dynamic scaling vertexArray with textureWrap (no more stretching)
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@ -21,14 +21,17 @@ public class ObjectGl {
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public float zPos;
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public float width;
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public float height;
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public float scalingFactor;
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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){
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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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this.transform = Matrix4f.identity();
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this.scale(new Vector3f(size, size,1f));
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this.scalingFactor = size;
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this.shader = new Shader("shaders/ObjectGl/vert.glsl","shaders/ObjectGl/frag.glsl");
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this.zPos = z;
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this.width = w;
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@ -40,11 +43,18 @@ public class ObjectGl {
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}
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public void translate(Vector3f vec){
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vec.divXY(this.scalingFactor);
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this.transform = this.transform.multiply(Matrix4f.translate(vec));
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this.zPos += vec.z;
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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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* ou tout du moins que this.scalingFactor corresponds au scaling de x
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* @param vec
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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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this.transform = this.transform.multiply(Matrix4f.scale(vec));
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}
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@ -4,12 +4,15 @@ 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[] color) {
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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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this.width = w;
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@ -3,6 +3,7 @@ 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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@ -15,10 +16,12 @@ public class ObjectGlTex extends ObjectGl{
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}
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public ObjectGlTex(float x, float y, float z, float h, float w, List<String> texPath, float[] texCoord) {
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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.width = w;
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@ -36,6 +39,7 @@ public class ObjectGlTex extends ObjectGl{
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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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@ -48,7 +52,6 @@ public class ObjectGlTex extends ObjectGl{
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x + w , y + h ,
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x , y + h ,
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};
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// TODO scaling object
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this.setTextureWrap(result);
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}
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@ -4,15 +4,18 @@ 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, List<String> texPath, float[] texCoord, float[] color) {
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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.width = w;
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