dynamic scaling vertexArray with textureWrap (no more stretching)

This commit is contained in:
Antoine 2021-05-20 23:28:45 +02:00
parent bdc2144145
commit e3623072ff
6 changed files with 39 additions and 16 deletions

View File

@ -159,12 +159,11 @@ public class Engine {
List<String> path2 = new ArrayList<>();
path2.add("textures/awesomeface.png");
ObjectGlTex zangief = new ObjectGlTex(0f,0f,0f,400f,900f, path, Primitive.stdTexWrap);
ObjectGlTex zangief = new ObjectGlTex(0f,0f,0f,60f,80f,5f, path, Primitive.stdTexWrap);
engine.add_objectGl(zangief);
zangief.translate(new Vector3f(-600.0f,-100.0f,10.0f));
zangief.setTextureWrap(52,2,70,83);
// zangief.translate(new Vector3f(-600.0f,100,10.0f));
ObjectGlTex smiley2 = new ObjectGlTex(-0.5f,0.5f,0.0f,500.0f,500.0f, path2, Primitive.stdTexWrap);
ObjectGlTex smiley2 = new ObjectGlTex(-0.5f,0.5f,0.0f,500.0f,500.0f, 1f, path2, Primitive.stdTexWrap);
engine.add_objectGl(smiley2);
smiley2.translate(new Vector3f(0.0f,0.0f,5.0f));
float[] texWrap = Primitive.upperHalfTexWrap;
@ -208,16 +207,16 @@ public class Engine {
}
}
public static void input(ObjectGl token, int speed) {
if (Input.isKeyDown(GLFW.GLFW_KEY_W))token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
if (Input.isKeyDown(GLFW.GLFW_KEY_A))token.translate(new Vector3f (speed *-5.0f, 0.0f, 0.0f));
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));
}
// public static void input(ObjectGl token, int speed) {
// if (Input.isKeyDown(GLFW.GLFW_KEY_W))token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
// if (Input.isKeyDown(GLFW.GLFW_KEY_A))token.translate(new Vector3f (speed *-5.0f, 0.0f, 0.0f));
// 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));
// }
public static void input(ObjectGlTex token, int speed) {
if (Input.isKeyDown(GLFW.GLFW_KEY_W)) {
token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
token.scale(new Vector3f (1.01f, 1.01f, 0.0f));
}
if (Input.isKeyDown(GLFW.GLFW_KEY_A)) {
token.translate(new Vector3f (speed *-5.0f, 0.0f, 0.0f));

View File

@ -16,4 +16,9 @@ public class Vector3f {
this.z = z;
}
public void divXY(float div){
this.x /= div;
this.y /= div;
}
}

View File

@ -21,14 +21,17 @@ public class ObjectGl {
public float zPos;
public float width;
public float height;
public float scalingFactor;
public ObjectGl(){
}
public ObjectGl(float x, float y, float z, float h, float w){
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);
this.transform = Matrix4f.identity();
this.scale(new Vector3f(size, size,1f));
this.scalingFactor = size;
this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
this.zPos = z;
this.width = w;
@ -40,11 +43,18 @@ public class ObjectGl {
}
public void translate(Vector3f vec){
vec.divXY(this.scalingFactor);
this.transform = this.transform.multiply(Matrix4f.translate(vec));
this.zPos += vec.z;
}
/**
* Comme on foncitonne avec des sprite 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
*/
public void scale(Vector3f vec){
this.scalingFactor *= vec.x;
this.transform = this.transform.multiply(Matrix4f.scale(vec));
}

View File

@ -4,12 +4,15 @@ 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[] color) {
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;
this.width = w;

View File

@ -3,6 +3,7 @@ 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;
@ -15,10 +16,12 @@ public class ObjectGlTex extends ObjectGl{
}
public ObjectGlTex(float x, float y, float z, float h, float w, List<String> texPath, float[] texCoord) {
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.width = w;
@ -36,6 +39,7 @@ public class ObjectGlTex extends ObjectGl{
}
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;
@ -48,7 +52,6 @@ public class ObjectGlTex extends ObjectGl{
x + w , y + h ,
x , y + h ,
};
// TODO scaling object
this.setTextureWrap(result);
}

View File

@ -4,15 +4,18 @@ 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, List<String> texPath, float[] texCoord, float[] color) {
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.width = w;