Ajout de la classe:

Scene, VertexArray, Shader, ShaderUtils, BufferUtils, FileUtils, Matrix4f, Vector3f
Ajout des shaders de test:
vert.vert et frag.frag dans le dossier shaders
This commit is contained in:
Antoine
2021-05-13 20:40:21 +02:00
parent 4e88d1d1a4
commit b02119dca7
22 changed files with 192 additions and 331 deletions

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package engine;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
public class BufferUtils {
private BufferUtils() {
}
public static ByteBuffer createByteBuffer(byte[] array){
ByteBuffer result = ByteBuffer.allocateDirect(array.length).order(ByteOrder.nativeOrder());
result.put(array).flip();
return result;
}
public static FloatBuffer createFloatBuffer(float[] array){
FloatBuffer result = ByteBuffer.allocateDirect(array.length << 2).order(ByteOrder.nativeOrder()).asFloatBuffer();
result.put(array).flip();
return result;
}
public static IntBuffer createIntBuffer(int[] array){
IntBuffer result = ByteBuffer.allocateDirect(array.length << 2).order(ByteOrder.nativeOrder()).asIntBuffer();
result.put(array).flip();
return result;
}
}

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@ -6,9 +6,99 @@
* @author François Autin
*
*/
package engine;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.GL;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL13.*;
import static org.lwjgl.system.MemoryUtil.*;
public class Engine {
private long window;
private Scene scene;
private boolean running;
public Engine(){
this.running = false;
}
private void init() {
if(!glfwInit()){
// TODO Erreur d'initialisation
}
this.running = true;
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //On utilise la version 3.3 d'openGL
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //Compatible MAC
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //Le core profile est l'interface 'avancé' d'openGL
int width = 1280;
int height = 720;
this.window = glfwCreateWindow(width, height, "Boulevard Combattant", NULL, NULL);
assert this.window != NULL;
// On récupère les informations du moniteur principale
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
assert vidmode != null;
glfwSetWindowPos(this.window, (vidmode.width() - width)/2, (vidmode.height() - height)/2);
glfwSetKeyCallback(window, new Input());
// Contexte = zone cible des rendus
glfwMakeContextCurrent(this.window);
glfwShowWindow(this.window);
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
System.out.println("OpenGL: " + glGetString(GL_VERSION));
this.scene = new Scene();
}
/*
TODO gérer les input dans une autre classe
*/
private void processInput(){
if(glfwGetKey(this.window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(this.window, true);
}
private void update(){
glfwPollEvents();
}
private void render(){
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); //SWAP avec le precedent
scene.render();
int error = glGetError();
if (error != GL_NO_ERROR) System.out.println(error);
glfwSwapBuffers(window); //Envoie le buffer vers le moniteur
}
public void run(){
init();
while(running){
processInput();
update();
render();
if(glfwWindowShouldClose(window)) running = false;
}
}
public static void main(String[] args) {
Engine engine = new Engine();
engine.run();
}
}

29
src/engine/FileUtils.java Normal file
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package engine;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
public class FileUtils {
private FileUtils() {
}
public static String loadAsString(String file){
StringBuilder result = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
String buffer = "";
while ((buffer = reader.readLine()) != null) {
result.append(buffer +"\n");
}
reader.close();
} catch (IOException e){
e.printStackTrace();
}
return result.toString();
}
}

14
src/engine/Input.java Normal file
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package engine;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWKeyCallback;
public class Input extends GLFWKeyCallback {
public static boolean[] keys = new boolean[65536];
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {
keys[key] = action != GLFW.GLFW_RELEASE;
}
}

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src/engine/Matrix4f.java Normal file
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package engine;
import java.nio.FloatBuffer;
public class Matrix4f {
public static final int SIZE = 4 * 4;
public float[] elements = new float[4 * 4];
public Matrix4f(){
}
public static Matrix4f identity(){
Matrix4f result = new Matrix4f();
for (int i = 0; i < SIZE; i++){
result.elements[i] = 0.0f;
}
result.elements[0 + 0 * 4] = 1.0f;
result.elements[1 + 1 * 4] = 1.0f;
result.elements[2 + 2 * 4] = 1.0f;
result.elements[3 + 3 * 4] = 1.0f;
return result;
}
public static Matrix4f orthographic(float left, float right, float bottom, float top, float near, float far){
Matrix4f result = identity();
result.elements[0] = 2.0f / (right - left);
result.elements[1 + 4] = 2.0f / (top - bottom);
result.elements[2 + 2 * 4] = 2.0f / (near - far);
result.elements[3 * 4] = (left + right) / (left - right);
result.elements[1 + 3 * 4] = (bottom + top) / (bottom - top);
result.elements[2 + 3 * 4] = (far + near) / (far - near);
return result;
}
public static Matrix4f translate(Vector3f vector){
Matrix4f result= identity();
result.elements[0 + 3*4] = vector.x;
result.elements[1 + 3*4] = vector.y;
result.elements[2 + 3*4] = vector.z;
return result;
}
public static Matrix4f rotate(float angle){
Matrix4f result = identity();
float r = (float) Math.toRadians(angle);
float cos = (float) Math.cos(angle);
float sin = (float) Math.sin(angle);
result.elements[0 + 0 * 4] = cos;
result.elements[1 + 0 * 4] = sin;
result.elements[0 + 1 * 4] = -sin;
result.elements[1 + 1 * 4] = cos;
return result;
}
public Matrix4f multiply(Matrix4f matrix){
Matrix4f result = new Matrix4f();
for (int y = 0; y< 4; y++){
for (int x = 0; x< 4; x++){
float sum = 0.0f;
for (int e = 0; e< 4; e++){
sum += this.elements[x + e * 4] * matrix.elements[e + y * 4];
}
result.elements[x + y * 4] = sum;
}
}
return result;
}
public FloatBuffer toFloatBuffer() {
return BufferUtils.createFloatBuffer(elements);
}
}

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src/engine/Scene.java Normal file
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package engine;
public class Scene {
float[] vertices;
VertexArray vertexArray;
Shader shader;
public Scene(){
this.vertices = new float[] {
-0.5f, -0.5f, 0.0f, //left
0.5f, -0.5f, 0.0f, //right
0.0f, 0.5f, 0.0f //top
};
this.shader = new Shader("shaders/vert.vert", "shaders/frag.frag");
this.vertexArray = new VertexArray(this.vertices);
}
public void render(){
this.shader.enable();
this.vertexArray.render();
this.shader.disable();
}
}

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src/engine/Shader.java Normal file
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package engine;
import java.util.HashMap;
import java.util.Map;
import static org.lwjgl.opengl.GL20.*;
public class Shader {
private boolean enabled = false;
//Identifiant du programme resultat de la compilation des shaders
private final int ID;
private Map<String, Integer> locationCache = new HashMap<String, Integer>();
/*
Crée le fragment et le vertex shader les lie dans un programme dont il renvoie l'identifiant.
*/
public Shader(String vertex, String fragment) {
ID = ShaderUtils.load(vertex, fragment);
}
public int getUniform(String name){
if (locationCache.containsKey(name)) return locationCache.get(name);
int result = glGetUniformLocation(ID, name);
if (result == -1) System.err.println("Could not find uniform variable " + name);
else locationCache.put(name, result);
return result;
}
public void setUniform1i(String name, int value) {
if (!enabled) enable();
glUniform1i(getUniform(name), value);
}
public void setUniform1f(String name, float value) {
if (!enabled) enable();
glUniform1f(getUniform(name), value);
}
public void setUniform2f(String name, float x, float y) {
if (!enabled) enable();
glUniform2f(getUniform(name), x, y);
}
public void setUniform3f(String name, Vector3f vector) {
if (!enabled) enable();
glUniform3f(getUniform(name), vector.x, vector.y, vector.z);
}
public void setUniformMat4f(String name, Matrix4f matrix){
if (!enabled) enable();
glUniformMatrix4fv(getUniform(name), false, matrix.toFloatBuffer());
}
public void enable() {
glUseProgram(ID);
enabled = true;
}
public void disable() {
glUseProgram(0);
enabled = false;
}
}

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package engine;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
public class ShaderUtils {
private ShaderUtils(){
}
public static int load(String vertPath, String fragPath){
String vert = FileUtils.loadAsString(vertPath);
String frag = FileUtils.loadAsString(fragPath);
return create(vert, frag);
}
public static int create(String vert, String frag){
// On crée et compile le vertex et le fragment shader
int vertID = glCreateShader(GL_VERTEX_SHADER);
int fragID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertID, vert);
glShaderSource(fragID, frag);
glCompileShader(vertID);
if (glGetShaderi(vertID, GL_COMPILE_STATUS) == GL_FALSE){
System.err.println("Failed to compile vertex shader");
System.err.println(glGetShaderInfoLog(vertID));
return -1;
}
glCompileShader(fragID);
if (glGetShaderi(fragID, GL_COMPILE_STATUS) == GL_FALSE){
System.err.println("Failed to compile fragment shader");
System.err.println(glGetShaderInfoLog(fragID));
return -1;
}
//on lie les shaders au programme
int program = glCreateProgram();
glAttachShader(program, vertID);
glAttachShader(program, fragID);
glLinkProgram(program);
if(glGetProgrami(program, GL_LINK_STATUS) == GL_FALSE) {
System.err.println("Failed to link vertex and fragment shader");
System.err.println(glGetShaderInfoLog(program));
return -1;
}
glValidateProgram(program);
glDeleteShader(vertID);
glDeleteShader(fragID);
return program;
}
}

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src/engine/Vector3f.java Normal file
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package engine;
public class Vector3f {
public float x, y, z;
public Vector3f(){
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
public Vector3f(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
}

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package engine;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL30.*;
public class VertexArray {
private int VAO ,VBO;
public VertexArray(float[] vertices){
// VERTEX ARRAY OBJECT
VAO = glGenVertexArrays();
// VERTEX BUFFER OBJECT
VBO = glGenBuffers();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(vertices), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
public void bind(){
glBindVertexArray(this.VAO);
}
public void unbind(){
glBindVertexArray(0);
}
public void draw(){
glDrawArrays(GL_TRIANGLES, 0, 3);
}
public void render(){
bind();
draw();
}
}