First update
This commit is contained in:
commit
292abf9a57
28 changed files with 1886 additions and 0 deletions
7
Diffuse light/.classpath
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7
Diffuse light/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
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<classpathentry kind="con" path="org.eclipse.jdt.USER_LIBRARY/LWJGL3"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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17
Diffuse light/.project
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17
Diffuse light/.project
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Diffuse light</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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</buildSpec>
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<natures>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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1
Diffuse light/bin/.gitignore
vendored
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1
Diffuse light/bin/.gitignore
vendored
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/fr/
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78
Diffuse light/res/shaders/light.frag
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78
Diffuse light/res/shaders/light.frag
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#version 150
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//precision highp float;
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uniform mat4 transform;
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uniform sampler2D materialTex;
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uniform float materialShininess;
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uniform vec3 materialSpecularColor;
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uniform vec3 cameraPosition;
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#define MAX_LIGHTS 10
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uniform int numLights;
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uniform struct Light {
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vec4 position;
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vec3 intensities; //a.k.a the color of the light
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float attenuation;
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float ambientCoefficient;
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float coneAngle;
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vec3 coneDirection;
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} allLights[MAX_LIGHTS];
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec3 fragVert;
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out vec4 finalColor;
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vec3 ApplyLight(Light light, vec3 surfaceColor, vec3 normal, vec3 surfacePos, vec3 surfaceToCamera) {
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vec3 surfaceToLight;
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float attenuation = 1.0;
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if(light.position.w == 0.0) {
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//directional light
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surfaceToLight = normalize(light.position.xyz);
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attenuation = 1.0; //no attenuation for directional lights
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} else {
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//point light
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surfaceToLight = normalize(light.position.xyz - surfacePos);
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float distanceToLight = length(light.position.xyz - surfacePos);
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attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
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//cone restrictions (affects attenuation)
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float lightToSurfaceAngle = degrees(acos(dot(-surfaceToLight, normalize(light.coneDirection))));
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if(lightToSurfaceAngle > light.coneAngle){
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attenuation = 0.0;
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}
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}
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//ambient
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vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
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//diffuse
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float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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//specular
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float specularCoefficient = 0.0;
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if(diffuseCoefficient > 0.0)
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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//linear color (color before gamma correction)
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return ambient + attenuation*(diffuse + specular);
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}
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void main() {
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vec3 normal = normalize(transpose(inverse(mat3(transform))) * fragNormal);
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vec3 surfacePos = vec3(transform * vec4(fragVert, 1));
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vec4 surfaceColor = texture(materialTex, fragTexCoord);
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vec3 surfaceToCamera = normalize(cameraPosition - surfacePos);
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//combine color from all the lights
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vec3 linearColor = vec3(0);
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for(int i = 0; i < numLights; ++i){
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linearColor += ApplyLight(allLights[i], surfaceColor.rgb, normal, surfacePos, surfaceToCamera);
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}
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//final color (after gamma correction)
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vec3 gamma = vec3(1.0/2.2);
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finalColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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}
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23
Diffuse light/res/shaders/light.vert
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23
Diffuse light/res/shaders/light.vert
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#version 150
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uniform mat4 projection;
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uniform mat4 camera;
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uniform mat4 transform;
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in vec3 vert;
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in vec2 vertTexCoord;
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in vec3 vertNormal;
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out vec3 fragVert;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main() {
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// Pass some variables to the fragment shader
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fragTexCoord = vertTexCoord;
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fragNormal = vertNormal;
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fragVert = vert;
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// Apply all matrix transformations to vert
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gl_Position = projection * camera * transform * vec4(vert, 1);
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}
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BIN
Diffuse light/res/textures/wooden-crate.jpg
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BIN
Diffuse light/res/textures/wooden-crate.jpg
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Binary file not shown.
After Width: | Height: | Size: 49 KiB |
103
Diffuse light/src/fr/technicalgames/Main.java
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103
Diffuse light/src/fr/technicalgames/Main.java
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package fr.technicalgames;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.system.MemoryUtil.*;
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import org.lwjgl.glfw.*;
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import org.lwjgl.opengl.*;
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import fr.technicalgames.game.*;
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import fr.technicalgames.input.*;
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import fr.technicalgames.math.*;
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import fr.technicalgames.render.*;
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public class Main {
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//Valeur de la fenetre
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public static final int WIDTH = 800,HEIGHT = 600;
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public static final String TITLE = "Test Shader OpenGL";
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//Variable pour la gestion de la fenetre
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public static long windowID = 0;
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public static float mousePositionX = 0,mousePositionY = 0,dMouseX = 0,dMouseY = 0;
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public static GLFWErrorCallback errorCallback;
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//variable du moteur du jeu
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public static float delta = 0;
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public static Game game;
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public static long previous = System.currentTimeMillis(),previousInfo = System.currentTimeMillis(),previousTicks = System.currentTimeMillis();
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public static int FPS = 0,TICKS = 0;
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public static void main(String[] args) throws Exception {
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//Creation de la fenetre
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//------------------------------------------------------------------------------------
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errorCallback = new GLFWErrorCallback() {
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public void invoke(int error, long description) {
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System.err.println("ID : " + error + " | Description :" + description);
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}
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};
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// glfwSetErrorCallback(errorCallback);
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if(glfwInit() != GL11.GL_TRUE)throw new Exception("GLFW not init");
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glfwDefaultWindowHints();
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glfwWindowHint(GLFW_VISIBLE, GL11.GL_FALSE);
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glfwWindowHint(GLFW_RESIZABLE, GL11.GL_FALSE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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windowID = glfwCreateWindow(WIDTH,HEIGHT,TITLE,NULL,NULL);
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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glfwSetWindowPos(windowID,(vidmode.width()-WIDTH)/2,(vidmode.height()-HEIGHT)/2);
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glfwShowWindow(windowID);
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glfwMakeContextCurrent(windowID);
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GL.createCapabilities();
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System.out.println("OpenGL Version :" + glGetString(GL_VERSION));
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System.out.println("GLSL Shader Version :" + glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));
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//------------------------------------------------------------------------------------
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//initialisation
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//------------------------------------------------------------------------------------
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Input.init();
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game = new MainGame();
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Camera.rot = new Vector3f(-3.0f,-338.0f,0.0f);
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Camera.pos = new Vector3f(1.5242399f,0.0f,-13.456063f);
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Camera.transform();
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//------------------------------------------------------------------------------------
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while(glfwWindowShouldClose(windowID) == GL11.GL_FALSE){
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if(System.currentTimeMillis() - previousTicks >= 1000/60){//Update TICKS
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glfwPollEvents();
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Input.update();
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game.update();
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previousTicks = System.currentTimeMillis();
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delta = (float)(System.currentTimeMillis() - previous)/1000.0f;
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previous = System.currentTimeMillis();
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TICKS++;
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}else{//Update FPS
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DisplayManager.clear();
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DisplayManager.preRender3D();
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DisplayManager.render3D();
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DisplayManager.preRender2D();
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DisplayManager.render2D();
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DisplayManager.preRenderGUI();
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DisplayManager.renderGUI();
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glfwSwapBuffers(windowID);
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FPS++;
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}
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if(System.currentTimeMillis() - previousInfo >= 1000){
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glfwSetWindowTitle(windowID, TITLE + " | FPS:" + FPS + " TICKS:" + TICKS);
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FPS = 0;
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TICKS = 0;
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previousInfo = System.currentTimeMillis();
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}
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}
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glfwDestroyWindow(windowID);
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glfwTerminate();
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}
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}
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26
Diffuse light/src/fr/technicalgames/game/Game.java
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26
Diffuse light/src/fr/technicalgames/game/Game.java
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package fr.technicalgames.game;
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import java.util.*;
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import fr.technicalgames.light.*;
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import fr.technicalgames.render.*;
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public abstract class Game {
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public static ArrayList<Asset> assets = new ArrayList<Asset>();
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public static ArrayList<Light> lights = new ArrayList<Light>();
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public Game(){
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init();
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System.out.println(this.getClass().getSimpleName() + " loaded with " + assets.size() + " assets and with " + lights.size() + " lights !");
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}
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public abstract void init();
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public abstract void update();
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public abstract void render2D();
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public abstract void render3D();
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public abstract void renderGUI();
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public abstract void destroy();
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}
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71
Diffuse light/src/fr/technicalgames/game/MainGame.java
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71
Diffuse light/src/fr/technicalgames/game/MainGame.java
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package fr.technicalgames.game;
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import fr.technicalgames.*;
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import fr.technicalgames.light.*;
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import fr.technicalgames.math.*;
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import fr.technicalgames.render.*;
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public class MainGame extends Game{
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private float value = 0;
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@Override
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public void init() {
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lights.add(new SpotLight(new Vector3f(-4,0,10),new Vector3f(2,2,2),0.1f,0.0f,15.0f,new Vector3f(0,0,-1)));
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lights.add(new DirectionalLight(new Vector3f(4,0,-10), new Vector3f(0.4f,0.3f,0.1f), 0.06f));
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Asset as = new Asset();
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as.transform = (new Matrix4f());
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assets.add(as);
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as = new Asset();
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as.transform = (new Matrix4f()).tranlate(0, -4, 0).scale(1, 2, 1);
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assets.add(as);
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as = new Asset();
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as.transform = (new Matrix4f()).tranlate(-8,0,0).scale(1, 6, 1);
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assets.add(as);
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as = new Asset();
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as.transform = (new Matrix4f()).tranlate(-4,0,0).scale(1, 6, 1);
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assets.add(as);
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as = new Asset();
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as.transform = (new Matrix4f()).tranlate(-6,0,0).scale(2,1,0.8f);
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assets.add(as);
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as = null;
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}
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@Override
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public void update() {
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Camera.update();
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Camera.transform();
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lights.get(0).position.y = Mathf.cos(value) * 6f;
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lights.get(0).position.x = Mathf.sin(value) * 3f - 4f;
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value += Main.delta * 1.0f;
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}
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@Override
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public void render2D() {
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}
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@Override
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public void render3D() {
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for(Asset a : assets){
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a.render(lights);
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}
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}
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@Override
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public void renderGUI() {
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}
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@Override
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public void destroy() {
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for(Asset a : assets){
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a.destroy();
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}
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}
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}
|
17
Diffuse light/src/fr/technicalgames/input/IO.java
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17
Diffuse light/src/fr/technicalgames/input/IO.java
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package fr.technicalgames.input;
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import java.io.*;
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||||
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||||
public class IO {
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public static String loadFile(String path) throws Exception{
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String r = "";
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BufferedReader reader = new BufferedReader(new InputStreamReader(new FileInputStream(path)));
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String buffer = "";
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while ((buffer = reader.readLine()) != null) {
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r += buffer + "\n";
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}
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||||
reader.close();
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||||
return r;
|
||||
}
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||||
|
||||
}
|
245
Diffuse light/src/fr/technicalgames/input/Input.java
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245
Diffuse light/src/fr/technicalgames/input/Input.java
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package fr.technicalgames.input;
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||||
|
||||
|
||||
import static org.lwjgl.glfw.GLFW.*;
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||||
|
||||
import java.util.*;
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||||
import java.util.Map.*;
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||||
|
||||
import org.lwjgl.glfw.*;
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||||
|
||||
import fr.technicalgames.*;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class Input{
|
||||
|
||||
public static GLFWScrollCallback scroll;
|
||||
public static GLFWCursorPosCallback mousePos;
|
||||
|
||||
private static Vector2f mousePosition = new Vector2f();
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||||
private static Vector2f dMouse = new Vector2f();
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||||
private static Vector2f previousDMouse = new Vector2f();
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||||
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||||
public static final int NONE = 0,PRESSED = 1,RELEASED = 2,REPEATED = 3,UP = 4,DOWN = 5,
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NBRE_KEY = 0x15D,NBRE_BUTTON = 10,
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MOUSE_OFFSET = NBRE_KEY + 1,MOUSE_WHEEL_OFFSET = MOUSE_OFFSET + 1;
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||||
|
||||
private static HashMap<Integer,Integer> state = new HashMap<Integer,Integer>();
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||||
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||||
private static double ywheel = 0;
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||||
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||||
public static void init(){
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||||
glfwSetScrollCallback(Main.windowID, scroll = new GLFWScrollCallback() {
|
||||
public void invoke(long window, double xoffset, double yoffset) {
|
||||
scroll(window, xoffset, yoffset);
|
||||
}
|
||||
});
|
||||
glfwSetCursorPosCallback(Main.windowID, mousePos = new GLFWCursorPosCallback() {
|
||||
public void invoke(long window, double xpos, double ypos) {
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||||
mousepos(window, xpos, ypos);
|
||||
}
|
||||
});
|
||||
for(int i = 0;i < NBRE_KEY;i++){
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state.put(i, NONE);
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||||
}
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||||
for(int i = 0;i < NBRE_BUTTON;i++){
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||||
state.put(i + MOUSE_OFFSET, NONE);
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||||
}
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||||
state.put(MOUSE_WHEEL_OFFSET, NONE);
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||||
}
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||||
|
||||
public static void update(){
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||||
for(Entry<Integer, Integer> set : state.entrySet()){
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||||
int i = set.getKey();
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||||
int st = set.getValue();
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||||
if(i > -1 && i < NBRE_KEY){
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||||
if(glfwGetKey(Main.windowID, i) == 0 && st == NONE)continue;
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||||
if(glfwGetKey(Main.windowID, i) == 1 && st == NONE){
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||||
state.replace(i, PRESSED);
|
||||
}else if(glfwGetKey(Main.windowID, i) == 1 && st == PRESSED){
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||||
state.replace(i, REPEATED);
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||||
}else if(glfwGetKey(Main.windowID, i) == 0 && (st == PRESSED || st == REPEATED)){
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||||
state.replace(i, RELEASED);
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||||
}else if(glfwGetKey(Main.windowID, i) == 0 && st == RELEASED){
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||||
state.replace(i, NONE);
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||||
}
|
||||
}else if(i >= MOUSE_OFFSET && i < MOUSE_OFFSET + NBRE_BUTTON){
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||||
if(glfwGetMouseButton(Main.windowID, i - MOUSE_OFFSET) == 0 && st == NONE)continue;
|
||||
if(glfwGetMouseButton(Main.windowID, i - MOUSE_OFFSET) == 1 && st == NONE){
|
||||
state.replace(i, PRESSED);
|
||||
}else if(glfwGetMouseButton(Main.windowID, i - MOUSE_OFFSET) == 1 && st == PRESSED){
|
||||
state.replace(i, REPEATED);
|
||||
}else if(glfwGetMouseButton(Main.windowID, i - MOUSE_OFFSET) == 0 && (st == PRESSED || st == REPEATED)){
|
||||
state.replace(i, RELEASED);
|
||||
}else if(glfwGetMouseButton(Main.windowID, i - MOUSE_OFFSET) == 0 && st == RELEASED){
|
||||
state.replace(i, NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
int st = state.get(MOUSE_WHEEL_OFFSET);
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||||
if(ywheel > 0 && (st == NONE || st == UP)){
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||||
state.replace(MOUSE_WHEEL_OFFSET, UP);
|
||||
}else if(ywheel < 0 && (st == NONE || st == DOWN)){
|
||||
state.replace(MOUSE_WHEEL_OFFSET, DOWN);
|
||||
}else if(ywheel == 0 && (st == DOWN || st == UP)){
|
||||
state.replace(MOUSE_WHEEL_OFFSET, NONE);
|
||||
}
|
||||
ywheel = 0;
|
||||
if(dMouse.equals(previousDMouse)){
|
||||
dMouse = new Vector2f();
|
||||
}else{
|
||||
previousDMouse = dMouse;
|
||||
}
|
||||
}
|
||||
|
||||
public static void destroy(){
|
||||
mousePos.release();
|
||||
scroll.release();
|
||||
}
|
||||
|
||||
public static void scroll(long window, double xoffset, double yoffset) {
|
||||
ywheel = yoffset;
|
||||
}
|
||||
|
||||
public static void mousepos(long window, double xpos, double ypos) {
|
||||
dMouse.x = (float) (xpos - mousePosition.x);
|
||||
dMouse.y = (float) (ypos - mousePosition.y);
|
||||
mousePosition.x = (float) xpos;
|
||||
mousePosition.y = (float) ypos;
|
||||
}
|
||||
|
||||
public static boolean isButtonDown(int button){
|
||||
return state.get(button + MOUSE_OFFSET) == PRESSED;
|
||||
}
|
||||
|
||||
public static boolean isButtonUp(int button){
|
||||
return state.get(button + MOUSE_OFFSET) == RELEASED;
|
||||
}
|
||||
|
||||
public static boolean isButton(int button){
|
||||
return state.get(button + MOUSE_OFFSET) == PRESSED || state.get(button + MOUSE_OFFSET) == REPEATED;
|
||||
}
|
||||
|
||||
public static int isButtonState(int button){
|
||||
return state.get(button + MOUSE_OFFSET);
|
||||
}
|
||||
|
||||
public static boolean isKeyDown(int key){
|
||||
return state.get(key) == PRESSED;
|
||||
}
|
||||
|
||||
public static boolean isKeyUp(int key){
|
||||
return state.get(key) == RELEASED;
|
||||
}
|
||||
|
||||
public static boolean isKey(int key){
|
||||
return state.get(key) == PRESSED || state.get(key) == REPEATED;
|
||||
}
|
||||
|
||||
public static int isKeyState(int key){
|
||||
return state.get(key);
|
||||
}
|
||||
|
||||
public static int isMouseWheelState(){
|
||||
return state.get(MOUSE_WHEEL_OFFSET);
|
||||
}
|
||||
|
||||
public static boolean isMouseWheelUp(){
|
||||
return state.get(MOUSE_WHEEL_OFFSET) == UP;
|
||||
}
|
||||
|
||||
public static boolean isMouseWheelDown(){
|
||||
return state.get(MOUSE_WHEEL_OFFSET) == DOWN;
|
||||
}
|
||||
|
||||
public static GLFWScrollCallback getScroll() {
|
||||
return scroll;
|
||||
}
|
||||
|
||||
public static void setScroll(GLFWScrollCallback scroll) {
|
||||
Input.scroll = scroll;
|
||||
}
|
||||
|
||||
public static GLFWCursorPosCallback getMousePos() {
|
||||
return mousePos;
|
||||
}
|
||||
|
||||
public static void setMousePos(GLFWCursorPosCallback mousePos) {
|
||||
Input.mousePos = mousePos;
|
||||
}
|
||||
|
||||
public static Vector2f getMousePosition() {
|
||||
return mousePosition;
|
||||
}
|
||||
|
||||
public static void setMousePosition(Vector2f mousePosition) {
|
||||
Input.mousePosition = mousePosition;
|
||||
}
|
||||
|
||||
public static Vector2f getDMouse() {
|
||||
return dMouse;
|
||||
}
|
||||
|
||||
public static void setDMouse(Vector2f dMouse) {
|
||||
Input.dMouse = dMouse;
|
||||
}
|
||||
|
||||
public static HashMap<Integer, Integer> getState() {
|
||||
return state;
|
||||
}
|
||||
|
||||
public static void setState(HashMap<Integer, Integer> state) {
|
||||
Input.state = state;
|
||||
}
|
||||
|
||||
public static double getYwheel() {
|
||||
return ywheel;
|
||||
}
|
||||
|
||||
public static void setYwheel(double ywheel) {
|
||||
Input.ywheel = ywheel;
|
||||
}
|
||||
|
||||
public static int getNone() {
|
||||
return NONE;
|
||||
}
|
||||
|
||||
public static int getPressed() {
|
||||
return PRESSED;
|
||||
}
|
||||
|
||||
public static int getReleased() {
|
||||
return RELEASED;
|
||||
}
|
||||
|
||||
public static int getRepeated() {
|
||||
return REPEATED;
|
||||
}
|
||||
|
||||
public static int getUp() {
|
||||
return UP;
|
||||
}
|
||||
|
||||
public static int getDown() {
|
||||
return DOWN;
|
||||
}
|
||||
|
||||
public static int getNbreKey() {
|
||||
return NBRE_KEY;
|
||||
}
|
||||
|
||||
public static int getNbreButton() {
|
||||
return NBRE_BUTTON;
|
||||
}
|
||||
|
||||
public static int getMouseOffset() {
|
||||
return MOUSE_OFFSET;
|
||||
}
|
||||
|
||||
public static int getMouseWheelOffset() {
|
||||
return MOUSE_WHEEL_OFFSET;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
package fr.technicalgames.light;
|
||||
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class DirectionalLight extends Light{
|
||||
|
||||
public DirectionalLight(Vector3f position, Vector3f intensities,float ambientCoefficient) {
|
||||
super(new Vector4f(position,0), intensities, 1.0f, ambientCoefficient, 0.0f, new Vector3f());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
74
Diffuse light/src/fr/technicalgames/light/Light.java
Normal file
74
Diffuse light/src/fr/technicalgames/light/Light.java
Normal file
|
@ -0,0 +1,74 @@
|
|||
package fr.technicalgames.light;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public abstract class Light {
|
||||
|
||||
public Vector4f position;//w == 0 si c une directional light
|
||||
public Vector3f intensities;
|
||||
public float attenuation;
|
||||
public float ambientCoefficient;
|
||||
public float coneAngle;
|
||||
public Vector3f coneDirection;
|
||||
|
||||
public Light(Vector4f position,Vector3f intensities,float attenuation,float ambientCoefficient,float coneAngle,Vector3f coneDirection){
|
||||
this.position = position;
|
||||
this.intensities = intensities;
|
||||
this.attenuation = attenuation;
|
||||
this.ambientCoefficient = ambientCoefficient;
|
||||
this.coneAngle = coneAngle;
|
||||
this.coneDirection = coneDirection;
|
||||
}
|
||||
|
||||
public abstract void update();
|
||||
|
||||
public Vector4f getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
public void setPosition(Vector4f position) {
|
||||
this.position = position;
|
||||
}
|
||||
|
||||
public Vector3f getIntensities() {
|
||||
return intensities;
|
||||
}
|
||||
|
||||
public void setIntensities(Vector3f intensities) {
|
||||
this.intensities = intensities;
|
||||
}
|
||||
|
||||
public float getAttenuation() {
|
||||
return attenuation;
|
||||
}
|
||||
|
||||
public void setAttenuation(float attenuation) {
|
||||
this.attenuation = attenuation;
|
||||
}
|
||||
|
||||
public float getAmbientCoefficient() {
|
||||
return ambientCoefficient;
|
||||
}
|
||||
|
||||
public void setAmbientCoefficient(float ambientCoefficient) {
|
||||
this.ambientCoefficient = ambientCoefficient;
|
||||
}
|
||||
|
||||
public float getConeAngle() {
|
||||
return coneAngle;
|
||||
}
|
||||
|
||||
public void setConeAngle(float coneAngle) {
|
||||
this.coneAngle = coneAngle;
|
||||
}
|
||||
|
||||
public Vector3f getConeDirection() {
|
||||
return coneDirection;
|
||||
}
|
||||
|
||||
public void setConeDirection(Vector3f coneDirection) {
|
||||
this.coneDirection = coneDirection;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
17
Diffuse light/src/fr/technicalgames/light/SpotLight.java
Normal file
17
Diffuse light/src/fr/technicalgames/light/SpotLight.java
Normal file
|
@ -0,0 +1,17 @@
|
|||
package fr.technicalgames.light;
|
||||
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class SpotLight extends Light{
|
||||
|
||||
public SpotLight(Vector3f position, Vector3f intensities, float attenuation, float ambientCoefficient,
|
||||
float coneAngle, Vector3f coneDirection) {
|
||||
super(new Vector4f(position,1), intensities, attenuation, ambientCoefficient, coneAngle, coneDirection);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
package fr.technicalgames.material;
|
||||
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class DefaultMaterial extends Material{
|
||||
|
||||
public DefaultMaterial() {
|
||||
super(80.0f, new Vector3f(1,1,1));
|
||||
}
|
||||
|
||||
}
|
31
Diffuse light/src/fr/technicalgames/material/Material.java
Normal file
31
Diffuse light/src/fr/technicalgames/material/Material.java
Normal file
|
@ -0,0 +1,31 @@
|
|||
package fr.technicalgames.material;
|
||||
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public abstract class Material {
|
||||
|
||||
public float shininess;
|
||||
public Vector3f specularColor;
|
||||
|
||||
public Material(float shininess,Vector3f specularColor){
|
||||
this.shininess = shininess;
|
||||
this.specularColor = specularColor;
|
||||
}
|
||||
|
||||
public float getShininess() {
|
||||
return shininess;
|
||||
}
|
||||
|
||||
public void setShininess(float shininess) {
|
||||
this.shininess = shininess;
|
||||
}
|
||||
|
||||
public Vector3f getSpecularColor() {
|
||||
return specularColor;
|
||||
}
|
||||
|
||||
public void setSpecularColor(Vector3f specularColor) {
|
||||
this.specularColor = specularColor;
|
||||
}
|
||||
|
||||
}
|
110
Diffuse light/src/fr/technicalgames/math/Color4f.java
Normal file
110
Diffuse light/src/fr/technicalgames/math/Color4f.java
Normal file
|
@ -0,0 +1,110 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
|
||||
public class Color4f {
|
||||
|
||||
public static final Color4f
|
||||
RED = new Color4f(1,0,0,1),
|
||||
BLUE = new Color4f(0,0,1,1),
|
||||
GREEN = new Color4f(0,1,0,1),
|
||||
YELLOW = new Color4f(1,1,0,1),
|
||||
PURPLE = new Color4f(1,0,1,1),
|
||||
CYAN = new Color4f(0,1,1,1),
|
||||
BLACK = new Color4f(0,0,0,1),
|
||||
WHITE = new Color4f(1,1,1,1);
|
||||
|
||||
public float r,g,b,a;
|
||||
|
||||
public Color4f(float r,float g,float b,float a){
|
||||
this.r = r;
|
||||
this.g = g;
|
||||
this.b = b;
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public static Color4f mul (Color4f a, float b){
|
||||
return new Color4f(a.r * b,a.g * b,a.b * b,a.a * b);
|
||||
}
|
||||
|
||||
public static Color4f mul (float o,Color4f... a){
|
||||
float r = 0;
|
||||
float b = 0;
|
||||
float g = 0;
|
||||
float al = 0;
|
||||
for(Color4f c : a){
|
||||
r += c.r;
|
||||
g += c.g;
|
||||
b += c.b;
|
||||
al += c.a;
|
||||
}
|
||||
r /= a.length;
|
||||
g /= a.length;
|
||||
b /= a.length;
|
||||
al /= a.length;
|
||||
return new Color4f(r * o,g * o,b * o,al * o);
|
||||
}
|
||||
|
||||
public static Color4f mul (Color4f... a){
|
||||
float r = 0;
|
||||
float b = 0;
|
||||
float g = 0;
|
||||
float al = 0;
|
||||
for(Color4f c : a){
|
||||
r += c.r;
|
||||
g += c.g;
|
||||
b += c.b;
|
||||
al += c.a;
|
||||
}
|
||||
r /= a.length;
|
||||
g /= a.length;
|
||||
b /= a.length;
|
||||
al /= a.length;
|
||||
return new Color4f(r,g,b,al);
|
||||
}
|
||||
|
||||
public Color4f() {
|
||||
}
|
||||
|
||||
public float getR() {
|
||||
return r;
|
||||
}
|
||||
|
||||
public void setR(float r) {
|
||||
this.r = r;
|
||||
}
|
||||
|
||||
public float getG() {
|
||||
return g;
|
||||
}
|
||||
|
||||
public void setG(float g) {
|
||||
this.g = g;
|
||||
}
|
||||
|
||||
public float getB() {
|
||||
return b;
|
||||
}
|
||||
|
||||
public void setB(float b) {
|
||||
this.b = b;
|
||||
}
|
||||
|
||||
public float getA() {
|
||||
return a;
|
||||
}
|
||||
|
||||
public void setA(float a) {
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public void bind(){
|
||||
glColor4f(r,g,b,a);
|
||||
}
|
||||
|
||||
public void unbind(){
|
||||
BLACK.bind();
|
||||
}
|
||||
|
||||
}
|
67
Diffuse light/src/fr/technicalgames/math/Mathf.java
Normal file
67
Diffuse light/src/fr/technicalgames/math/Mathf.java
Normal file
|
@ -0,0 +1,67 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
public class Mathf {
|
||||
|
||||
public static final float PI = 3.14159265358979323846f;
|
||||
public static final float EPSILON = 1.401298e-45f;
|
||||
|
||||
public static float cos(float angle){
|
||||
return (float)Math.cos(angle);
|
||||
}
|
||||
|
||||
public static float acos(float angle){
|
||||
return (float)Math.acos(angle);
|
||||
}
|
||||
|
||||
public static float sin(float angle){
|
||||
return (float)Math.sin(angle);
|
||||
}
|
||||
|
||||
public static float asin(float angle){
|
||||
return (float)Math.asin(angle);
|
||||
}
|
||||
|
||||
public static float toRadians(float angle){
|
||||
return (float)Math.toRadians(angle);
|
||||
}
|
||||
|
||||
public static float toDegrees(float angle){
|
||||
return (float)Math.toDegrees(angle);
|
||||
}
|
||||
|
||||
public static float atan2(float a,float b){
|
||||
return (float)Math.atan2(a,b);
|
||||
}
|
||||
|
||||
public static float cut(float nbre,float a){
|
||||
return (float)((int)(nbre*Math.pow(10, a))/Math.pow(10, a));
|
||||
}
|
||||
|
||||
public static boolean equals(float a,float b,float tolerance){
|
||||
return (a + tolerance >= b) && (a - tolerance <= b);
|
||||
}
|
||||
|
||||
public static float sqrt(float a){
|
||||
return (float)Math.sqrt(a);
|
||||
}
|
||||
|
||||
public static float exp(float a){
|
||||
return (float)Math.sqrt(a);
|
||||
}
|
||||
|
||||
public static float log(float a){
|
||||
return (float)Math.log(a);
|
||||
}
|
||||
|
||||
public static float clamp(float value, float min, float max) {
|
||||
if(value < min){
|
||||
value = min;
|
||||
}
|
||||
if(value > max){
|
||||
value = max;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
}
|
189
Diffuse light/src/fr/technicalgames/math/Matrix4f.java
Normal file
189
Diffuse light/src/fr/technicalgames/math/Matrix4f.java
Normal file
|
@ -0,0 +1,189 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
import java.nio.*;
|
||||
import java.util.*;
|
||||
|
||||
import org.lwjgl.*;
|
||||
|
||||
public class Matrix4f {
|
||||
|
||||
public float[][] m = null;
|
||||
|
||||
public Matrix4f(){
|
||||
m = new float[][]{
|
||||
{1,0,0,0},
|
||||
{0,1,0,0},
|
||||
{0,0,1,0},
|
||||
{0,0,0,1}
|
||||
};
|
||||
}
|
||||
|
||||
public Matrix4f(float[][] m){
|
||||
this.m = m;
|
||||
}
|
||||
|
||||
public Matrix4f loadIdentity(){
|
||||
m = new float[][]{
|
||||
{1,0,0,0},
|
||||
{0,1,0,0},
|
||||
{0,0,1,0},
|
||||
{0,0,0,1}
|
||||
};
|
||||
return this;
|
||||
}
|
||||
|
||||
public Matrix4f rotate(Quaternion q){
|
||||
Matrix4f rot = q.toMatrixRotation();
|
||||
m = mul(rot).getM();
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
public void rotate(float x,float y,float z){
|
||||
x = Mathf.toRadians(x);
|
||||
y = Mathf.toRadians(y);
|
||||
z = Mathf.toRadians(z);
|
||||
Matrix4f rx = new Matrix4f(new float[][]{
|
||||
{1,0,0,0},
|
||||
{0,Mathf.cos(x),-Mathf.sin(x),0},
|
||||
{0,Mathf.sin(x),Mathf.cos(x),0},
|
||||
{0,0,0,1}
|
||||
});
|
||||
|
||||
Matrix4f ry = new Matrix4f(new float[][]{
|
||||
{Mathf.cos(y),0,Mathf.sin(y),0},
|
||||
{0,1,0,0},
|
||||
{-Mathf.sin(y),0,Mathf.cos(y),0},
|
||||
{0,0,0,1}
|
||||
});
|
||||
|
||||
Matrix4f rz = new Matrix4f(new float[][]{
|
||||
{Mathf.cos(z),-Mathf.sin(z),0,0},
|
||||
{Mathf.sin(z),Mathf.cos(z),0,0},
|
||||
{0,0,1,0},
|
||||
{0,0,0,1}
|
||||
});
|
||||
Matrix4f m1 = (rz.mul(ry.mul(rx)));
|
||||
m = mul(m1).getM();
|
||||
}
|
||||
|
||||
public static Matrix4f rotate(Vector3f forward, Vector3f up, Vector3f right)
|
||||
{
|
||||
Matrix4f mat = new Matrix4f(new float[][]{
|
||||
{right.getX(), right.getY(), right.getZ() ,0},
|
||||
{up.getX(), up.getY(), up.getZ() ,0},
|
||||
{forward.getX(),forward.getY(), forward.getZ() ,0},
|
||||
{0,0,0,1}
|
||||
});
|
||||
return mat;
|
||||
}
|
||||
|
||||
public Matrix4f tranlate(float x,float y,float z){
|
||||
Matrix4f mat = new Matrix4f(new float[][]{
|
||||
{1,0,0,x},
|
||||
{0,1,0,y},
|
||||
{0,0,1,z},
|
||||
{0,0,0,1}
|
||||
});
|
||||
m = mul(mat).getM();
|
||||
return this;
|
||||
}
|
||||
|
||||
public Matrix4f scale(float x,float y,float z){
|
||||
Matrix4f mat = new Matrix4f(new float[][]{
|
||||
{x,0,0,0},
|
||||
{0,y,0,0},
|
||||
{0,0,z,0},
|
||||
{0,0,0,1}
|
||||
});
|
||||
m = mul(mat).getM();
|
||||
return this;
|
||||
}
|
||||
|
||||
public Matrix4f mul(Matrix4f mat){
|
||||
Matrix4f ma = new Matrix4f();
|
||||
for(int i = 0;i < 4;i++){
|
||||
for(int j = 0;j < 4;j++){
|
||||
ma.m[i][j] = m[i][0] * mat.m[0][j] +
|
||||
m[i][1] * mat.m[1][j] +
|
||||
m[i][2] * mat.m[2][j] +
|
||||
m[i][3] * mat.m[3][j];
|
||||
}
|
||||
}
|
||||
return ma;
|
||||
}
|
||||
|
||||
public Matrix4f Ortho2D(float left, float right, float bottom, float top, float near, float far)
|
||||
{
|
||||
float width = right - left;
|
||||
float height = top - bottom;
|
||||
float depth = far - near;
|
||||
|
||||
m = new float[][]{
|
||||
{2/width,0,0,-(right + left)/width},
|
||||
{0,2/height,0,-(top + bottom)/height},
|
||||
{0,0,-2/depth,-(far + near)/depth},
|
||||
{0,0,0,1}
|
||||
};
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public Matrix4f perspective(float fov, float aspectRatio, float zNear, float zFar)
|
||||
{
|
||||
float f = fov;
|
||||
fov = Mathf.toRadians(f);
|
||||
float tanHalfFOV = (float)Math.tan(fov / 2);
|
||||
float zRange = zNear - zFar;
|
||||
|
||||
m = new float[][]{
|
||||
{1.0f / (tanHalfFOV * aspectRatio),0,0,0},
|
||||
{0,1.0f / tanHalfFOV,0,0},
|
||||
{0,0,(-zNear -zFar)/zRange,2.0f * zFar * zNear / zRange},
|
||||
{0,0,1,0}
|
||||
};
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public FloatBuffer getBuffer(){
|
||||
FloatBuffer buffer = BufferUtils.createFloatBuffer(4 * 4);
|
||||
for(int i = 0;i < 4;i++){
|
||||
buffer.put(m[i]);
|
||||
}
|
||||
buffer.flip();
|
||||
return buffer;
|
||||
}
|
||||
|
||||
public String toString(){
|
||||
int size = 3;
|
||||
int max = 10;
|
||||
StringJoiner st = new StringJoiner("\n","--------Mat4-Begin--------\n","\n--------Mat4-End----------");
|
||||
for(int i = 0;i < 4;i++){
|
||||
StringJoiner st2 = new StringJoiner(" | ");
|
||||
for(int j = 0;j < 4;j++){
|
||||
String value = Mathf.cut(m[i][j], size) + "";
|
||||
for(int k = value.length();k < max;k++){
|
||||
value += " ";
|
||||
}
|
||||
st2.add(value);
|
||||
}
|
||||
st.add(st2.toString());
|
||||
}
|
||||
return st.toString();
|
||||
}
|
||||
|
||||
public float[][] getM() {
|
||||
return m;
|
||||
}
|
||||
|
||||
public void setM(float[][] m) {
|
||||
this.m = m;
|
||||
}
|
||||
|
||||
public Matrix4f copy(){
|
||||
return new Matrix4f(this.getM());
|
||||
}
|
||||
|
||||
}
|
132
Diffuse light/src/fr/technicalgames/math/Quaternion.java
Normal file
132
Diffuse light/src/fr/technicalgames/math/Quaternion.java
Normal file
|
@ -0,0 +1,132 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
public class Quaternion {
|
||||
|
||||
public float x,y,z,w;
|
||||
|
||||
public Quaternion(){
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
w = 0;
|
||||
}
|
||||
|
||||
public Quaternion(Vector3f axis,float angle){
|
||||
float sin = Mathf.sin(Mathf.toRadians(angle/2.0f));
|
||||
float cos = Mathf.cos(Mathf.toRadians(angle/2.0f));
|
||||
x = axis.getX() * sin;
|
||||
y = axis.getY() * sin;
|
||||
z = axis.getZ() * sin;
|
||||
w = cos;
|
||||
}
|
||||
|
||||
public Quaternion(Vector3f rot){
|
||||
this(rot.x,rot.y,rot.z);
|
||||
}
|
||||
|
||||
public Quaternion (float yaw, float roll, float pitch) {
|
||||
yaw = Mathf.toRadians(yaw);
|
||||
roll = Mathf.toRadians(roll);
|
||||
pitch = Mathf.toRadians(pitch);
|
||||
float angle;
|
||||
float sinRoll, sinPitch, sinYaw, cosRoll, cosPitch, cosYaw;
|
||||
angle = pitch * 0.5f;
|
||||
sinPitch = Mathf.sin(angle);
|
||||
cosPitch = Mathf.cos(angle);
|
||||
angle = roll * 0.5f;
|
||||
sinRoll = Mathf.sin(angle);
|
||||
cosRoll = Mathf.cos(angle);
|
||||
angle = yaw * 0.5f;
|
||||
sinYaw = Mathf.sin(angle);
|
||||
cosYaw = Mathf.cos(angle);
|
||||
|
||||
// variables used to reduce multiplication calls.
|
||||
float cosRollXcosPitch = cosRoll * cosPitch;
|
||||
float sinRollXsinPitch = sinRoll * sinPitch;
|
||||
float cosRollXsinPitch = cosRoll * sinPitch;
|
||||
float sinRollXcosPitch = sinRoll * cosPitch;
|
||||
|
||||
w = (cosRollXcosPitch * cosYaw - sinRollXsinPitch * sinYaw);
|
||||
x = (cosRollXcosPitch * sinYaw + sinRollXsinPitch * cosYaw);
|
||||
y = (sinRollXcosPitch * cosYaw + cosRollXsinPitch * sinYaw);
|
||||
z = (cosRollXsinPitch * cosYaw - sinRollXcosPitch * sinYaw);
|
||||
|
||||
normalize();
|
||||
}
|
||||
|
||||
public void normalize(){
|
||||
float n = (float)(1.0/Math.sqrt(norm()));
|
||||
x *= n;
|
||||
y *= n;
|
||||
z *= n;
|
||||
w *= n;
|
||||
}
|
||||
|
||||
public float norm(){
|
||||
return w * w + x * x + y * y + z * z;
|
||||
}
|
||||
|
||||
public Quaternion Euler(Vector3f rot) {
|
||||
x = Mathf.toRadians(rot.x);
|
||||
y = Mathf.toRadians(rot.y);
|
||||
z = Mathf.toRadians(rot.z);
|
||||
float c1 = Mathf.cos(y/2);
|
||||
float s1 = Mathf.sin(y/2);
|
||||
float c2 = Mathf.cos(z/2);
|
||||
float s2 = Mathf.sin(z/2);
|
||||
float c3 = Mathf.cos(x/2);
|
||||
float s3 = Mathf.sin(x/2);
|
||||
float c1c2 = c1*c2;
|
||||
float s1s2 = s1*s2;
|
||||
this.w =c1c2*c3 - s1s2*s3;
|
||||
this.x =c1c2*s3 + s1s2*c3;
|
||||
this.y =s1*c2*c3 + c1*s2*s3;
|
||||
this.z =c1*s2*c3 - s1*c2*s3;
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
|
||||
public Vector3f toEulerAngles(){
|
||||
Vector3f euler = new Vector3f();
|
||||
|
||||
float sqw = w * w;
|
||||
float sqx = x * x;
|
||||
float sqy = y * y;
|
||||
float sqz = z * z;
|
||||
float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise
|
||||
// is correction factor
|
||||
float test = x * y + z * w;
|
||||
if (test > 0.499 * unit) { // singularity at north pole
|
||||
euler.y = 2 * Mathf.atan2(x, w);
|
||||
euler.z = Mathf.PI/2.0f;
|
||||
euler.x = 0;
|
||||
} else if (test < -0.499 * unit) { // singularity at south pole
|
||||
euler.y = -2 * Mathf.atan2(x, w);
|
||||
euler.z = -Mathf.PI/2.0f;
|
||||
euler.x = 0;
|
||||
} else {
|
||||
euler.y = Mathf.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading
|
||||
euler.z = Mathf.asin(2 * test / unit); // pitch or attitude
|
||||
euler.x = Mathf.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
|
||||
}
|
||||
return euler.toDegrees();
|
||||
}
|
||||
|
||||
public Quaternion(float axisX,float axisY,float axisZ,float angle){
|
||||
float sin = Mathf.sin(Mathf.toRadians(angle/2.0f));
|
||||
float cos = Mathf.cos(Mathf.toRadians(angle/2.0f));
|
||||
x = axisX * sin;
|
||||
y = axisY * sin;
|
||||
z = axisZ * sin;
|
||||
w = cos;
|
||||
}
|
||||
|
||||
public Matrix4f toMatrixRotation(){
|
||||
Vector3f forward = new Vector3f(2.0f * (x * z - w * y), 2.0f * (y * z + w * x), 1.0f - 2.0f * (x * x + y * y));
|
||||
Vector3f up = new Vector3f(2.0f * (x * y + w * z), 1.0f - 2.0f * (x * x + z * z), 2.0f * (y * z - w * x));
|
||||
Vector3f right = new Vector3f(1.0f - 2.0f * (y * y + z * z), 2.0f * (x * y - w * z), 2.0f * (x * z + w * y));
|
||||
|
||||
return Matrix4f.rotate(forward, up, right);
|
||||
}
|
||||
|
||||
}
|
42
Diffuse light/src/fr/technicalgames/math/Vector2f.java
Normal file
42
Diffuse light/src/fr/technicalgames/math/Vector2f.java
Normal file
|
@ -0,0 +1,42 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
import java.util.*;
|
||||
|
||||
public class Vector2f {
|
||||
|
||||
public float x,y;
|
||||
|
||||
public Vector2f(){
|
||||
x = 0;
|
||||
y = 0;
|
||||
}
|
||||
|
||||
public Vector2f(float x,float y){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
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 String toString(){
|
||||
StringJoiner st = new StringJoiner(",","vec2(",")");
|
||||
st.add("" + x);
|
||||
st.add("" + y);
|
||||
return st.toString();
|
||||
}
|
||||
}
|
104
Diffuse light/src/fr/technicalgames/math/Vector3f.java
Normal file
104
Diffuse light/src/fr/technicalgames/math/Vector3f.java
Normal file
|
@ -0,0 +1,104 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
|
||||
import java.util.*;
|
||||
|
||||
public class Vector3f {
|
||||
|
||||
public float x,y,z;
|
||||
|
||||
public Vector3f(){
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
}
|
||||
|
||||
public Vector3f(float x,float y,float z){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public Vector3f(Vector2f vec,float z){
|
||||
this(vec.x,vec.y,z);
|
||||
}
|
||||
|
||||
public Vector3f(Vector3f vec){
|
||||
this(vec.x,vec.y,vec.z);
|
||||
}
|
||||
|
||||
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 getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public float length(){
|
||||
return Mathf.sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
public Vector3f lookAt(Vector3f d){
|
||||
Vector3f rot = new Vector3f();
|
||||
float x1 = d.x - x;
|
||||
float y1 = d.y - y;
|
||||
float z1 = d.z - z;
|
||||
|
||||
return rot;
|
||||
}
|
||||
|
||||
public Vector3f normalize(){
|
||||
float length = length();
|
||||
x /= length;
|
||||
y /= length;
|
||||
z /= length;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Vector3f mul(float m){
|
||||
x *= m;
|
||||
y *= m;
|
||||
z *= m;
|
||||
return this;
|
||||
}
|
||||
|
||||
public String toString(){
|
||||
StringJoiner st = new StringJoiner(",","vec3(",")");
|
||||
st.add("" + x);
|
||||
st.add("" + y);
|
||||
st.add("" + z);
|
||||
return st.toString();
|
||||
}
|
||||
|
||||
public Vector3f toRadians() {
|
||||
x = Mathf.toRadians(x);
|
||||
y = Mathf.toRadians(y);
|
||||
z = Mathf.toRadians(z);
|
||||
return this;
|
||||
}
|
||||
|
||||
public Vector3f toDegrees() {
|
||||
x = Mathf.toDegrees(x);
|
||||
y = Mathf.toDegrees(y);
|
||||
z = Mathf.toDegrees(z);
|
||||
return this;
|
||||
}
|
||||
|
||||
}
|
56
Diffuse light/src/fr/technicalgames/math/Vector4f.java
Normal file
56
Diffuse light/src/fr/technicalgames/math/Vector4f.java
Normal file
|
@ -0,0 +1,56 @@
|
|||
package fr.technicalgames.math;
|
||||
|
||||
public class Vector4f {
|
||||
|
||||
public float x,y,z,w;
|
||||
|
||||
public Vector4f(float x,float y,float z,float w){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
public Vector4f(Vector3f v,float w){
|
||||
this.x = v.x;
|
||||
this.y = v.y;
|
||||
this.z = v.z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
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 getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public float getW() {
|
||||
return w;
|
||||
}
|
||||
|
||||
public void setW(float w) {
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
133
Diffuse light/src/fr/technicalgames/render/Asset.java
Normal file
133
Diffuse light/src/fr/technicalgames/render/Asset.java
Normal file
|
@ -0,0 +1,133 @@
|
|||
package fr.technicalgames.render;
|
||||
import java.nio.*;
|
||||
import java.util.*;
|
||||
|
||||
import org.lwjgl.*;
|
||||
import org.lwjgl.opengl.*;
|
||||
|
||||
import fr.technicalgames.light.*;
|
||||
import fr.technicalgames.material.*;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class Asset {
|
||||
|
||||
public int vbo,vao;
|
||||
public Texture texture;
|
||||
public Matrix4f transform;
|
||||
public Material material;
|
||||
private int size;
|
||||
|
||||
public Asset(){
|
||||
texture = Texture.WOOD;
|
||||
transform = new Matrix4f();
|
||||
material = new DefaultMaterial();
|
||||
vao = GL30.glGenVertexArrays();
|
||||
vbo = GL15.glGenBuffers();
|
||||
float[] a = new float[]{
|
||||
// X Y Z U V Normal
|
||||
// bottom
|
||||
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
|
||||
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
|
||||
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
|
||||
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
|
||||
1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
|
||||
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
// top
|
||||
-1.0f, 1.0f,-1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
|
||||
// front
|
||||
-1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
// back
|
||||
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
|
||||
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
|
||||
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
|
||||
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
|
||||
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
|
||||
1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
|
||||
|
||||
// left
|
||||
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f,-1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f,-1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
// right
|
||||
1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f,-1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f,-1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f
|
||||
};
|
||||
FloatBuffer buffer = BufferUtils.createFloatBuffer(a.length);
|
||||
buffer.put(a).flip();
|
||||
size = a.length/(3+2+3);
|
||||
GL30.glBindVertexArray(vao);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_LIGHT.getAttribLocation("vert"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_LIGHT.getAttribLocation("vert"), 3, GL11.GL_FLOAT, false, 8*4, 0);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_LIGHT.getAttribLocation("vertTexCoord"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_LIGHT.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, 8*4, 3*4);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_LIGHT.getAttribLocation("vertNormal"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_LIGHT.getAttribLocation("vertNormal"), 3, GL11.GL_FLOAT, true, 8*4, 5*4);
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
GL30.glBindVertexArray(0);
|
||||
}
|
||||
|
||||
public void render(ArrayList<Light> lights){
|
||||
Shaders.MAIN_LIGHT.bind();
|
||||
Shaders.MAIN_LIGHT.uniform("camera", Camera.matrix);
|
||||
Shaders.MAIN_LIGHT.uniform("transform", transform);
|
||||
Shaders.MAIN_LIGHT.uniform("projection", DisplayManager.projection);
|
||||
Shaders.MAIN_LIGHT.uniform("materialTex", 0); //set to 0 because the texture will be bound to GL_TEXTURE0
|
||||
Shaders.MAIN_LIGHT.uniform("materialShininess", material.shininess);
|
||||
Shaders.MAIN_LIGHT.uniform("materialSpecularColor", material.specularColor);
|
||||
Shaders.MAIN_LIGHT.uniform("numLights", lights.size());
|
||||
Shaders.MAIN_LIGHT.uniform("cameraPosition", Camera.pos);
|
||||
|
||||
for(int i = 0;i < lights.size();i++){
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].position", lights.get(i).position);
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].intensities", lights.get(i).intensities);
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].attenuation", lights.get(i).attenuation);
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].ambientCoefficient", lights.get(i).ambientCoefficient);
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].coneAngle", lights.get(i).coneAngle);
|
||||
Shaders.MAIN_LIGHT.uniform("allLights["+i+"].coneDirection", lights.get(i).coneDirection);
|
||||
}
|
||||
|
||||
GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
texture.bind();
|
||||
|
||||
GL30.glBindVertexArray(vao);
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, size);
|
||||
GL30.glBindVertexArray(0);
|
||||
texture.unbind();
|
||||
Shaders.MAIN_LIGHT.unbind();
|
||||
}
|
||||
|
||||
public void destroy(){
|
||||
GL15.glDeleteBuffers(vbo);
|
||||
GL30.glBindVertexArray(vao);
|
||||
texture.destroy();
|
||||
transform = null;
|
||||
}
|
||||
|
||||
}
|
67
Diffuse light/src/fr/technicalgames/render/Camera.java
Normal file
67
Diffuse light/src/fr/technicalgames/render/Camera.java
Normal file
|
@ -0,0 +1,67 @@
|
|||
package fr.technicalgames.render;
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
import org.lwjgl.glfw.*;
|
||||
import org.lwjgl.opengl.*;
|
||||
|
||||
import fr.technicalgames.*;
|
||||
import fr.technicalgames.input.*;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
|
||||
|
||||
public class Camera {
|
||||
|
||||
public static Matrix4f matrix = new Matrix4f();
|
||||
public static final float SPEED = 1.0f;
|
||||
public static final float sens = 0.5f;
|
||||
public static float speed = 1.0f;
|
||||
|
||||
|
||||
|
||||
public static Vector3f rot = new Vector3f();
|
||||
public static Vector3f pos = new Vector3f();
|
||||
|
||||
public static void update(){
|
||||
speed = SPEED * Main.delta;
|
||||
if(Input.isKey(GLFW_KEY_LEFT_CONTROL))speed *= 2.0f;
|
||||
rot.x += -Input.getDMouse().getY() * sens;
|
||||
rot.y += -Input.getDMouse().getX() * sens;
|
||||
if(rot.x > 90)rot.x = 90;
|
||||
if(rot.x < -90)rot.x = -90;
|
||||
if(Input.isKey(GLFW.GLFW_KEY_W)){
|
||||
pos.x += Mathf.cos(Mathf.toRadians(rot.y + 90)) * speed;
|
||||
pos.z += Mathf.sin(Mathf.toRadians(rot.y + 90)) * speed;
|
||||
}
|
||||
if(Input.isKey(GLFW.GLFW_KEY_S)){
|
||||
pos.x += -Mathf.cos(Mathf.toRadians(rot.y + 90)) * speed;
|
||||
pos.z += -Mathf.sin(Mathf.toRadians(rot.y + 90)) * speed;
|
||||
}
|
||||
if(Input.isKey(GLFW.GLFW_KEY_A)){
|
||||
pos.x += -Mathf.cos(Mathf.toRadians(rot.y)) * speed;
|
||||
pos.z += -Mathf.sin(Mathf.toRadians(rot.y)) * speed;
|
||||
}
|
||||
if(Input.isKey(GLFW.GLFW_KEY_D)){
|
||||
pos.x += Mathf.cos(Mathf.toRadians(rot.y)) * speed;
|
||||
pos.z += Mathf.sin(Mathf.toRadians(rot.y)) * speed;
|
||||
}
|
||||
if(Input.isKey(GLFW.GLFW_KEY_LEFT_SHIFT)){
|
||||
pos.y -= speed;
|
||||
}
|
||||
if(Input.isKey(GLFW.GLFW_KEY_SPACE)){
|
||||
pos.y += speed;
|
||||
}
|
||||
if(Input.isKeyDown(GLFW_KEY_ESCAPE))glfwSetWindowShouldClose(Main.windowID, GL11.GL_TRUE);
|
||||
if(Input.isButtonDown(0))glfwSetInputMode(Main.windowID, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
if(Input.isButtonDown(1))glfwSetInputMode(Main.windowID, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
public static void transform(){
|
||||
matrix.loadIdentity();
|
||||
matrix.rotate(new Quaternion(new Vector3f(1,0,0),rot.x));
|
||||
matrix.rotate(new Quaternion(new Vector3f(0,1,0),rot.y));
|
||||
matrix.rotate(new Quaternion(new Vector3f(0,0,1),rot.z));
|
||||
matrix.tranlate(-pos.x, -pos.y, -pos.z);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,55 @@
|
|||
package fr.technicalgames.render;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
|
||||
import fr.technicalgames.*;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class DisplayManager {
|
||||
|
||||
public static Matrix4f projection = new Matrix4f();
|
||||
|
||||
public static void clear(){
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
public static void preRender2D(){
|
||||
projection.loadIdentity();
|
||||
projection.Ortho2D(0, Main.WIDTH, 0, Main.HEIGHT, -1, 1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
public static void preRender3D(){
|
||||
projection.loadIdentity();
|
||||
projection.perspective(50.0f, (float)Main.WIDTH/(float)Main.HEIGHT, 0.1f,100.0f);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
public static void preRenderGUI(){
|
||||
projection.loadIdentity();
|
||||
projection.Ortho2D(0, Main.WIDTH, 0, Main.HEIGHT, -1, 1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
public static void render2D(){
|
||||
Main.game.render2D();
|
||||
}
|
||||
|
||||
public static void render3D(){
|
||||
Main.game.render3D();
|
||||
}
|
||||
|
||||
public static void renderGUI(){
|
||||
Main.game.renderGUI();
|
||||
}
|
||||
|
||||
}
|
96
Diffuse light/src/fr/technicalgames/render/Shaders.java
Normal file
96
Diffuse light/src/fr/technicalgames/render/Shaders.java
Normal file
|
@ -0,0 +1,96 @@
|
|||
package fr.technicalgames.render;
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL20.*;
|
||||
|
||||
import fr.technicalgames.input.*;
|
||||
import fr.technicalgames.math.*;
|
||||
|
||||
public class Shaders {
|
||||
|
||||
public int program;
|
||||
|
||||
public static Shaders MAIN_LIGHT;
|
||||
|
||||
static{
|
||||
try {
|
||||
MAIN_LIGHT = new Shaders("res/shaders/light.vert","res/shaders/light.frag");
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
public Shaders(String vertexFile,String fragmentFile) throws Exception{
|
||||
String fragmentShader = IO.loadFile(fragmentFile);
|
||||
String vertexShader = IO.loadFile(vertexFile);
|
||||
|
||||
if(program != -1)glDeleteProgram(program);
|
||||
program = glCreateProgram();
|
||||
int vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
int frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(vert, vertexShader);
|
||||
glShaderSource(frag, fragmentShader);
|
||||
glCompileShader(vert);
|
||||
if (glGetShaderi(vert, GL_COMPILE_STATUS) == GL_FALSE) {
|
||||
System.err.println(glGetShaderInfoLog(vert, 2048));
|
||||
System.exit(1);
|
||||
}else{
|
||||
System.out.println("Vertex compiled !");
|
||||
}
|
||||
glCompileShader(frag);
|
||||
if (glGetShaderi(frag, GL_COMPILE_STATUS) == GL_FALSE) {
|
||||
System.err.println(glGetShaderInfoLog(frag, 2048));
|
||||
System.exit(1);
|
||||
}else{
|
||||
System.out.println("Fragment compiled !");
|
||||
}
|
||||
glAttachShader(program, vert);
|
||||
glAttachShader(program, frag);
|
||||
glLinkProgram(program);
|
||||
glValidateProgram(program);
|
||||
glDeleteShader(frag);
|
||||
glDeleteShader(vert);
|
||||
}
|
||||
|
||||
public void bind(){
|
||||
glUseProgram(program);
|
||||
}
|
||||
|
||||
public void unbind(){
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
public int getAttribLocation(String name){
|
||||
return glGetAttribLocation(program, name);
|
||||
}
|
||||
|
||||
public void destroy(){
|
||||
if(program == 0)return;
|
||||
if(glIsProgram(program))unbind();
|
||||
glDeleteProgram(program);
|
||||
}
|
||||
|
||||
public void uniform(String name,float v){
|
||||
glUniform1f(glGetUniformLocation(program, name), v);
|
||||
}
|
||||
|
||||
public void uniform(String name,Vector3f vec){
|
||||
glUniform3f(glGetUniformLocation(program, name), vec.x,vec.y,vec.z);
|
||||
}
|
||||
|
||||
public void uniform(String name,Vector4f vec){
|
||||
glUniform4f(glGetUniformLocation(program, name), vec.x,vec.y,vec.z,vec.w);
|
||||
}
|
||||
|
||||
public void uniform(String name,Matrix4f mat){
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name),true, mat.getBuffer());
|
||||
}
|
||||
|
||||
public void uniform(String name, Color4f v) {
|
||||
glUniform4f(glGetUniformLocation(program, name), v.getR(),v.getG(),v.getB(),v.getA());
|
||||
}
|
||||
|
||||
public void uniform(String name,int v){
|
||||
glUniform1i(glGetUniformLocation(program,name), v);
|
||||
}
|
||||
|
||||
}
|
96
Diffuse light/src/fr/technicalgames/render/Texture.java
Normal file
96
Diffuse light/src/fr/technicalgames/render/Texture.java
Normal file
|
@ -0,0 +1,96 @@
|
|||
package fr.technicalgames.render;
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL12.*;
|
||||
|
||||
import java.awt.image.*;
|
||||
import java.io.*;
|
||||
import java.nio.*;
|
||||
|
||||
import javax.imageio.*;
|
||||
|
||||
import org.lwjgl.*;
|
||||
|
||||
public class Texture {
|
||||
|
||||
|
||||
public static Texture WOOD = loadTexture("res/textures/wooden-crate.jpg");
|
||||
|
||||
int width, height;
|
||||
int id;
|
||||
|
||||
public Texture(int width,int height,int id){
|
||||
this.id = id;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
public static Texture loadTexture(String path){
|
||||
try {
|
||||
BufferedImage image = ImageIO.read(new File(path));
|
||||
int width = image.getWidth();
|
||||
int height = image.getHeight();
|
||||
int[] pixels = new int[width * height];
|
||||
|
||||
image.getRGB(0, 0, width, height, pixels, 0,width);
|
||||
|
||||
int[] data = new int[pixels.length];
|
||||
for (int i = 0; i < data.length; i++) {
|
||||
int a = (pixels[i] & 0xff000000) >> 24;
|
||||
int r = (pixels[i] & 0xff0000) >> 16;
|
||||
int g = (pixels[i] & 0xff00) >> 8;
|
||||
int b = (pixels[i] & 0xff);
|
||||
|
||||
data[i] = a << 24 | b << 16 | g << 8 | r;
|
||||
}
|
||||
|
||||
IntBuffer buffer = BufferUtils.createIntBuffer(data.length);
|
||||
buffer.put(data);
|
||||
buffer.flip();
|
||||
|
||||
int id = glGenTextures();
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
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();
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
|
||||
public int getID(){
|
||||
return id;
|
||||
}
|
||||
|
||||
public void bind(){
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
}
|
||||
|
||||
public void unbind(){
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
public void destroy(){
|
||||
glDeleteTextures(id);
|
||||
}
|
||||
|
||||
}
|
Reference in a new issue