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3 Commits
4069fd6ae0
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d3dce20747
Author | SHA1 | Date | |
---|---|---|---|
d3dce20747 | |||
6309551af2 | |||
58441b9743 |
BIN
res/health.png
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BIN
res/health.png
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After Width: | Height: | Size: 2.3 KiB |
11
res/lamp.mtl
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11
res/lamp.mtl
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@ -0,0 +1,11 @@
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# Blender MTL File: 'newLamp.blend'
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# Material Count: 1
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newmtl None
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Ns 0
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Ka 0.000000 0.000000 0.000000
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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d 1
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illum 2
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map_Kd C:\Users\Karl\workspace\JGame\src\res\newLamp.png
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1006
res/lamp.obj
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1006
res/lamp.obj
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File diff suppressed because it is too large
Load Diff
BIN
res/lamp.png
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res/lamp.png
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After Width: | Height: | Size: 18 KiB |
1228
res/pine.obj
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1228
res/pine.obj
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Load Diff
BIN
res/pine.png
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res/pine.png
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After Width: | Height: | Size: 474 KiB |
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res/socuwan.png
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res/socuwan.png
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After Width: | Height: | Size: 193 KiB |
@ -5,6 +5,7 @@ import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import org.atriaSoft.etk.math.Vector2f;
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import org.atriaSoft.etk.math.Vector3f;
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import org.lwjgl.openvr.Texture;
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@ -12,6 +13,8 @@ import entities.Camera;
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import entities.Entity;
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import entities.Light;
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import entities.Player;
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import guis.GuiRenderer;
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import guis.GuiTexture;
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import models.RawModel;
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import models.TexturedModel;
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import renderEngine.DisplayManager;
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@ -47,6 +50,8 @@ public class MainGameLoop {
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Loader loader = new Loader();
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manager.init();
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List<Entity> entities = new ArrayList<Entity>();
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Random random = new Random();
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TexturedModel staticModel = new TexturedModel(OBJLoader.loadObjModel("tree", loader),
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@ -69,9 +74,35 @@ public class MainGameLoop {
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new ModelTexture(loader.loadTexture("fern_atlas")));
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fernModel.getTexture().setHasTransparency(true);
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fernModel.getTexture().setNumberOfRows(2);
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Light light = new Light(new Vector3f(3000,2000,2000), new Vector3f(1,1,1));
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TexturedModel lampModel = new TexturedModel(OBJLoader.loadObjModel("lamp", loader),
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new ModelTexture(loader.loadTexture("lamp")));
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//lampModel.getTexture().setHasTransparency(true);
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lampModel.getTexture().setUseFakeLighting(true); // this permit to the light to glow
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TexturedModel pineModel = new TexturedModel(OBJLoader.loadObjModel("pine", loader),
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new ModelTexture(loader.loadTexture("pine")));
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List<Light> lights = new ArrayList<Light>();
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lights.add(new Light(new Vector3f(0,10000,-7000), new Vector3f(0.4f,0.4f,0.4f)));
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lights.add(new Light(new Vector3f(185,10,-293), new Vector3f(2,0,0), new Vector3f(1,0.01f,0.002f)));
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lights.add(new Light(new Vector3f(370,17,-300), new Vector3f(0,2,2), new Vector3f(1,0.01f,0.002f)));
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lights.add(new Light(new Vector3f(293,7,-305), new Vector3f(2,2,0), new Vector3f(1,0.01f,0.002f)));
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entities.add(new Entity(lampModel,
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new Vector3f(185, -4.7f, -293),
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new Vector3f(0,0,0),
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1));
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entities.add(new Entity(lampModel,
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new Vector3f(370, 4.2f, -300),
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new Vector3f(0,0,0),
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1));
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entities.add(new Entity(lampModel,
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new Vector3f(293, -6.8f, -305),
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new Vector3f(0,0,0),
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1));
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TerrainTexture backgroundTexture = new TerrainTexture(loader.loadTexture("grass"));
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TerrainTexture rTexture = new TerrainTexture(loader.loadTexture("dirt"));
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TerrainTexture gTexture = new TerrainTexture(loader.loadTexture("grassFlowers"));
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@ -83,10 +114,8 @@ public class MainGameLoop {
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Terrain terrain = new Terrain(0,-1,loader, texturePack, blendMap, "heightmap");
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List<Entity> entities = new ArrayList<Entity>();
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Random random = new Random();
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for (int iii=0; iii<500; iii++) {
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for (int iii=0; iii<250; iii++) {
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float x = random.nextFloat()*800 - 400;
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float z = random.nextFloat() * -600;
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float y = terrain.getHeightOfTerrain(x, z);
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@ -94,7 +123,15 @@ public class MainGameLoop {
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new Vector3f(x, y, z),
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new Vector3f(0,0,0),3));
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}
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for (int iii=0; iii<5000; iii++) {
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for (int iii=0; iii<250; iii++) {
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float x = random.nextFloat()*800 - 400;
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float z = random.nextFloat() * -600;
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float y = terrain.getHeightOfTerrain(x, z);
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entities.add(new Entity(pineModel,
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new Vector3f(x, y, z),
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new Vector3f(0,0,0),0.5f));
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}
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for (int iii=0; iii<500; iii++) {
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float x = random.nextFloat()*800 - 400;
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float z = random.nextFloat() * -600;
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float y = terrain.getHeightOfTerrain(x, z);
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@ -107,29 +144,38 @@ public class MainGameLoop {
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TexturedModel playerModel = new TexturedModel(OBJLoader.loadObjModel("person", loader),
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new ModelTexture(loader.loadTexture("playerTexture")));
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Player player = new Player(playerModel, new Vector3f(0,terrain.getHeightOfTerrain(0, -50),-50), new Vector3f(0,3.14f,0), 0.4f);
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Player player = new Player(playerModel, new Vector3f(180,terrain.getHeightOfTerrain(180, -250),-250), new Vector3f(0,3.14f,0), 0.4f);
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Camera camera = new Camera(player);
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List<GuiTexture> guis = new ArrayList<GuiTexture>();
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GuiTexture gui = new GuiTexture(loader.loadTexture("health"), new Vector2f(-0.75f, 0.9f), new Vector2f(0.25f, 0.25f));
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guis.add(gui);
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GuiRenderer guiRenderer = new GuiRenderer(loader);
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MasterRenderer renderer = new MasterRenderer();
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manager.setDrawer(new DisplayManagerDraw() {
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@Override
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public void draw() {
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//entity.increasePosition(0.0f, 0, -0.01f);
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//entity.increaseRotation(0, 0, 0.01f);
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//entity.increaseRotation(0.01f, 0.02f, 0.0f);
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camera.move();
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player.move(terrain);
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camera.move();
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renderer.processTerrain(terrain);
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renderer.processEntity(player);
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for (Entity entity : entities) {
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entity.increaseRotation(0, 0.01f, 0.0f);
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renderer.processEntity(entity);
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}
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renderer.render(light, camera);
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}
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renderer.render(lights, camera);
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guiRenderer.render(guis);
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}
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});
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manager.loop();
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guiRenderer.cleanUp();
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renderer.cleanUp();
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loader.cleanUp();
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manager.unInit();
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@ -5,11 +5,16 @@ import org.atriaSoft.etk.math.Vector3f;
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public class Light {
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private Vector3f position;
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private Vector3f colour;
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private Vector3f attenuation = new Vector3f(1, 0, 0);
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public Light(Vector3f position, Vector3f colour) {
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super();
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this.position = position;
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this.colour = colour;
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}
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public Light(Vector3f position, Vector3f colour, Vector3f attenuation) {
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this.position = position;
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this.colour = colour;
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this.setAttenuation(attenuation);
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}
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public Vector3f getPosition() {
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return position;
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}
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@ -22,5 +27,11 @@ public class Light {
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public void setColour(Vector3f colour) {
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this.colour = colour;
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}
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public Vector3f getAttenuation() {
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return attenuation;
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}
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public void setAttenuation(Vector3f attenuation) {
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this.attenuation = attenuation;
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}
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}
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52
src/guis/GuiRenderer.java
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52
src/guis/GuiRenderer.java
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@ -0,0 +1,52 @@
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package guis;
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import java.util.List;
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import org.atriaSoft.etk.math.Matrix4f;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import models.RawModel;
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import renderEngine.Loader;
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import toolbox.Maths;
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public class GuiRenderer {
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private final RawModel quad;
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private GuiShader shader;
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public GuiRenderer(Loader loader) {
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float[] positions = {-1, 1, -1, -1, 1, 1, 1, -1};
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quad = loader.loadToVAO(positions);
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shader = new GuiShader();
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}
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public void render(List<GuiTexture> guis) {
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shader.start();
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//System.out.println("Render Gui " + guis.size());
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GL30.glBindVertexArray(quad.getVaoID());
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GL20.glEnableVertexAttribArray(0);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDisable(GL11.GL_DEPTH_TEST);
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for (GuiTexture gui: guis) {
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture());
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Matrix4f matrix = Maths.createTransformationMatrix(gui.getPosition(), gui.getScale());
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shader.loadTransformation(matrix);
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GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount());
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}
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL20.glDisableVertexAttribArray(0);
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GL30.glBindVertexArray(0);
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shader.stop();
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}
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public void cleanUp() {
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shader.cleanUp();
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}
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}
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35
src/guis/GuiShader.java
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35
src/guis/GuiShader.java
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@ -0,0 +1,35 @@
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package guis;
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import org.atriaSoft.etk.math.Matrix4f;
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import shaders.ShaderProgram;
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public class GuiShader extends ShaderProgram {
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private static final String VERTEX_FILE = "src/guis/guiVertexShader.txt";
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private static final String FRAGMENT_FILE = "src/guis/guiFragmentShader.txt";
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private int location_transformationMatrix;
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public GuiShader() {
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super(VERTEX_FILE, FRAGMENT_FILE);
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}
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public void loadTransformation(Matrix4f matrix){
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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@Override
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protected void getAllUniformLocations() {
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location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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}
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@Override
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protected void bindAttributes() {
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super.bindAttribute(0, "position");
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}
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}
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33
src/guis/GuiTexture.java
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33
src/guis/GuiTexture.java
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@ -0,0 +1,33 @@
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package guis;
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import org.atriaSoft.etk.math.Vector2f;
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public class GuiTexture {
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private int texture;
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private Vector2f position;
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private Vector2f scale;
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public GuiTexture(int texture, Vector2f position, Vector2f scale) {
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this.texture = texture;
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this.position = position;
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this.scale = scale;
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}
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public int getTexture() {
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return texture;
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}
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public void setTexture(int texture) {
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this.texture = texture;
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}
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public Vector2f getPosition() {
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return position;
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}
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public void setPosition(Vector2f position) {
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this.position = position;
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}
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public Vector2f getScale() {
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return scale;
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}
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public void setScale(Vector2f scale) {
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this.scale = scale;
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}
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}
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11
src/guis/guiFragmentShader.txt
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11
src/guis/guiFragmentShader.txt
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@ -0,0 +1,11 @@
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#version 400 core
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in vec2 textureCoords;
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out vec4 out_Color;
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uniform sampler2D guiTexture;
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void main(void){
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out_Color = texture(guiTexture,textureCoords);
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}
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13
src/guis/guiVertexShader.txt
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13
src/guis/guiVertexShader.txt
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@ -0,0 +1,13 @@
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#version 400 core
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in vec2 position;
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out vec2 textureCoords;
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uniform mat4 transformationMatrix;
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void main(void){
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gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
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textureCoords = vec2((position.x+1.0)/2.0, 1 - (position.y+1.0)/2.0);
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}
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@ -50,8 +50,17 @@ public class Loader {
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return new RawModel(vaoID, indices.length);
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}
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public RawModel loadToVAO(float[] positions) {
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int vaoID = createVAO();
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this.storeDataInAttributeList(0, 2, positions);
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unbindVAO();
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return new RawModel(vaoID, positions.length/2);
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}
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public int loadTexture(String filename) {
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int textureId = loadPNGTexture("res/" + filename + ".png", GL13.GL_TEXTURE0);
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String fullname = "res/" + filename + ".png";
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System.out.println("Load texture : " + fullname);
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int textureId = loadPNGTexture(fullname, GL13.GL_TEXTURE0);
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this.textures.add(textureId);
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return textureId;
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}
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|
@ -54,18 +54,18 @@ public class MasterRenderer {
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GL11.glDisable(GL11.GL_BACK);
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}
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public void render(Light sun, Camera camera) {
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public void render(List<Light> lights, Camera camera) {
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prepare();
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shader.start();
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shader.loadSkyColour(SKY_COLOUR);
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shader.loadLight(sun);
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shader.loadLights(lights);
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shader.loadViewMatrix(camera);
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renderer.render(entities);
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shader.stop();
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entities.clear();
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terrainShader.start();
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terrainShader.loadSkyColour(SKY_COLOUR);
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terrainShader.loadLight(sun);
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terrainShader.loadLights(lights);
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terrainShader.loadViewMatrix(camera);
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terrainRenderer.render(terrains);
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terrainShader.stop();
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|
@ -90,6 +90,7 @@ public abstract class ShaderProgram {
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}
|
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|
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private static int loadShader(String file, int type) {
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System.out.println("Load shader: '" + file + "'");
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StringBuilder shaderSource = new StringBuilder();
|
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try {
|
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BufferedReader reader = new BufferedReader(new FileReader(file));
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|
@ -1,5 +1,7 @@
|
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package shaders;
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|
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import java.util.List;
|
||||
|
||||
import org.atriaSoft.etk.math.Matrix4f;
|
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import org.atriaSoft.etk.math.Vector2f;
|
||||
import org.atriaSoft.etk.math.Vector3f;
|
||||
@ -9,14 +11,16 @@ import entities.Light;
|
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import toolbox.Maths;
|
||||
|
||||
public class StaticShader extends ShaderProgram {
|
||||
private static final int MAX_LIGHTS = 4;
|
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private static final String VERTEX_FILE = "src/shaders/vertexShader.txt";
|
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private static final String FRAGMENT_FILE = "src/shaders/fragmentShader.txt";
|
||||
|
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private int location_transformationMatrix;
|
||||
private int location_projectionMatrix;
|
||||
private int location_viewMatrix;
|
||||
private int location_lightPosition;
|
||||
private int location_lightColour;
|
||||
private int location_lightPosition[];
|
||||
private int location_lightColour[];
|
||||
private int location_lightAttenuation[];
|
||||
private int location_reflectivity;
|
||||
private int location_shineDamper;
|
||||
private int location_useFakeLighting;
|
||||
@ -40,14 +44,21 @@ public class StaticShader extends ShaderProgram {
|
||||
location_transformationMatrix = super.getUniformLocation("transformationMatrix");
|
||||
location_projectionMatrix = super.getUniformLocation("projectionMatrix");
|
||||
location_viewMatrix = super.getUniformLocation("viewMatrix");
|
||||
location_lightPosition = super.getUniformLocation("lightPosition");
|
||||
location_lightColour = super.getUniformLocation("lightColour");
|
||||
location_reflectivity = super.getUniformLocation("reflectivity");
|
||||
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");
|
||||
|
||||
location_lightPosition = new int[MAX_LIGHTS];
|
||||
location_lightColour = new int[MAX_LIGHTS];
|
||||
location_lightAttenuation = new int[MAX_LIGHTS];
|
||||
for (int iii=0; iii<MAX_LIGHTS; iii++) {
|
||||
location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
|
||||
location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
|
||||
location_lightAttenuation[iii] = super.getUniformLocation("lightAttenuation[" + iii+ "]");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -75,9 +86,18 @@ public class StaticShader extends ShaderProgram {
|
||||
public void loadTransformationMatrix(Matrix4f matrix) {
|
||||
super.loadMatrix(location_transformationMatrix, matrix);
|
||||
}
|
||||
public void loadLight(Light light) {
|
||||
super.loadVector(location_lightPosition, light.getPosition());
|
||||
super.loadVector(location_lightColour, light.getColour());
|
||||
public void loadLights(List<Light> lights) {
|
||||
for (int iii=0; iii<MAX_LIGHTS; iii++) {
|
||||
if (iii<lights.size()) {
|
||||
super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
|
||||
super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
|
||||
super.loadVector(location_lightAttenuation[iii], lights.get(iii).getAttenuation());
|
||||
} else {
|
||||
super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
|
||||
super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
|
||||
super.loadVector(location_lightAttenuation[iii], new Vector3f(1,0,0));
|
||||
}
|
||||
}
|
||||
}
|
||||
public void loadProjectionMatrix(Matrix4f projection) {
|
||||
super.loadMatrix(location_projectionMatrix, projection);
|
||||
|
@ -1,5 +1,7 @@
|
||||
package shaders;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import org.atriaSoft.etk.math.Matrix4f;
|
||||
import org.atriaSoft.etk.math.Vector3f;
|
||||
|
||||
@ -8,14 +10,16 @@ import entities.Light;
|
||||
import toolbox.Maths;
|
||||
|
||||
public class TerrainShader extends ShaderProgram {
|
||||
private static final int MAX_LIGHTS = 4;
|
||||
private static final String VERTEX_FILE = "src/shaders/terrainVertexShader.txt";
|
||||
private static final String FRAGMENT_FILE = "src/shaders/terrainFragmentShader.txt";
|
||||
|
||||
private int location_transformationMatrix;
|
||||
private int location_projectionMatrix;
|
||||
private int location_viewMatrix;
|
||||
private int location_lightPosition;
|
||||
private int location_lightColour;
|
||||
private int location_lightPosition[];
|
||||
private int location_lightColour[];
|
||||
private int location_lightAttenuation[];
|
||||
private int location_reflectivity;
|
||||
private int location_shineDamper;
|
||||
private int location_skyColor;
|
||||
@ -41,8 +45,6 @@ public class TerrainShader extends ShaderProgram {
|
||||
location_transformationMatrix = super.getUniformLocation("transformationMatrix");
|
||||
location_projectionMatrix = super.getUniformLocation("projectionMatrix");
|
||||
location_viewMatrix = super.getUniformLocation("viewMatrix");
|
||||
location_lightPosition = super.getUniformLocation("lightPosition");
|
||||
location_lightColour = super.getUniformLocation("lightColour");
|
||||
location_reflectivity = super.getUniformLocation("reflectivity");
|
||||
location_shineDamper = super.getUniformLocation("shineDamper");
|
||||
location_skyColor = super.getUniformLocation("skyColor");
|
||||
@ -51,6 +53,14 @@ public class TerrainShader extends ShaderProgram {
|
||||
location_gTexture = super.getUniformLocation("gTexture");
|
||||
location_bTexture = super.getUniformLocation("bTexture");
|
||||
location_blendMap = super.getUniformLocation("blendMap");
|
||||
location_lightPosition = new int[MAX_LIGHTS];
|
||||
location_lightColour = new int[MAX_LIGHTS];
|
||||
location_lightAttenuation = new int[MAX_LIGHTS];
|
||||
for (int iii=0; iii<MAX_LIGHTS; iii++) {
|
||||
location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
|
||||
location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
|
||||
location_lightAttenuation[iii] = super.getUniformLocation("lightAttenuation[" + iii+ "]");
|
||||
}
|
||||
}
|
||||
|
||||
public void connectTextureUnits() {
|
||||
@ -73,10 +83,19 @@ public class TerrainShader extends ShaderProgram {
|
||||
public void loadTransformationMatrix(Matrix4f matrix) {
|
||||
super.loadMatrix(location_transformationMatrix, matrix);
|
||||
}
|
||||
|
||||
public void loadLight(Light light) {
|
||||
super.loadVector(location_lightPosition, light.getPosition());
|
||||
super.loadVector(location_lightColour, light.getColour());
|
||||
|
||||
public void loadLights(List<Light> lights) {
|
||||
for (int iii=0; iii<MAX_LIGHTS; iii++) {
|
||||
if (iii<lights.size()) {
|
||||
super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
|
||||
super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
|
||||
super.loadVector(location_lightAttenuation[iii], lights.get(iii).getAttenuation());
|
||||
} else {
|
||||
super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
|
||||
super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
|
||||
super.loadVector(location_lightAttenuation[iii], new Vector3f(1,0,0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void loadProjectionMatrix(Matrix4f projection) {
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
in vec2 pass_textureCoordinates;
|
||||
in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec3 toLightVector[4];
|
||||
in vec3 toCameraVector;
|
||||
// FOW: Fog Of War result calculation
|
||||
in float visibility;
|
||||
@ -10,7 +10,8 @@ in float visibility;
|
||||
out vec4 out_Color;
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
uniform vec3 lightColour;
|
||||
uniform vec3 lightColour[4];
|
||||
uniform vec3 lightAttenuation[4];
|
||||
uniform float reflectivity;
|
||||
uniform float shineDamper;
|
||||
uniform vec3 skyColor;
|
||||
@ -19,21 +20,27 @@ uniform vec3 skyColor;
|
||||
void main(void) {
|
||||
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
|
||||
float nDot1 = dot(unitNormal, unitLightVector);
|
||||
// the 0.2 represent the anbiant lightning ==> maybe set an uniform for this
|
||||
float brightness = max(nDot1, 0.2);
|
||||
vec3 diffuse = brightness * lightColour;
|
||||
|
||||
vec3 unitVectorToCamera = normalize(toCameraVector);
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
|
||||
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
|
||||
specularFactor = max(specularFactor, 0.0);
|
||||
float damperFactor = pow(specularFactor, shineDamper);
|
||||
vec3 finalSpecular = damperFactor * reflectivity * lightColour;
|
||||
vec3 totalDiffuse = vec3(0.0);
|
||||
vec3 totalSpecular = vec3(0.0);
|
||||
for(int i=0;i<4;i++) {
|
||||
float distance = length(toLightVector[i]);
|
||||
float attenuationFactor = lightAttenuation[i].x + (lightAttenuation[i].y * distance) + (lightAttenuation[i].z * distance * distance);
|
||||
vec3 unitLightVector = normalize(toLightVector[i]);
|
||||
float nDot1 = dot(unitNormal, unitLightVector);
|
||||
float brightness = max(nDot1, 0.0);
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
|
||||
specularFactor = max(specularFactor, 0.0);
|
||||
float damperFactor = pow(specularFactor, shineDamper);
|
||||
vec3 diffuse = (brightness * lightColour[i]) / attenuationFactor;;
|
||||
vec3 finalSpecular = (damperFactor * reflectivity * lightColour[i]) / attenuationFactor;;
|
||||
totalDiffuse = totalDiffuse + diffuse;
|
||||
totalSpecular = totalSpecular + finalSpecular;
|
||||
}
|
||||
// the 0.2 represent the ambiant lightning ==> maybe set an uniform for this
|
||||
totalDiffuse = max (totalDiffuse, 0.2);
|
||||
|
||||
// disable transparency elements in the texture ...
|
||||
// Can be set at the start of the shader ...
|
||||
@ -42,7 +49,7 @@ void main(void) {
|
||||
discard;
|
||||
}
|
||||
|
||||
out_Color = vec4(diffuse,1.0) * textureColour + vec4(finalSpecular, 1.0);
|
||||
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular, 1.0);
|
||||
out_Color = mix(vec4(skyColor,1.0), out_Color, visibility);
|
||||
}
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
in vec2 pass_textureCoordinates;
|
||||
in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec3 toLightVector[4];
|
||||
in vec3 toCameraVector;
|
||||
// FOW: Fog Of War result calculation
|
||||
in float visibility;
|
||||
@ -15,7 +15,8 @@ uniform sampler2D gTexture;
|
||||
uniform sampler2D bTexture;
|
||||
uniform sampler2D blendMap;
|
||||
|
||||
uniform vec3 lightColour;
|
||||
uniform vec3 lightColour[4];
|
||||
uniform vec3 lightAttenuation[4];
|
||||
uniform float reflectivity;
|
||||
uniform float shineDamper;
|
||||
uniform vec3 skyColor;
|
||||
@ -35,23 +36,33 @@ void main(void) {
|
||||
vec4 totalColour = backgroundTextureColour + rTextureColour + gTextureColour + bTextureColour;
|
||||
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
|
||||
float nDot1 = dot(unitNormal, unitLightVector);
|
||||
// the 0.2 represent the anbiant lightning ==> maybe set an uniform for this
|
||||
float brightness = max(nDot1, 0.2);
|
||||
vec3 diffuse = brightness * lightColour;
|
||||
vec3 totalDiffuse = vec3(0.0);
|
||||
vec3 totalSpecular = vec3(0.0);
|
||||
for(int i=0;i<4;i++) {
|
||||
float distance = length(toLightVector[i]);
|
||||
float attenuationFactor = lightAttenuation[i].x + (lightAttenuation[i].y * distance) + (lightAttenuation[i].z * distance * distance);
|
||||
vec3 unitLightVector = normalize(toLightVector[i]);
|
||||
|
||||
float nDot1 = dot(unitNormal, unitLightVector);
|
||||
float brightness = max(nDot1, 0.0);
|
||||
|
||||
vec3 unitVectorToCamera = normalize(toCameraVector);
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
|
||||
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
|
||||
specularFactor = max(specularFactor, 0.0);
|
||||
float damperFactor = pow(specularFactor, shineDamper);
|
||||
vec3 diffuse = (brightness * lightColour[i]) / attenuationFactor;
|
||||
vec3 finalSpecular = (damperFactor * reflectivity * lightColour[i]) / attenuationFactor;
|
||||
totalDiffuse = totalDiffuse + diffuse;
|
||||
totalSpecular = totalSpecular + finalSpecular;
|
||||
}
|
||||
// the 0.2 represent the ambiant lightning ==> maybe set an uniform for this
|
||||
totalDiffuse = max (totalDiffuse, 0.2);
|
||||
|
||||
vec3 unitVectorToCamera = normalize(toCameraVector);
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
|
||||
|
||||
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
|
||||
specularFactor = max(specularFactor, 0.0);
|
||||
float damperFactor = pow(specularFactor, shineDamper);
|
||||
vec3 finalSpecular = damperFactor * reflectivity * lightColour;
|
||||
|
||||
out_Color = vec4(diffuse,1.0) * totalColour + vec4(finalSpecular, 1.0);
|
||||
out_Color = vec4(totalDiffuse,1.0) * totalColour + vec4(totalSpecular, 1.0);
|
||||
out_Color = mix(vec4(skyColor,1.0), out_Color, visibility);
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@ in vec3 normal;
|
||||
|
||||
out vec2 pass_textureCoordinates;
|
||||
out vec3 surfaceNormal;
|
||||
out vec3 toLightVector;
|
||||
out vec3 toLightVector[4];
|
||||
out vec3 toCameraVector;
|
||||
// FOW: Fog Of War result calculation
|
||||
out float visibility;
|
||||
@ -14,7 +14,7 @@ out float visibility;
|
||||
uniform mat4 transformationMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform vec3 lightPosition;
|
||||
uniform vec3 lightPosition[4];
|
||||
|
||||
const float density = 0.007;
|
||||
const float gradient = 2.5;
|
||||
@ -26,7 +26,9 @@ void main(void) {
|
||||
pass_textureCoordinates = textureCoords;
|
||||
|
||||
surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
|
||||
toLightVector = lightPosition - worldPosition.xyz;
|
||||
for(int i=0;i<4;i++) {
|
||||
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
|
||||
}
|
||||
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
|
||||
|
||||
float distance = length(positionRelativeToCam.xyz);
|
||||
|
@ -6,7 +6,7 @@ in vec3 normal;
|
||||
|
||||
out vec2 pass_textureCoordinates;
|
||||
out vec3 surfaceNormal;
|
||||
out vec3 toLightVector;
|
||||
out vec3 toLightVector[4];
|
||||
out vec3 toCameraVector;
|
||||
// FOW: Fog Of War result calculation
|
||||
out float visibility;
|
||||
@ -14,7 +14,7 @@ out float visibility;
|
||||
uniform mat4 transformationMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform vec3 lightPosition;
|
||||
uniform vec3 lightPosition[4];
|
||||
|
||||
uniform float useFakeLighting;
|
||||
|
||||
@ -36,7 +36,9 @@ void main(void) {
|
||||
actualNormal = vec3(0.0, 1.0, 0.0);
|
||||
}
|
||||
surfaceNormal = (transformationMatrix * vec4(actualNormal, 0.0)).xyz;
|
||||
toLightVector = lightPosition - worldPosition.xyz;
|
||||
for(int i=0;i<4;i++) {
|
||||
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
|
||||
}
|
||||
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
|
||||
|
||||
float distance = length(positionRelativeToCam.xyz);
|
||||
|
@ -38,4 +38,11 @@ public class Maths {
|
||||
matrix.translate(new Vector3f(-camarePos.x,-camarePos.y,-camarePos.z));
|
||||
return matrix;
|
||||
}
|
||||
public static Matrix4f createTransformationMatrix(Vector2f translation, Vector2f scale) {
|
||||
Matrix4f matrix = new Matrix4f();
|
||||
matrix.setIdentity();
|
||||
matrix.translate(new Vector3f(translation.x, translation.y, 0));
|
||||
matrix.scale(new Vector3f(scale.x, scale.y, 1f));
|
||||
return matrix;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user