J'ai viré les classes useless
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ecbe08fdc3
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770d134722
@ -155,20 +155,17 @@ public class Engine {
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engine.init();
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// Add objects to render
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List<String> path = new ArrayList<>();
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path.add("textures/zangief_sprite.png");
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String path = "textures/zangief_sprite.png";
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List<String> path2 = new ArrayList<>();
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path2.add("textures/awesomeface.png");
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String path2 = "textures/awesomeface.png";
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ObjectGlTex zangief = new ObjectGlTex(0f,0f,0f,60f,80f,10f, path, Primitive.stdTexWrap);
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ObjectGl zangief = new ObjectGl(0f,60f,80f,10f, path, null);
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engine.add_objectGl(zangief);
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// zangief.translate(new Vector3f(-600.0f,100,10.0f));
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ObjectGlTex smiley2 = new ObjectGlTex(-0.5f,0.5f,0.0f,500.0f,500.0f, 1f, path2, Primitive.stdTexWrap);
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ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
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engine.add_objectGl(smiley2);
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smiley2.translate(new Vector3f(0.0f,0.0f,5.0f));
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float[] texWrap = Primitive.upperHalfTexWrap;
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long timer = System.currentTimeMillis();
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long lastFrame;
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@ -176,7 +173,6 @@ public class Engine {
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boolean nextFrame = false;
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while(engine.isRunning()){
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double time = glfwGetTime();
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lastFrame = System.currentTimeMillis();
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// Game logic should fit here
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@ -216,9 +212,13 @@ public class Engine {
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// if (Input.isKeyDown(GLFW.GLFW_KEY_S))token.translate(new Vector3f ( 0.0f,speed * -5.0f, 0.0f));
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// if (Input.isKeyDown(GLFW.GLFW_KEY_D))token.translate(new Vector3f (speed * 5.0f, 0.0f, 0.0f));
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// }
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private static void gamepadInput(ObjectGlTex token, int speed) {
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private static void gamepadInput(ObjectGl token, int speed) {
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ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
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assert gamepadAxes != null;
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assert gamepadButton != null;
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String name = GLFW.glfwGetJoystickName(GLFW_JOYSTICK_1);
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//System.out.println("GamePad Name :" + name);
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// for (int i =0 ; i < gamepadAxes.capacity(); i++) {
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@ -229,8 +229,7 @@ public class Engine {
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if (gamepadButton.get(0) ==1 ) { // appuie sur croix(PlayStation) A (Xbox)
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token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
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}
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if ( (gamepadAxes.get(2) < -0.1 || gamepadAxes.get(2) > 0.1) ) { // de droite à gauche //joystick gauche
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if ( (gamepadAxes.get(2) < -0.1 || gamepadAxes.get(2) > 0.1) ) { // de droite à gauche //joystick gauche
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token.translate(new Vector3f (5*speed * gamepadAxes.get(2), 0.0f, 0.0f));
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if ( gamepadAxes.get(2) < -0.1 ){
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token.setTextureWrap(121,0,57,80);
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@ -272,7 +271,7 @@ public class Engine {
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}
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public static void input(ObjectGlTex token, int speed) {
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public static void input(ObjectGl token, int speed) {
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if (Input.isKeyDown(GLFW.GLFW_KEY_W)) {
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token.scale(new Vector3f (1.01f, 1.01f, 0.0f));
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}
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@ -4,12 +4,12 @@ import engine.math.Vector3f;
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public class Primitive {
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public static float[] createRectangle(float x, float y, float z, float w, float h){
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public static float[] createRectangle(float z, float w, float h){
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return new float[] {
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x , y , z, // Haut gauche
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x + w, y , z, // Haut droit
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x + w, y - h, z, // Bas droit
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x , y - h, z // Bas gauche
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0 , 0 , z, // Haut gauche
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0 + w, 0 , z, // Haut droit
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0 + w, 0 - h, z, // Bas droit
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0 , 0 - h, z // Bas gauche
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};
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}
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@ -1,11 +1,15 @@
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package engine.object;
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import engine.graphics.Texture;
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import engine.math.Primitive;
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import engine.graphics.VertexArray;
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import engine.graphics.Shader;
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import engine.math.Matrix4f;
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import engine.math.Vector3f;
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import java.util.ArrayList;
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import java.util.List;
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/**
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*
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*/
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@ -21,20 +25,54 @@ public class ObjectGl {
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public float zPos;
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public float scalingFactor;
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private Texture texture;
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public ObjectGl(){
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}
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public ObjectGl(float x, float y, float z, float h, float w, float size){
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this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, null, null);
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/**
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* Create a rectangle shape
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* @param z depth of your model the larger it is the more it will be "close" to the camera
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* @param h height of the rectangle
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* @param w width of the rectangle
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* @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
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* @param tex set to null if you don't want a tex on your model
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* @param color set to null if you don't want a Color on your model
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*/
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public ObjectGl(float z, float h, float w, float size, String tex, Vector3f color){
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float[] colorBuffer = null;
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// Check des options
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if (color != null){
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colorBuffer = new float[] {
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color.x, color.y, color.z,
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color.x, color.y, color.z,
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color.x, color.y, color.z,
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color.x, color.y, color.z
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};
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}
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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1f));
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if (tex != null){
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this.texture = new Texture(tex, 0);
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}
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this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
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this.vertexArray = new VertexArray(Primitive.createRectangle(z, h, w), Primitive.rectangle_indices, colorBuffer, Primitive.stdTexWrap);
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this.scalingFactor = size;
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this.zPos = z;
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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1f));
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// use different shader for each set of option
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if (tex == null && color == null){
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this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
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} else if (tex == null){
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this.shader = new Shader("shaders/ObjectGlColor/vert.glsl","shaders/ObjectGlColor/frag.glsl"); // TODO
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} else if (color == null){
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this.shader = new Shader("shaders/ObjectGlTex/vert.glsl","shaders/ObjectGlTex/frag.glsl");
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} else {
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this.shader = new Shader("shaders/ObjectGlTexColor/vert.glsl","shaders/ObjectGlTexColor/frag.glsl"); // TODO
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}
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}
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public void resetTransform(){
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@ -48,9 +86,9 @@ public class ObjectGl {
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}
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/**
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* Comme on foncitonne avec des sprite on part du principe que x et y sont scale de manière uniforme
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* Comme on fonctionne avec des sprites on part du principe que x et y sont scale de manière uniforme
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* ou tout du moins que this.scalingFactor corresponds au scaling de x
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* @param vec
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* @param vec le vecteur de transformation
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*/
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public void scale(Vector3f vec){
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this.scalingFactor *= vec.x;
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@ -69,14 +107,42 @@ public class ObjectGl {
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this.transform = this.transform.multiply(Matrix4f.rotateZ(angle));
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}
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public void setTexture(String texPath){
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this.texture = new Texture(texPath, 0);
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}
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public void setTextureWrap(float x, float y, float w, float h){
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this.vertexArray.swapVertexBufferObject(Primitive.createRectangle(this.zPos, w, h));
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int texWidth = this.texture.getWidth();
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int texHeight = this.texture.getHeight();
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x /= texWidth;
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w /= texWidth;
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y /= texHeight;
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h /= texHeight;
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float[] result = {
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x , y ,
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x + w , y ,
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x + w , y + h ,
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x , y + h ,
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};
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this.setTextureWrap(result);
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}
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public void setTextureWrap(float[] texture){
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this.vertexArray.swapTextureBufferObject(texture);
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}
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public void render(){
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this.shader.enable();
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if (this.texture != null) this.texture.bind();
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this.shader.setUniformMat4f("projection", projection);
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this.shader.setUniformMat4f("view", view);
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this.shader.setUniformMat4f("transform", this.transform);
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this.vertexArray.render();
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if (this.texture != null) this.texture.unbind();
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this.shader.disable();
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}
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@ -1,19 +0,0 @@
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package engine.object;
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import engine.math.Primitive;
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import engine.graphics.Shader;
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import engine.graphics.VertexArray;
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import engine.math.Matrix4f;
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import engine.math.Vector3f;
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public class ObjectGlColor extends ObjectGl{
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public ObjectGlColor(float x, float y, float z, float h, float w, float size, float[] color) {
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super();
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this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, color, null);
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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1));
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this.scalingFactor = size;
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this.shader = new Shader("shaders/ObjectGlColor/vert.glsl","shaders/ObjectGlColor/frag.glsl");
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this.zPos = z;
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}
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}
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@ -1,81 +0,0 @@
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package engine.object;
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import engine.math.Primitive;
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import engine.graphics.*;
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import engine.math.Matrix4f;
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import engine.math.Vector3f;
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import java.util.ArrayList;
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import java.util.List;
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public class ObjectGlTex extends ObjectGl{
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protected List<Texture> textures;
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public ObjectGlTex(){
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}
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public ObjectGlTex(float x, float y, float z, float h, float w, float size, List<String> texPath, float[] texCoord) {
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super();
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this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, null, texCoord);
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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1));
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this.scalingFactor = size;
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this.shader = new Shader("shaders/ObjectGlTex/vert.glsl","shaders/ObjectGlTex/frag.glsl");
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this.zPos = z;
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this.setTexture(texPath);
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}
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public void setTexture(List<String> texPath){
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this.textures = new ArrayList<>();
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int count = 0;
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for (String path : texPath){
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textures.add(new Texture(path, count));
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count++;
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}
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}
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public void setTextureWrap(float x, float y, float w, float h){
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this.vertexArray.swapVertexBufferObject(Primitive.createRectangle(0.0f,0.0f,this.zPos,w,h));
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int texWidth = this.textures.get(0).getWidth();
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int texHeight = this.textures.get(0).getHeight();
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x /= texWidth;
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w /= texWidth;
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y /= texHeight;
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h /= texHeight;
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float[] result = {
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x , y ,
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x + w , y ,
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x + w , y + h ,
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x , y + h ,
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};
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this.setTextureWrap(result);
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}
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public void setTextureWrap(float[] texture){
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this.vertexArray.swapTextureBufferObject(texture);
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}
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@Override
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public void render() {
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this.shader.enable();
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this.shader.setUniformMat4f("projection", projection);
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this.shader.setUniformMat4f("view", view);
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this.shader.setUniformMat4f("transform", this.transform);
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for (Texture t : textures){
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t.bind();
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}
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this.vertexArray.render();
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for (Texture t : textures){
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t.unbind();
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}
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this.shader.disable();
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}
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}
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@ -1,23 +0,0 @@
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package engine.object;
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import engine.graphics.Shader;
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import engine.graphics.VertexArray;
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import engine.math.Primitive;
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import engine.math.Matrix4f;
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import engine.math.Vector3f;
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import java.util.List;
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public class ObjectGlTexColor extends ObjectGlTex{
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public ObjectGlTexColor(float x, float y, float z, float h, float w, float size, List<String> texPath, float[] texCoord, float[] color) {
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super();
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this.vertexArray = new VertexArray(Primitive.createRectangle(x, y, z, h, w), Primitive.rectangle_indices, color, texCoord);
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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1));
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this.scalingFactor = size;
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this.shader = new Shader("shaders/ObjectGlTexColor/vert.glsl","shaders/ObjectGlTexColor/frag.glsl");
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this.zPos = z;
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this.setTexture(texPath);
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}
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}
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