 0;
action.leave(mouseX,mouseY);
}
}
}
public abstract void render();
public abstract void destroy();
public int getX() {
return x;
}

View file

@ -7,9 +7,16 @@ import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import globalgamejam.math.Color4f;
import globalgamejam.math.Matrix4f;
import globalgamejam.render.Camera;
import globalgamejam.render.DisplayManager;
import globalgamejam.render.Shaders;
import globalgamejam.render.Texture;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.*;
/**
* usefull to print 2D text in openGL LWJGL application
@ -17,14 +24,13 @@ import org.lwjgl.opengl.GL12;
* @version 1.0
*/
public class GUILabel extends GUI {
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
private Image label;
private Texture texture;
private String text;
private Color color;
private int size;
private String font;
private int vbo,numberOfVertices;
/**
* Full constructor of a Label
@ -37,67 +43,51 @@ public class GUILabel extends GUI {
*/
public GUILabel(String text, int xC, int yC, Color color, String font, int size){
super(xC,yC);
this.text = text;
this.color = color;
this.size = size;
this.font = font;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
this.color = color;
this.text = text;
this.size = size;
if(this.texture != null)this.texture.destroy();
this.texture = Texture.loadFont(text,color,font,size);
super.width = this.texture.width;
super.height = this.texture.height;
this.vbo = GL15.glGenBuffers();
float[] a = new float[]{
0,0, 0.0f,0.0f,
this.texture.width,0, 1.0f,0.0f,
this.texture.width,this.texture.height, 1.0f,1.0f,
0,this.texture.height, 0.0f,1.0f
};
FloatBuffer buff = BufferUtils.createFloatBuffer(a.length);
buff.put(a).flip();
this.numberOfVertices = a.length/(2+2);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buff, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
public void render(){
Shaders.MAIN_SHADERS.bind();
Shaders.MAIN_SHADERS.uniform("camera", Camera.matrix);
Matrix4f transform = new Matrix4f();
transform.translate(super.x,super.y,0);
Shaders.MAIN_SHADERS.uniform("transform", transform);
Shaders.MAIN_SHADERS.uniform("projection", DisplayManager.projection);
Shaders.MAIN_SHADERS.uniform("color", Color4f.WHITE);
texture.bind();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
GL11.glDrawArrays(GL11.GL_QUADS, 0, numberOfVertices);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
texture.unbind();
Shaders.MAIN_SHADERS.unbind();
}
/**
@ -130,63 +120,8 @@ public class GUILabel extends GUI {
*/
public void setColor(Color color) {
this.color = color;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
if(this.texture != null)this.texture.destroy();
this.texture = Texture.loadFont(text,color,font,size);
}
/**
@ -203,64 +138,11 @@ public class GUILabel extends GUI {
*/
public void setText(String text) {
this.text = text;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
super.width = fm.stringWidth(this.text);
super.height = fm.getHeight();
final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
if(this.texture != null)this.texture.destroy();
this.texture = Texture.loadFont(text,color,font,size);
}
/**
* Return the x coordonnate of the Label (upper left corner)
@ -276,7 +158,6 @@ public class GUILabel extends GUI {
*/
public void setX(int x) {
super.setX(x);
label.setX(x);
}
/**
@ -293,7 +174,6 @@ public class GUILabel extends GUI {
*/
public void setY(int y) {
super.setY(y);
label.setY(y);
}
/**
@ -306,14 +186,6 @@ public class GUILabel extends GUI {
this.setY(y);
}
/**
* Return the Image of the Label
* @return label (Image) : the Image of the Label
*/
public Image getLabel(){
return this.label;
}
/**
* Return the witdh of the Label
* @return witdh (int) : the width
@ -329,6 +201,11 @@ public class GUILabel extends GUI {
public int getHeight() {
return super.height;
}
public void destroy(){
GL15.glDeleteBuffers(vbo);
texture.destroy();
}
/**
* make the image transparent

View file

@ -7,5 +7,6 @@ public interface IActionGUI {
public void enter(float mouseX,float mouseY);
public void leave(float mouseX,float mouseY);
public void move(float mouseX,float mouseY);
public void hover(float mouseX,float mouseY);
public void clicked(float mouseX,float mouseY,int buttonKey,int buttonState);
}

View file

@ -1,92 +0,0 @@
package globalgamejam.gui;
public class Image {
protected float x, y;
protected float width, height;
protected int angle;
protected int textureID;
public Image(float x, float y, float width, float height, int textureID) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.textureID = textureID;
}
public float getX() {
return x;
}
public void setX(float x) {
this.x = x;
}
public float getY() {
return y;
}
public void setY(float y) {
this.y = y;
}
public float getWidth() {
return width;
}
/**
* @param width the width to set
*/
public void setWidth(float width) {
this.width = width;
}
public float getHeight() {
return height;
}
/**
* @param height the height to set
*/
public void setHeight(float height) {
this.height = height;
}
public int getTextureID() {
return textureID;
}
/**
* IT DOESN'T WORKS
* Rotate the image in the counter-clock wise of the specified angle in degrees
* @param rotationAngle (int) : the angle to rotate in degrees
*/
public void rotate(int rotationAngle){
this.angle += rotationAngle;
this.angle = this.angle % 360;
}
/**
* IT DOESN'T WORKS
* Set the angle of the Image
* @param angle (int) : the angle, between -360 and +360 degrees
*/
public void rotateTo(int angle){
this.angle = angle;
this.angle = this.angle % 360;
}
/**
* IT DOESN'T WORKS
* Return the actuel angle
* @return angle (int) : the actual angle
*/
public int getAngle() {
return angle;
}
public void setPosition(float x, float y){
this.setX(x);
this.setY(y);
}
}

View file

@ -29,7 +29,7 @@ public class DisplayManager {
public static void preRenderGUI(){
projection.loadIdentity();
//Permet de centrer la camera au centre de l'ecran
projection.Ortho2D(0, Main.WIDTH, 0, Main.HEIGHT, -1, 1);
projection.Ortho2D(0, Main.WIDTH, Main.HEIGHT, 0, -1, 1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);

View file

@ -2,6 +2,7 @@ package globalgamejam.render;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import java.awt.*;
import java.awt.image.*;
import java.io.*;
import java.nio.*;
@ -9,20 +10,82 @@ import java.nio.*;
import javax.imageio.*;
import org.lwjgl.*;
import org.lwjgl.opengl.GL12;
/**
* Class created by MrDev023 (Florian RICHER) on 14/01/2017
*/
public class Texture {
int width, height;
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
public int width, height;
int id;
public Texture(int width,int height,int id){
System.out.println("Texture loaded ! " + width + "x" + height + " id:" + id);
this.id = id;
this.width = width;
this.height = height;
}
public static Texture loadFont(String text, Color color, String font, int size){
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
int width = fm.stringWidth(text);
int height = fm.getHeight();
final BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(color);
g.drawString(text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
return new Texture(image.getWidth(),image.getHeight(),textureID);
}
public static Texture loadTexture(String path){
try {
@ -60,8 +123,6 @@ public class Texture {
glBindTexture(GL_TEXTURE_2D, 0);
System.out.println("Texture loaded ! " + width + "x" + height + " id:" + id);
return new Texture(width, height, id);
} catch (IOException e) {
e.printStackTrace();
@ -82,6 +143,7 @@ public class Texture {
}
public void bind(){
if(!glIsEnabled(GL_TEXTURE_2D))glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, id);
}

View file

@ -44,13 +44,6 @@ public abstract class Tile {
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
@ -62,10 +55,17 @@ public abstract class Tile {
Shaders.MAIN_SHADERS.uniform("projection", DisplayManager.projection);
Shaders.MAIN_SHADERS.uniform("color", this.color);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
// GL13.glActiveTexture(GL13.GL_TEXTURE0);
texture.bind();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
GL11.glDrawArrays(GL11.GL_QUADS, 0, size);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
texture.unbind();