[DEV] tutorial 23 'texture atlas' implementation

This commit is contained in:
Edouard DUPIN 2020-04-24 00:48:07 +02:00
parent e31adfe7c6
commit 4069fd6ae0
9 changed files with 56 additions and 3 deletions

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res/fern_atlas.png Normal file

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@ -66,8 +66,9 @@ public class MainGameLoop {
flowerModel.getTexture().setUseFakeLighting(true);
TexturedModel fernModel = new TexturedModel(OBJLoader.loadObjModel("fern", loader),
new ModelTexture(loader.loadTexture("fern")));
new ModelTexture(loader.loadTexture("fern_atlas")));
fernModel.getTexture().setHasTransparency(true);
fernModel.getTexture().setNumberOfRows(2);
Light light = new Light(new Vector3f(3000,2000,2000), new Vector3f(1,1,1));
@ -93,11 +94,12 @@ public class MainGameLoop {
new Vector3f(x, y, z),
new Vector3f(0,0,0),3));
}
for (int iii=0; iii<500; iii++) {
for (int iii=0; iii<5000; iii++) {
float x = random.nextFloat()*800 - 400;
float z = random.nextFloat() * -600;
float y = terrain.getHeightOfTerrain(x, z);
entities.add(new Entity(fernModel,
random.nextInt(4),
new Vector3f(x, y, z),
new Vector3f(0,0,0),0.6f));
}

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@ -9,13 +9,31 @@ public class Entity {
private Vector3f position;
private Vector3f rotation;
private float scale;
private int textureIndex = 0;
public Entity(TexturedModel model, Vector3f position, Vector3f rotation, float scale) {
this.model = model;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public Entity(TexturedModel model, int textureIndex, Vector3f position, Vector3f rotation, float scale) {
this.model = model;
this.textureIndex = textureIndex;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public float getTextureXOffset() {
int column = textureIndex%model.getTexture().getNumberOfRows();
return (float)column/(float)model.getTexture().getNumberOfRows();
}
public float getTextureYOffset() {
int row = textureIndex/model.getTexture().getNumberOfRows();
return (float)row/(float)model.getTexture().getNumberOfRows();
}
public void increasePosition(float dx, float dy, float dz) {
this.position = new Vector3f(position.x + dx, position.y + dy, position.z + dz);
}

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@ -28,4 +28,5 @@ public class TexturedModel {
this.texture = texture;
}
}

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@ -57,6 +57,7 @@ public class EntityRenderer {
GL20.glEnableVertexAttribArray(1);
GL20.glEnableVertexAttribArray(2);
ModelTexture texture = model.getTexture();
shader.loadNumberOfRows(texture.getNumberOfRows());
if (texture.isHasTransparency()) {
MasterRenderer.disableCulling();
}
@ -78,6 +79,7 @@ public class EntityRenderer {
private void prepareInstance(Entity entity) {
Matrix4f transformationMatrix = Maths.createTransformationMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
shader.loadTransformationMatrix(transformationMatrix);
shader.loadOffset(entity.getTextureXOffset(), entity.getTextureYOffset());
}

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@ -6,6 +6,7 @@ import java.io.IOException;
import java.nio.FloatBuffer;
import org.atriaSoft.etk.math.Matrix4f;
import org.atriaSoft.etk.math.Vector2f;
import org.atriaSoft.etk.math.Vector3f;
import org.lwjgl.BufferUtils;
@ -68,6 +69,9 @@ public abstract class ShaderProgram {
protected void loadVector(int location, Vector3f value) {
GL20.glUniform3f(location, value.x, value.y, value.z);
}
protected void loadVector(int location, Vector2f value) {
GL20.glUniform2f(location, value.x, value.y);
}
protected void loadBoolean(int location, boolean value) {
//System.out.println("set value " + value + " " + (value==true?1.0f:0.0f));

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@ -1,6 +1,7 @@
package shaders;
import org.atriaSoft.etk.math.Matrix4f;
import org.atriaSoft.etk.math.Vector2f;
import org.atriaSoft.etk.math.Vector3f;
import entities.Camera;
@ -20,6 +21,8 @@ public class StaticShader extends ShaderProgram {
private int location_shineDamper;
private int location_useFakeLighting;
private int location_skyColor;
private int location_numberOfRows;
private int location_offset;
public StaticShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
@ -43,6 +46,17 @@ public class StaticShader extends ShaderProgram {
location_shineDamper = super.getUniformLocation("shineDamper");
location_useFakeLighting = super.getUniformLocation("useFakeLighting");
location_skyColor = super.getUniformLocation("skyColor");
location_numberOfRows = super.getUniformLocation("numberOfRows");
location_offset = super.getUniformLocation("offset");
}
public void loadNumberOfRows(int numberOfRows) {
super.loadFloat(location_numberOfRows, numberOfRows);
}
public void loadOffset(float x, float y) {
super.loadVector(location_offset, new Vector2f(x,y));
}
public void loadSkyColour(Vector3f color) {

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@ -18,6 +18,9 @@ uniform vec3 lightPosition;
uniform float useFakeLighting;
uniform float numberOfRows;
uniform vec2 offset;
const float density = 0.007;
const float gradient = 1.5;
@ -26,7 +29,7 @@ void main(void) {
vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = textureCoords;
pass_textureCoordinates = (textureCoords/numberOfRows) + offset;
vec3 actualNormal = normal;
if (useFakeLighting > 0.5) {

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@ -10,6 +10,7 @@ public class ModelTexture {
private float shineDamper = 1;
private boolean hasTransparency = false;
private boolean useFakeLighting = false;
private int numberOfRows = 1;
public ModelTexture(int id) {
this.textureID = id;
@ -51,5 +52,13 @@ public class ModelTexture {
this.useFakeLighting = useFakeLighting;
}
public int getNumberOfRows() {
return numberOfRows;
}
public void setNumberOfRows(int numberOfRows) {
this.numberOfRows = numberOfRows;
}
}