J'ai viré les classes useless

This commit is contained in:
Antoine 2021-05-21 19:15:48 +02:00
parent ecbe08fdc3
commit 770d134722
6 changed files with 90 additions and 148 deletions

View File

@ -155,20 +155,17 @@ public class Engine {
engine.init();
// Add objects to render
List<String> path = new ArrayList<>();
path.add("textures/zangief_sprite.png");
String path = "textures/zangief_sprite.png";
List<String> path2 = new ArrayList<>();
path2.add("textures/awesomeface.png");
String path2 = "textures/awesomeface.png";
ObjectGlTex zangief = new ObjectGlTex(0f,0f,0f,60f,80f,10f, path, Primitive.stdTexWrap);
ObjectGl zangief = new ObjectGl(0f,60f,80f,10f, path, null);
engine.add_objectGl(zangief);
// zangief.translate(new Vector3f(-600.0f,100,10.0f));
ObjectGlTex smiley2 = new ObjectGlTex(-0.5f,0.5f,0.0f,500.0f,500.0f, 1f, path2, Primitive.stdTexWrap);
ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
engine.add_objectGl(smiley2);
smiley2.translate(new Vector3f(0.0f,0.0f,5.0f));
float[] texWrap = Primitive.upperHalfTexWrap;
long timer = System.currentTimeMillis();
long lastFrame;
@ -176,7 +173,6 @@ public class Engine {
boolean nextFrame = false;
while(engine.isRunning()){
double time = glfwGetTime();
lastFrame = System.currentTimeMillis();
// Game logic should fit here
@ -216,9 +212,13 @@ public class Engine {
// if (Input.isKeyDown(GLFW.GLFW_KEY_S))token.translate(new Vector3f ( 0.0f,speed * -5.0f, 0.0f));
// if (Input.isKeyDown(GLFW.GLFW_KEY_D))token.translate(new Vector3f (speed * 5.0f, 0.0f, 0.0f));
// }
private static void gamepadInput(ObjectGlTex token, int speed) {
private static void gamepadInput(ObjectGl token, int speed) {
ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
assert gamepadAxes != null;
assert gamepadButton != null;
String name = GLFW.glfwGetJoystickName(GLFW_JOYSTICK_1);
//System.out.println("GamePad Name :" + name);
// for (int i =0 ; i < gamepadAxes.capacity(); i++) {
@ -229,8 +229,7 @@ public class Engine {
if (gamepadButton.get(0) ==1 ) { // appuie sur croix(PlayStation) A (Xbox)
token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
}
if ( (gamepadAxes.get(2) < -0.1 || gamepadAxes.get(2) > 0.1) ) { // de droite à gauche //joystick gauche
if ( (gamepadAxes.get(2) < -0.1 || gamepadAxes.get(2) > 0.1) ) { // de droite à gauche //joystick gauche
token.translate(new Vector3f (5*speed * gamepadAxes.get(2), 0.0f, 0.0f));
if ( gamepadAxes.get(2) < -0.1 ){
token.setTextureWrap(121,0,57,80);
@ -272,7 +271,7 @@ public class Engine {
}
public static void input(ObjectGlTex token, int speed) {
public static void input(ObjectGl token, int speed) {
if (Input.isKeyDown(GLFW.GLFW_KEY_W)) {
token.scale(new Vector3f (1.01f, 1.01f, 0.0f));
}

View File

@ -4,12 +4,12 @@ import engine.math.Vector3f;
public class Primitive {
public static float[] createRectangle(float x, float y, float z, float w, float h){
public static float[] createRectangle(float z, float w, float h){
return new float[] {
x , y , z, // Haut gauche
x + w, y , z, // Haut droit
x + w, y - h, z, // Bas droit
x , y - h, z // Bas gauche
0 , 0 , z, // Haut gauche
0 + w, 0 , z, // Haut droit
0 + w, 0 - h, z, // Bas droit
0 , 0 - h, z // Bas gauche
};
}

View File

@ -1,11 +1,15 @@
package engine.object;
import engine.graphics.Texture;
import engine.math.Primitive;
import engine.graphics.VertexArray;
import engine.graphics.Shader;
import engine.math.Matrix4f;
import engine.math.Vector3f;
import java.util.ArrayList;
import java.util.List;
/**
*
*/
@ -21,20 +25,54 @@ public class ObjectGl {
public float zPos;
public float scalingFactor;
private Texture texture;
public ObjectGl(){
}
public ObjectGl(float x, float y, float z, float h, float w, float size){
this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, null, null);
/**
* Create a rectangle shape
* @param z depth of your model the larger it is the more it will be "close" to the camera
* @param h height of the rectangle
* @param w width of the rectangle
* @param size scaling factor of the rectangle, the model could not show up because this value is too small or too large, a good compromise is between 2 and 15
* @param tex set to null if you don't want a tex on your model
* @param color set to null if you don't want a Color on your model
*/
public ObjectGl(float z, float h, float w, float size, String tex, Vector3f color){
float[] colorBuffer = null;
// Check des options
if (color != null){
colorBuffer = new float[] {
color.x, color.y, color.z,
color.x, color.y, color.z,
color.x, color.y, color.z,
color.x, color.y, color.z
};
}
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1f));
if (tex != null){
this.texture = new Texture(tex, 0);
}
this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
this.vertexArray = new VertexArray(Primitive.createRectangle(z, h, w), Primitive.rectangle_indices, colorBuffer, Primitive.stdTexWrap);
this.scalingFactor = size;
this.zPos = z;
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1f));
// use different shader for each set of option
if (tex == null && color == null){
this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
} else if (tex == null){
this.shader = new Shader("shaders/ObjectGlColor/vert.glsl","shaders/ObjectGlColor/frag.glsl"); // TODO
} else if (color == null){
this.shader = new Shader("shaders/ObjectGlTex/vert.glsl","shaders/ObjectGlTex/frag.glsl");
} else {
this.shader = new Shader("shaders/ObjectGlTexColor/vert.glsl","shaders/ObjectGlTexColor/frag.glsl"); // TODO
}
}
public void resetTransform(){
@ -48,9 +86,9 @@ public class ObjectGl {
}
/**
* Comme on foncitonne avec des sprite on part du principe que x et y sont scale de manière uniforme
* Comme on fonctionne avec des sprites on part du principe que x et y sont scale de manière uniforme
* ou tout du moins que this.scalingFactor corresponds au scaling de x
* @param vec
* @param vec le vecteur de transformation
*/
public void scale(Vector3f vec){
this.scalingFactor *= vec.x;
@ -69,14 +107,42 @@ public class ObjectGl {
this.transform = this.transform.multiply(Matrix4f.rotateZ(angle));
}
public void setTexture(String texPath){
this.texture = new Texture(texPath, 0);
}
public void setTextureWrap(float x, float y, float w, float h){
this.vertexArray.swapVertexBufferObject(Primitive.createRectangle(this.zPos, w, h));
int texWidth = this.texture.getWidth();
int texHeight = this.texture.getHeight();
x /= texWidth;
w /= texWidth;
y /= texHeight;
h /= texHeight;
float[] result = {
x , y ,
x + w , y ,
x + w , y + h ,
x , y + h ,
};
this.setTextureWrap(result);
}
public void setTextureWrap(float[] texture){
this.vertexArray.swapTextureBufferObject(texture);
}
public void render(){
this.shader.enable();
if (this.texture != null) this.texture.bind();
this.shader.setUniformMat4f("projection", projection);
this.shader.setUniformMat4f("view", view);
this.shader.setUniformMat4f("transform", this.transform);
this.vertexArray.render();
if (this.texture != null) this.texture.unbind();
this.shader.disable();
}

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@ -1,19 +0,0 @@
package engine.object;
import engine.math.Primitive;
import engine.graphics.Shader;
import engine.graphics.VertexArray;
import engine.math.Matrix4f;
import engine.math.Vector3f;
public class ObjectGlColor extends ObjectGl{
public ObjectGlColor(float x, float y, float z, float h, float w, float size, float[] color) {
super();
this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, color, null);
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1));
this.scalingFactor = size;
this.shader = new Shader("shaders/ObjectGlColor/vert.glsl","shaders/ObjectGlColor/frag.glsl");
this.zPos = z;
}
}

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@ -1,81 +0,0 @@
package engine.object;
import engine.math.Primitive;
import engine.graphics.*;
import engine.math.Matrix4f;
import engine.math.Vector3f;
import java.util.ArrayList;
import java.util.List;
public class ObjectGlTex extends ObjectGl{
protected List<Texture> textures;
public ObjectGlTex(){
}
public ObjectGlTex(float x, float y, float z, float h, float w, float size, List<String> texPath, float[] texCoord) {
super();
this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, null, texCoord);
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1));
this.scalingFactor = size;
this.shader = new Shader("shaders/ObjectGlTex/vert.glsl","shaders/ObjectGlTex/frag.glsl");
this.zPos = z;
this.setTexture(texPath);
}
public void setTexture(List<String> texPath){
this.textures = new ArrayList<>();
int count = 0;
for (String path : texPath){
textures.add(new Texture(path, count));
count++;
}
}
public void setTextureWrap(float x, float y, float w, float h){
this.vertexArray.swapVertexBufferObject(Primitive.createRectangle(0.0f,0.0f,this.zPos,w,h));
int texWidth = this.textures.get(0).getWidth();
int texHeight = this.textures.get(0).getHeight();
x /= texWidth;
w /= texWidth;
y /= texHeight;
h /= texHeight;
float[] result = {
x , y ,
x + w , y ,
x + w , y + h ,
x , y + h ,
};
this.setTextureWrap(result);
}
public void setTextureWrap(float[] texture){
this.vertexArray.swapTextureBufferObject(texture);
}
@Override
public void render() {
this.shader.enable();
this.shader.setUniformMat4f("projection", projection);
this.shader.setUniformMat4f("view", view);
this.shader.setUniformMat4f("transform", this.transform);
for (Texture t : textures){
t.bind();
}
this.vertexArray.render();
for (Texture t : textures){
t.unbind();
}
this.shader.disable();
}
}

View File

@ -1,23 +0,0 @@
package engine.object;
import engine.graphics.Shader;
import engine.graphics.VertexArray;
import engine.math.Primitive;
import engine.math.Matrix4f;
import engine.math.Vector3f;
import java.util.List;
public class ObjectGlTexColor extends ObjectGlTex{
public ObjectGlTexColor(float x, float y, float z, float h, float w, float size, List<String> texPath, float[] texCoord, float[] color) {
super();
this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, color, texCoord);
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1));
this.scalingFactor = size;
this.shader = new Shader("shaders/ObjectGlTexColor/vert.glsl","shaders/ObjectGlTexColor/frag.glsl");
this.zPos = z;
this.setTexture(texPath);
}
}