legacy code reorg
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This commit is contained in:
austin 2025-05-29 11:37:49 -04:00
parent 92bdb54108
commit 21fb8b0e3a
9 changed files with 1695 additions and 1688 deletions

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@ -2053,6 +2053,7 @@ Scaffolding towns and character jobs data
Properly async-ify inventory/item related tests
Fix viewport interaction with lod emitter service
Fix most tests
Rendering engine legacy code reorganization

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@ -15,7 +15,7 @@ import electrosphere.data.entity.graphics.NonproceduralModel;
import electrosphere.data.voxel.VoxelType;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.renderer.RenderUtils;
import electrosphere.renderer.meshgen.GeometryModelGen;
/**
* Data on a given item
@ -177,7 +177,7 @@ public class Item extends CommonEntityType {
Map<String,Map<String,Object>> meshUniformMap = new HashMap<String,Map<String,Object>>();
Map<String,Object> uniforms = new HashMap<String,Object>();
uniforms.put("blockAtlasIndex",Globals.blockTextureAtlas.getVoxelTypeOffset(blockType.getId()));
meshUniformMap.put(RenderUtils.MESH_NAME_BLOCK_SINGLE,uniforms);
meshUniformMap.put(GeometryModelGen.MESH_NAME_BLOCK_SINGLE,uniforms);
modelData.setUniforms(meshUniformMap);
//set item class

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@ -20,11 +20,12 @@ import electrosphere.engine.profiler.Profiler;
import electrosphere.logger.LoggerInterface;
import electrosphere.net.config.NetConfig;
import electrosphere.net.monitor.NetMonitor;
import electrosphere.renderer.RenderUtils;
import electrosphere.renderer.RenderingEngine;
import electrosphere.renderer.actor.instance.InstanceManager;
import electrosphere.renderer.loading.ModelPretransforms;
import electrosphere.renderer.meshgen.EngineMeshgen;
import electrosphere.renderer.meshgen.FluidChunkModelGeneration;
import electrosphere.renderer.meshgen.GeometryModelGen;
import electrosphere.renderer.shader.ShaderOptionMap;
import electrosphere.renderer.shader.VisualShader;
import electrosphere.renderer.texture.TextureMap;
@ -279,9 +280,9 @@ public class Globals {
//create font manager
fontManager = new FontManager();
fontManager.loadFonts();
assetManager.registerModelWithPath(RenderUtils.createBitmapCharacter(), AssetDataStrings.BITMAP_CHARACTER_MODEL);
assetManager.registerModelWithPath(EngineMeshgen.createBitmapCharacter(), AssetDataStrings.BITMAP_CHARACTER_MODEL);
//particle billboard model
assetManager.registerModelWithPath(RenderUtils.createParticleModel(), AssetDataStrings.MODEL_PARTICLE);
assetManager.registerModelWithPath(EngineMeshgen.createParticleModel(), AssetDataStrings.MODEL_PARTICLE);
//initialize required windows
WindowUtils.initBaseWindows();
//init default shaderProgram
@ -292,15 +293,15 @@ public class Globals {
//init fluid shader program
FluidChunkModelGeneration.fluidChunkShaderProgram = VisualShader.loadSpecificShader("/Shaders/entities/fluid2/fluid2.vs", "/Shaders/entities/fluid2/fluid2.fs");
//init models
assetManager.registerModelWithPath(RenderUtils.createUnitsphere(), AssetDataStrings.UNITSPHERE);
assetManager.registerModelWithPath(RenderUtils.createUnitCylinder(), AssetDataStrings.UNITCYLINDER);
assetManager.registerModelWithPath(RenderUtils.createUnitCube(), AssetDataStrings.UNITCUBE);
assetManager.registerModelWithPath(RenderUtils.createBlockSingleModel(), AssetDataStrings.MODEL_BLOCK_SINGLE);
assetManager.registerModelWithPath(GeometryModelGen.createUnitsphere(), AssetDataStrings.UNITSPHERE);
assetManager.registerModelWithPath(GeometryModelGen.createUnitCylinder(), AssetDataStrings.UNITCYLINDER);
assetManager.registerModelWithPath(GeometryModelGen.createUnitCube(), AssetDataStrings.UNITCUBE);
assetManager.registerModelWithPath(GeometryModelGen.createBlockSingleModel(), AssetDataStrings.MODEL_BLOCK_SINGLE);
assetManager.addModelPathToQueue("Models/basic/geometry/SmallCube.fbx");
assetManager.addModelPathToQueue("Models/basic/geometry/unitcapsule.glb");
assetManager.addModelPathToQueue("Models/basic/geometry/unitplane.fbx");
assetManager.addModelPathToQueue("Models/basic/geometry/unitcube.fbx");
assetManager.registerModelWithPath(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"), AssetDataStrings.MODEL_IMAGE_PLANE);
assetManager.registerModelWithPath(GeometryModelGen.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"), AssetDataStrings.MODEL_IMAGE_PLANE);
assetManager.addShaderToQueue("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs");
//init pose models for basic shapes
@ -310,7 +311,7 @@ public class Globals {
}
//image panel
ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/imagepanel/imagepanel.vs", "Shaders/core/imagepanel/imagepanel.fs"));
ImagePanel.imagePanelModelPath = assetManager.registerModel(GeometryModelGen.createPlaneModel("Shaders/core/imagepanel/imagepanel.vs", "Shaders/core/imagepanel/imagepanel.fs"));
Globals.assetManager.addShaderToQueue("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs");

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@ -20,7 +20,7 @@ import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.engine.assetmanager.queue.QueuedTexture;
import electrosphere.logger.LoggerInterface;
import electrosphere.renderer.RenderUtils;
import electrosphere.renderer.meshgen.GeometryModelGen;
import electrosphere.renderer.texture.TextureAtlas;
import electrosphere.util.FileUtils;
@ -129,7 +129,7 @@ public class InitialAssetLoading {
//if items have been created, must update the hard-coded shader values to reflect the actual atlas values
if(Globals.gameConfigCurrent.getItemMap().getItem(type.getName()) != null){
Item item = Globals.gameConfigCurrent.getItemMap().getItem(type.getName());
item.getGraphicsTemplate().getModel().getUniforms().get(RenderUtils.MESH_NAME_BLOCK_SINGLE).put("blockAtlasIndex",iterator);
item.getGraphicsTemplate().getModel().getUniforms().get(GeometryModelGen.MESH_NAME_BLOCK_SINGLE).put("blockAtlasIndex",iterator);
}
//iterate
@ -161,7 +161,7 @@ public class InitialAssetLoading {
for(BlockType blockType : Globals.gameConfigCurrent.getBlockData().getTypes()){
String typeId = "block:" + blockType.getName();
Item item = Globals.gameConfigCurrent.getItemMap().getItem(typeId);
item.getGraphicsTemplate().getModel().getUniforms().get(RenderUtils.MESH_NAME_BLOCK_SINGLE).put("blockAtlasIndex",Globals.blockTextureAtlas.getVoxelTypeOffset(blockType.getId()));
item.getGraphicsTemplate().getModel().getUniforms().get(GeometryModelGen.MESH_NAME_BLOCK_SINGLE).put("blockAtlasIndex",Globals.blockTextureAtlas.getVoxelTypeOffset(blockType.getId()));
}
}

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@ -1,6 +1,5 @@
package electrosphere.renderer;
import static electrosphere.renderer.RenderUtils.createScreenTextureVAO;
import static org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_SRC_ALPHA;
import static org.lwjgl.opengl.GL30.GL_FRAMEBUFFER;
@ -38,6 +37,7 @@ import electrosphere.renderer.framebuffer.FramebufferUtils;
import electrosphere.renderer.framebuffer.Renderbuffer;
import electrosphere.renderer.hw.HardwareData;
import electrosphere.renderer.light.LightManager;
import electrosphere.renderer.meshgen.EngineMeshgen;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.pipelines.CompositePipeline;
import electrosphere.renderer.pipelines.FirstPersonItemsPipeline;
@ -373,7 +373,7 @@ public class RenderingEngine {
//init screen rendering quadrant
screenTextureVAO = createScreenTextureVAO(this.openGLState);
screenTextureVAO = EngineMeshgen.createScreenTextureVAO(this.openGLState);
screenTextureShaders = VisualShader.loadSpecificShader("/Shaders/core/screentexture/simple1/simple1.vs", "/Shaders/core/screentexture/simple1/simple1.fs");
//default framebuffer

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@ -0,0 +1,463 @@
package electrosphere.renderer.meshgen;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL45;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.VisualShader;
/**
* Generates core engine models
*/
public class EngineMeshgen {
public static int createScreenTextureVAO(OpenGLState openGLState){
int rVal = GL45.glGenVertexArrays();
openGLState.glBindVertexArray(rVal);
//vertices
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(12);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.put(-1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.put( 1.0f);
vertexArrayBufferData.flip();
int vertexBuffer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, vertexBuffer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, vertexArrayBufferData, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribPointer(0, 2, GL45.GL_FLOAT, false, 0, 0);
GL45.glEnableVertexAttribArray(0);
//texture coords
FloatBuffer textureArrayBufferData = BufferUtils.createFloatBuffer(12);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.put(0.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.put(1.0f);
textureArrayBufferData.flip();
int textureCoordBuffer = GL45.glGenBuffers();
GL45.glBindBuffer(GL45.GL_ARRAY_BUFFER, textureCoordBuffer);
GL45.glBufferData(GL45.GL_ARRAY_BUFFER, textureArrayBufferData, GL45.GL_STATIC_DRAW);
GL45.glVertexAttribPointer(1, 2, GL45.GL_FLOAT, false, 0, 0);
GL45.glEnableVertexAttribArray(1);
return rVal;
}
public static Model createParticleModel(){
Model particleModel = new Model();
Mesh particleMesh = new Mesh("particleBillboard");
//
// VAO
//
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
particleMesh.generateVAO(openGLState);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
int vertexCount = vertexcoords.length / 3;
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
vertexArrayBufferData.put(temp);
}
vertexArrayBufferData.flip();
particleMesh.bufferVertices(vertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
int faceCount = facedata.length / 3;
int elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(elementCount);
for(int i = 0; i < faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
particleMesh.bufferFaces(elementArrayBufferData,elementCount);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,1,
1,1,
0,0,
1,0
};
texture_coords.put(texturedata);
texture_coords.flip();
particleMesh.bufferTextureCoords(texture_coords, 2);
VisualShader shader = VisualShader.smartAssembleOITProgram();
particleMesh.setShader(shader);
openGLState.glBindVertexArray(0);
particleMesh.setMaterial(Material.createExisting(AssetDataStrings.TEXTURE_PARTICLE));
particleMesh.setParent(particleModel);
particleModel.getMeshes().add(particleMesh);
return particleModel;
}
@Deprecated
public static Model createBitmapDisplay(){
Model rVal = new Model();
Mesh m = new Mesh(AssetDataStrings.ASSET_STRING_BITMAP_FONT_MESH_NAME);
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
m.generateVAO(openGLState);
//vertices
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(12);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 0);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.flip();
IntBuffer faceArrayBufferData = BufferUtils.createIntBuffer(6);
faceArrayBufferData.put(0);
faceArrayBufferData.put(1);
faceArrayBufferData.put(2);
faceArrayBufferData.put(3);
faceArrayBufferData.put(4);
faceArrayBufferData.put(5);
faceArrayBufferData.flip();
//texture coords
FloatBuffer textureArrayBufferData = BufferUtils.createFloatBuffer(12);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.flip();
//buffer vertices
m.bufferVertices(vertexArrayBufferData, 2);
//buffer normals
m.bufferNormals(vertexArrayBufferData, 2);
//buffer faces
m.bufferFaces(faceArrayBufferData, 2);
//buffer texture coords
m.bufferTextureCoords(textureArrayBufferData, 2);
m.setShader(VisualShader.loadSpecificShader("/Shaders/ui/font/basicbitmap/basicbitmap.vs", "/Shaders/ui/font/basicbitmap/basicbitmap.fs"));
openGLState.glBindVertexArray(0);
m.setParent(rVal);
Material uiMat = Material.create("/Textures/Fonts/myfont1-harsher.png");
m.setMaterial(uiMat);
rVal.getMaterials().add(uiMat);
rVal.getMeshes().add(m);
return rVal;
}
/**
* Creates a model to use to show bitmap characters
* @return The model
*/
public static Model createBitmapCharacter(){
Model rVal = new Model();
Mesh m = new Mesh(AssetDataStrings.ASSET_STRING_BITMAP_FONT_MESH_NAME);
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
m.generateVAO(openGLState);
//vertices
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(12);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.flip();
IntBuffer faceArrayBufferData = BufferUtils.createIntBuffer(6);
faceArrayBufferData.put(0);
faceArrayBufferData.put(1);
faceArrayBufferData.put(2);
faceArrayBufferData.put(3);
faceArrayBufferData.put(4);
faceArrayBufferData.put(5);
faceArrayBufferData.flip();
//texture coords
FloatBuffer textureArrayBufferData = BufferUtils.createFloatBuffer(12);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.flip();
//buffer vertices
m.bufferVertices(vertexArrayBufferData, 2);
//buffer normals
m.bufferNormals(vertexArrayBufferData, 2);
//buffer faces
m.bufferFaces(faceArrayBufferData, 6);
//buffer texture coords
m.bufferTextureCoords(textureArrayBufferData, 2);
m.setShader(VisualShader.loadSpecificShader("/Shaders/ui/font/bitmapchar/bitmapchar.vs", "/Shaders/ui/font/bitmapchar/bitmapchar.fs"));
openGLState.glBindVertexArray(0);
m.setParent(rVal);
rVal.getMeshes().add(m);
return rVal;
}
public static Model createInWindowPanel(String vertexShader, String fragmentShader){
Model rVal = new Model();
Mesh m = new Mesh("plane");
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
m.generateVAO(openGLState);
//vertices
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(12);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put(-1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.put( 1);
vertexArrayBufferData.flip();
IntBuffer faceArrayBufferData = BufferUtils.createIntBuffer(6);
faceArrayBufferData.put(0);
faceArrayBufferData.put(1);
faceArrayBufferData.put(2);
faceArrayBufferData.put(3);
faceArrayBufferData.put(4);
faceArrayBufferData.put(5);
faceArrayBufferData.flip();
//texture coords
FloatBuffer textureArrayBufferData = BufferUtils.createFloatBuffer(12);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.put(0);
textureArrayBufferData.put(1);
textureArrayBufferData.put(1);
textureArrayBufferData.flip();
//buffer vertices
m.bufferVertices(vertexArrayBufferData, 2);
//buffer normals
m.bufferNormals(vertexArrayBufferData, 2);
//buffer faces
m.bufferFaces(faceArrayBufferData, 2);
//buffer texture coords
m.bufferTextureCoords(textureArrayBufferData, 2);
m.setShader(VisualShader.loadSpecificShader(vertexShader, fragmentShader));
openGLState.glBindVertexArray(0);
m.setParent(rVal);
rVal.getMeshes().add(m);
return rVal;
}
}

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@ -0,0 +1,402 @@
package electrosphere.renderer.meshgen;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.util.par.ParShapes;
import org.lwjgl.util.par.ParShapesMesh;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.VisualShader;
/**
* Generates full models of basic geometry
*/
public class GeometryModelGen {
/**
* Name of the mesh for the single block model
*/
public static final String MESH_NAME_BLOCK_SINGLE = "cube";
/**
* Generates a plane model
* @param vertexShader The vertex shader
* @param fragmentShader The fragment shader
* @return The model
*/
public static Model createPlaneModel(String vertexShader, String fragmentShader){
Model rVal = new Model();
Mesh planeMesh = new Mesh("plane");
//
// VAO
//
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
planeMesh.generateVAO(openGLState);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
int vertexCount = vertexcoords.length / 3;
FloatBuffer vertexArrayBufferData = BufferUtils.createFloatBuffer(vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
vertexArrayBufferData.put(temp);
}
vertexArrayBufferData.flip();
planeMesh.bufferVertices(vertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
int faceCount = facedata.length / 3;
int elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(elementCount);
for(int i = 0; i < faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
planeMesh.bufferFaces(elementArrayBufferData,elementCount);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,1,
1,1,
0,0,
1,0
};
texture_coords.put(texturedata);
texture_coords.flip();
planeMesh.bufferTextureCoords(texture_coords, 2);
planeMesh.setShader(VisualShader.loadSpecificShader(vertexShader,fragmentShader));
openGLState.glBindVertexArray(0);
planeMesh.setParent(rVal);
rVal.getMeshes().add(planeMesh);
return rVal;
}
/**
* Generates a unit sphere model
* @return The model
*/
public static Model createUnitsphere(){
Model model = new Model();
Mesh sphereMesh = new Mesh("sphere");
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
sphereMesh.generateVAO(openGLState);
//buffer coords
ParShapesMesh data = ParShapes.par_shapes_create_parametric_sphere(10, 5);
int numPoints = data.npoints();
//verts
{
FloatBuffer verts = data.points(numPoints * 3);
FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
vertsFinal.put(verts);
vertsFinal.flip();
sphereMesh.bufferVertices(vertsFinal, 3);
}
//indices
{
IntBuffer indices = data.triangles(data.ntriangles() * 3);
IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
indicesFinal.put(indices);
indicesFinal.flip();
sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3);
}
//texture coords
{
FloatBuffer texCoords = data.tcoords(numPoints * 3);
FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
texCoordsFinal.put(texCoords);
texCoordsFinal.flip();
sphereMesh.bufferTextureCoords(texCoordsFinal, 2);
}
//setup extra structures
Material mat = Material.createExisting(AssetDataStrings.TEXTURE_TEAL_TRANSPARENT);
sphereMesh.setMaterial(mat);
sphereMesh.setShader(VisualShader.smartAssembleShader());
openGLState.glBindVertexArray(0);
sphereMesh.setParent(model);
model.getMeshes().add(sphereMesh);
return model;
}
/**
* Creates a unit cylinder model
* @return The model
*/
public static Model createUnitCylinder(){
Model model = new Model();
Mesh sphereMesh = new Mesh("cylinder");
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
sphereMesh.generateVAO(openGLState);
//buffer coords
ParShapesMesh data = ParShapes.par_shapes_create_cylinder(10, 2);
ParShapes.par_shapes_rotate(data, (float)(Math.PI / 2.0), new float[]{-1,0,0});
ParShapes.par_shapes_translate(data, 0, -0.5f, 0);
ParShapes.par_shapes_scale(data, -1.0f, 2.0f, 1.0f);
int numPoints = data.npoints();
//verts
{
FloatBuffer verts = data.points(numPoints * 3);
FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
vertsFinal.put(verts);
vertsFinal.flip();
sphereMesh.bufferVertices(vertsFinal, 3);
}
//indices
{
IntBuffer indices = data.triangles(data.ntriangles() * 3);
IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
indicesFinal.put(indices);
indicesFinal.flip();
sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3);
}
//texture coords
{
FloatBuffer texCoords = data.tcoords(numPoints * 3);
FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
texCoordsFinal.put(texCoords);
texCoordsFinal.flip();
sphereMesh.bufferTextureCoords(texCoordsFinal, 2);
}
//setup extra structures
Material mat = Material.createExisting(AssetDataStrings.TEXTURE_TEAL_TRANSPARENT);
sphereMesh.setMaterial(mat);
sphereMesh.setShader(VisualShader.smartAssembleShader());
openGLState.glBindVertexArray(0);
sphereMesh.setParent(model);
model.getMeshes().add(sphereMesh);
return model;
}
/**
* Creates a unit cylinder model
* @return The model
*/
public static Model createUnitCube(){
Model model = new Model();
Mesh sphereMesh = new Mesh("cube");
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
sphereMesh.generateVAO(openGLState);
//buffer coords
int numTriangles = 12;
//verts
BufferUtils.createFloatBuffer(3 * 8);
FloatBuffer verts = BufferUtils.createFloatBuffer(3 * 8);
verts.put(new float[]{
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
-0.5f, 0.5f,-0.5f,
0.5f, 0.5f,-0.5f,
-0.5f,-0.5f, 0.5f,
0.5f,-0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
});
verts.flip();
sphereMesh.bufferVertices(verts, 3);
//indices
IntBuffer indices = BufferUtils.createIntBuffer(3*12);
indices.put(new int[]{
//Top
2, 6, 7,
2, 3, 7,
//Bottom
0, 4, 5,
0, 1, 5,
//Left
0, 2, 6,
0, 4, 6,
//Right
1, 3, 7,
1, 5, 7,
//Front
0, 2, 3,
0, 1, 3,
//Back
4, 6, 7,
4, 5, 7
});
indices.flip();
sphereMesh.bufferFaces(indices, numTriangles * 3);
//texture coords
FloatBuffer texCoords = BufferUtils.createFloatBuffer(2*8);
texCoords.put(new float[]{
0,0,
1,0,
0,1,
1,1,
0,0,
0,1,
1,0,
1,1,
});
texCoords.flip();
sphereMesh.bufferTextureCoords(texCoords, 2);
//setup extra structures
Material mat = Material.createExisting(AssetDataStrings.TEXTURE_TEAL_TRANSPARENT);
sphereMesh.setMaterial(mat);
sphereMesh.setShader(VisualShader.smartAssembleShader());
openGLState.glBindVertexArray(0);
sphereMesh.setParent(model);
model.getMeshes().add(sphereMesh);
return model;
}
/**
* Creates a unit cylinder model
* @return The model
*/
public static Model createBlockSingleModel(){
Model model = new Model();
Mesh cubeMesh = new Mesh(GeometryModelGen.MESH_NAME_BLOCK_SINGLE);
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
cubeMesh.generateVAO(openGLState);
//buffer coords
int numTriangles = 12;
//verts
BufferUtils.createFloatBuffer(3 * 8);
FloatBuffer verts = BufferUtils.createFloatBuffer(3 * 8);
verts.put(new float[]{
-0.1f,-0.1f,-0.1f,
0.1f,-0.1f,-0.1f,
-0.1f, 0.1f,-0.1f,
0.1f, 0.1f,-0.1f,
-0.1f,-0.1f, 0.1f,
0.1f,-0.1f, 0.1f,
-0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
});
verts.flip();
cubeMesh.bufferVertices(verts, 3);
//indices
IntBuffer indices = BufferUtils.createIntBuffer(3*12);
indices.put(new int[]{
//Top
2, 6, 7,
2, 3, 7,
//Bottom
0, 4, 5,
0, 1, 5,
//Left
0, 2, 6,
0, 4, 6,
//Right
1, 3, 7,
1, 5, 7,
//Front
0, 2, 3,
0, 1, 3,
//Back
4, 6, 7,
4, 5, 7
});
indices.flip();
cubeMesh.bufferFaces(indices, numTriangles * 3);
//texture coords
FloatBuffer texCoords = BufferUtils.createFloatBuffer(2*8);
texCoords.put(new float[]{
0,0,
1,0,
0,1,
1,1,
0,0,
0,1,
1,0,
1,1,
});
texCoords.flip();
cubeMesh.bufferTextureCoords(texCoords, 2);
//setup extra structures
Material mat = Material.createExisting(AssetDataStrings.TEXTURE_BLOCK_ATLAS);
cubeMesh.setMaterial(mat);
cubeMesh.setShader(VisualShader.loadSpecificShader(AssetDataStrings.SHADER_BLOCK_SINGLE_VERT, AssetDataStrings.SHADER_BLOCK_SINGLE_FRAG));
openGLState.glBindVertexArray(0);
cubeMesh.setParent(model);
model.getMeshes().add(cubeMesh);
return model;
}
}

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@ -0,0 +1,801 @@
package electrosphere.renderer.meshgen;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.LinkedList;
import java.util.List;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
import electrosphere.engine.Globals;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.shader.VisualShader;
public class HeightmapMeshgen {
public static Model createTerrainModelPrecomputedShader(OpenGLState openGLState, float[][] heightfield, float[][] texturemap, VisualShader program, int stride){
Model rVal = new Model();
Mesh m = new Mesh("terrain");
int width = heightfield.length;
int height = heightfield[0].length;
int actualWidth = (int)Math.ceil(1.0f * width / (1.0f * stride));
int actualHeight = (int)Math.ceil(1.0f * height / (1.0f * stride));
// System.out.println(actualWidth + " " + actualHeight);
// System.out.println((actualWidth - 1) * (actualHeight - 1));
FloatBuffer vertices;
FloatBuffer normals;
IntBuffer faces;
FloatBuffer texture_coords;
FloatBuffer textureIndices;
if(stride * actualWidth > width){
int drawWidth = actualWidth + 1;
int drawHeight = actualHeight + 1;
vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 16);
} else {
vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 16);
}
int incrementer = 0;
// int numFaces = (actualWidth - 1) * (actualHeight - 1) * 2 * 3;
for(int x = 0; x < width - 1; x = x + stride){
for(int y = 0; y < height - 1; y = y + stride){
//deal with vertex
//0,0
vertices.put(x);
vertices.put(heightfield[x][y]);
vertices.put(y);
//1,0
vertices.put(x + stride);
vertices.put(heightfield[x+stride][y]);
vertices.put(y);
//0,1
vertices.put(x);
vertices.put(heightfield[x][y+stride]);
vertices.put(y + stride);
//1,1
vertices.put(x + stride);
vertices.put(heightfield[x+stride][y+stride]);
vertices.put(y + stride);
//deal with normal
Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y + stride);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y + stride);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
//deal with texture coordinates
// if(x / stride % 2 == 0){
// if(y / stride % 2 == 0){
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
// } else {
// texture_coords.put(0);
// texture_coords.put(1);
// }
// } else {
// if(y / stride % 2 == 0){
// texture_coords.put(1);
// texture_coords.put(0);
// } else {
// texture_coords.put(1);
// texture_coords.put(1);
// }
// }
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(1);
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(1);
texture_coords.put(1);
texture_coords.put(1);
if(x + stride < width - 1 && y + stride < height - 1){
// texturemap[x+stride][y+stride];
for(int i = 0; i < 4 ; i++){
// textureIndices.put(1);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
textureIndices.put(texturemap[x][y]);
textureIndices.put(texturemap[x+stride][y]);
textureIndices.put(texturemap[x][y+stride]);
textureIndices.put(texturemap[x+stride][y+stride]);
}
} else {
for(int i = 0; i < 4 ; i++){
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
}
}
//deal with faces
if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
faces.put(incrementer * 4 + 0);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 3);
}
incrementer++;
}
}
vertices.flip();
normals.flip();
faces.flip();
texture_coords.flip();
textureIndices.flip();
m.generateVAO(openGLState);
//buffer vertices
m.bufferVertices(vertices, 3);
//buffer normals
m.bufferNormals(normals, 3);
//buffer faces
m.bufferFaces(faces,incrementer*2);
//buffer texture coords
m.bufferTextureCoords(texture_coords, 2);
//texture indices
m.bufferCustomFloatAttribArray(textureIndices, 4, 5);
m.setShader(program);
openGLState.glBindVertexArray(0);
m.setParent(rVal);
Material groundMat = Material.create("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
rVal.getMeshes().add(m);
return rVal;
}
static float MINIMIZATION_DIFF_MAX = 0.001f;
public static Model createMinimizedTerrainModelPrecomputedShader(float[][] heightfield, float[][] texturemap, VisualShader program, int stride){
class QuadToGenerate {
//coords are inclusive
int startX;
int endX;
int startY;
int endY;
float min;
float max;
float texture;
boolean homogeneousTexture;
QuadToGenerate(int startX, int startY, int endX, int endY, float diff, float min, float max, boolean homogeneousTexture, float texture){
this.startX = startX;
this.startY = startY;
this.endX = endX;
this.endY = endY;
this.min = min;
this.max = max;
this.texture = texture;
this.homogeneousTexture = homogeneousTexture;
}
}
Model rVal = new Model();
Mesh m = new Mesh("terrain");
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
int width = heightfield.length;
int height = heightfield[0].length;
int actualWidth = (int)Math.ceil(1.0f * width / (1.0f * stride));
int actualHeight = (int)Math.ceil(1.0f * height / (1.0f * stride));
// System.out.println(actualWidth + " " + actualHeight);
// System.out.println((actualWidth - 1) * (actualHeight - 1));
FloatBuffer vertices;
FloatBuffer normals;
IntBuffer faces;
FloatBuffer texture_coords;
FloatBuffer textureIndices;
if(stride * actualWidth > width){
int drawWidth = actualWidth + 1;
int drawHeight = actualHeight + 1;
vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 16);
} else {
vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 16);
}
//merge along y
List<QuadToGenerate> firstPhaseQuads = new LinkedList<QuadToGenerate>();
QuadToGenerate quadCurrent = null;
float minVal = 0;
float maxVal = 0;
for(int x = 0; x < width - 1; x = x + stride){
quadCurrent = null;
for(int y = 0; y < height - 1; y = y + stride){
if((x == 5 && y == 2)){
// System.out.println(quadCurrent);
// continue;
}
if(quadCurrent == null){
minVal = 100000000;
maxVal = 0;
//minval
if(heightfield[x][y] < minVal){
minVal = heightfield[x][y];
}
if(heightfield[x+stride][y] < minVal){
minVal = heightfield[x+stride][y];
}
if(heightfield[x][y+stride] < minVal){
minVal = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] < minVal){
minVal = heightfield[x+stride][y+stride];
}
//maxval
if(heightfield[x][y] > maxVal){
maxVal = heightfield[x][y];
}
if(heightfield[x+stride][y] > maxVal){
maxVal = heightfield[x+stride][y];
}
if(heightfield[x][y+stride] > maxVal){
maxVal = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] > maxVal){
maxVal = heightfield[x+stride][y+stride];
}
boolean textureMatch = false;
float texture = -1;
if(x+stride < width - 1 && y+stride < height - 1 &&
texturemap[x][y] == texturemap[x+stride][y] &&
texturemap[x][y] == texturemap[x][y+stride] &&
texturemap[x][y] == texturemap[x+stride][y+stride]){
textureMatch = true;
texture = texturemap[x][y];
} else {
// if(x > 8 && (x+stride < width - 1) && (y+stride < height -1)){
// System.out.println(
// (x+stride < width - 1) + " " +
// (y+stride < height -1) + " " +
// (texturemap[x][y] == texturemap[x+stride][y]) + " " +
// (texturemap[x][y] == texturemap[x][y+stride]) + " " +
// (texturemap[x][y] == texturemap[x+stride][y+stride])
// );
// }
}
if(textureMatch){
quadCurrent = new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture);
} else {
firstPhaseQuads.add(new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture));
// quadCurrent = null;
}
} else {
float newMin = minVal;
float newMax = maxVal;
//min
if(heightfield[x][y+stride] < newMin){
newMin = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] < newMin){
newMin = heightfield[x+stride][y+stride];
}
//max
if(heightfield[x][y+stride] > newMax){
newMax = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] > newMax){
newMax = heightfield[x+stride][y+stride];
}
if(y+stride < height - 1 && x+stride < width - 1){
if(newMax - newMin < MINIMIZATION_DIFF_MAX &&
quadCurrent.texture == texturemap[x+stride][y] &&
quadCurrent.texture == texturemap[x ][y+stride] &&
quadCurrent.texture == texturemap[x+stride][y+stride] &&
quadCurrent.homogeneousTexture
){
//add to quad
quadCurrent.endY = y + stride;
quadCurrent.min = newMax;
quadCurrent.max = newMax;
} else {
//push quad
firstPhaseQuads.add(quadCurrent);
firstPhaseQuads.add(new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,false,0));
quadCurrent = null;
// System.out.println("Push");
}
} else {
if(newMax - newMin < MINIMIZATION_DIFF_MAX){
//add to quad
quadCurrent.endY = y + stride;
quadCurrent.min = newMax;
quadCurrent.max = newMax;
} else {
//push quad that we were building
firstPhaseQuads.add(quadCurrent);
// quadCurrent = null;
//create new quad from what we were just analyzing
boolean textureMatch = false;
float texture = -1;
quadCurrent = new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture);
// System.out.println("Push");
}
}
}
}
if(quadCurrent != null){
firstPhaseQuads.add(quadCurrent);
}
}
List<QuadToGenerate> finalQuads = new LinkedList<QuadToGenerate>();
// for(QuadToGenerate current : firstPhaseQuads){
// finalQuads.add(current);
// }
// System.out.println(finalQuads.size());
//merge along x
// QuadToGenerate currentQuad = null;
List<QuadToGenerate> toSkip = new LinkedList<QuadToGenerate>();
for(QuadToGenerate currentQuad : firstPhaseQuads){
// toRemove.clear();
if(toSkip.contains(currentQuad)){
continue;
}
for(QuadToGenerate currentPotentialMatch : firstPhaseQuads){
if(currentPotentialMatch.startX <= currentQuad.startX){
continue;
}
if(currentPotentialMatch.startX > currentQuad.endX){
break;
}
if(currentPotentialMatch.startY != currentQuad.startY){
continue;
}
if(currentPotentialMatch.endY != currentQuad.endY){
continue;
}
if(
!(currentQuad.homogeneousTexture &&
currentPotentialMatch.homogeneousTexture &&
currentQuad.texture == currentPotentialMatch.texture)
){
continue;
}
if(currentQuad.min < currentPotentialMatch.min && currentQuad.max < currentPotentialMatch.max){
float min = currentQuad.min;
float max = currentPotentialMatch.max;
if(max - min < MINIMIZATION_DIFF_MAX){
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.max = currentPotentialMatch.max;
toSkip.add(currentPotentialMatch);
}
} else if(currentQuad.min > currentPotentialMatch.min && currentQuad.max > currentPotentialMatch.max){
float min = currentPotentialMatch.min;
float max = currentQuad.max;
if(max - min < MINIMIZATION_DIFF_MAX){
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.min = currentPotentialMatch.min;
toSkip.add(currentPotentialMatch);
}
} else {
if(currentQuad.min < currentPotentialMatch.min){
currentQuad.endX = currentPotentialMatch.endX;
} else {
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.min = currentPotentialMatch.min;
currentQuad.max = currentPotentialMatch.max;
}
toSkip.add(currentPotentialMatch);
}
}
finalQuads.add(currentQuad);
}
// for(QuadToGenerate currentIteration : firstPhaseQuads){
// if(currentQuad == null){
// currentQuad = currentIteration;
// } else {
// //if should merge:
// if(
// currentQuad.homogeneousTexture &&
// currentIteration.homogeneousTexture &&
// currentQuad.texture == currentIteration.texture
// ){
// if(currentQuad.min < currentIteration.min && currentQuad.max < currentIteration.max){
// float min = currentQuad.min;
// float max = currentIteration.max;
// if(max - min < MINIMIZATION_DIFF_MAX){
// currentQuad.endX = currentIteration.endX;
// currentQuad.max = currentIteration.max;
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// } else if(currentQuad.min > currentIteration.min && currentQuad.max > currentIteration.max){
// float min = currentIteration.min;
// float max = currentQuad.max;
// if(max - min < MINIMIZATION_DIFF_MAX){
// currentQuad.endX = currentIteration.endX;
// currentQuad.min = currentIteration.min;
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// } else {
// if(currentQuad.min < currentIteration.min){
// currentQuad.endX = currentIteration.endX;
// } else {
// currentQuad.endX = currentIteration.endX;
// currentQuad.min = currentIteration.min;
// currentQuad.max = currentIteration.max;
// }
// }
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// }
// }
// finalQuads.add(currentQuad);
// for(QuadToGenerate current : finalQuads){
// if(current.startX > 0 && current.startY > 0 && current.endX < 99 && current.endY < 99){
// System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
// }
// }
// System.out.println("AAAAAAAAAAAAAAAAAA");
// System.out.println(finalQuads.size());
int incrementer = 0;
for(QuadToGenerate current : finalQuads){
//deal with vertex
//0,0
vertices.put(current.startX);
vertices.put(heightfield[current.startX][current.startY]);
vertices.put(current.startY);
//1,0
vertices.put(current.endX);
vertices.put(heightfield[current.endX][current.startY]);
vertices.put(current.startY);
//0,1
vertices.put(current.startX);
vertices.put(heightfield[current.startX][current.endY]);
vertices.put(current.endY);
//1,1
vertices.put(current.endX);
vertices.put(heightfield[current.endX][current.endY]);
vertices.put(current.endY);
//deal with normal
Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.startX, current.startY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.endX, current.startY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.startX, current.endY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.endX, current.endY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
//deal with texture coordinates
// if(x / stride % 2 == 0){
// if(y / stride % 2 == 0){
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
// } else {
// texture_coords.put(0);
// texture_coords.put(1);
// }
// } else {
// if(y / stride % 2 == 0){
// texture_coords.put(1);
// texture_coords.put(0);
// } else {
// texture_coords.put(1);
// texture_coords.put(1);
// }
// }
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(current.endX - current.startX);
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(current.endY - current.startY);
texture_coords.put(current.endX - current.startX);
texture_coords.put(current.endY - current.startY);
if(current.endX < width - 1 && current.endY < height - 1){
// texturemap[x+stride][y+stride];
for(int i = 0; i < 4 ; i++){
// textureIndices.put(1);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
textureIndices.put(texturemap[current.startX][current.startY]);
textureIndices.put(texturemap[current.endX][current.startY]);
textureIndices.put(texturemap[current.startX][current.endY]);
textureIndices.put(texturemap[current.endX][current.endY]);
}
} else {
for(int i = 0; i < 4 ; i++){
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
}
}
//deal with faces
faces.put(incrementer * 4 + 0);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 3);
incrementer++;
}
// int numFaces = (actualWidth - 1) * (actualHeight - 1) * 2 * 3;
// for(int x = 0; x < width - 1; x = x + stride){
// for(int y = 0; y < height - 1; y = y + stride){
// //deal with vertex
// //0,0
// vertices.put(x);
// vertices.put(heightfield[x][y]);
// vertices.put(y);
// //1,0
// vertices.put(x + stride);
// vertices.put(heightfield[x+stride][y]);
// vertices.put(y);
// //0,1
// vertices.put(x);
// vertices.put(heightfield[x][y+stride]);
// vertices.put(y + stride);
// //1,1
// vertices.put(x + stride);
// vertices.put(heightfield[x+stride][y+stride]);
// vertices.put(y + stride);
// //deal with normal
// Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y + stride);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y + stride);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// //deal with texture coordinates
//// if(x / stride % 2 == 0){
//// if(y / stride % 2 == 0){
//// texture_coords.put(0);
//// texture_coords.put(0);
//// texture_coords.put(1);
//// texture_coords.put(0);
//// texture_coords.put(0);
//// texture_coords.put(1);
//// texture_coords.put(1);
//// texture_coords.put(1);
//// } else {
//// texture_coords.put(0);
//// texture_coords.put(1);
//// }
//// } else {
//// if(y / stride % 2 == 0){
//// texture_coords.put(1);
//// texture_coords.put(0);
//// } else {
//// texture_coords.put(1);
//// texture_coords.put(1);
//// }
//// }
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
//
// if(x + stride < width - 1 && y + stride < height - 1){
//// texturemap[x+stride][y+stride];
// for(int i = 0; i < 4 ; i++){
//// textureIndices.put(1);
//// textureIndices.put(0);
//// textureIndices.put(0);
//// textureIndices.put(0);
// textureIndices.put(texturemap[x][y]);
// textureIndices.put(texturemap[x+stride][y]);
// textureIndices.put(texturemap[x][y+stride]);
// textureIndices.put(texturemap[x+stride][y+stride]);
// }
// } else {
// for(int i = 0; i < 4 ; i++){
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
// }
// }
//
//
// //deal with faces
// if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
// faces.put(incrementer * 4 + 0);
// faces.put(incrementer * 4 + 1);
// faces.put(incrementer * 4 + 2);
// faces.put(incrementer * 4 + 1);
// faces.put(incrementer * 4 + 2);
// faces.put(incrementer * 4 + 3);
// }
// incrementer++;
// }
// }
// System.out.println(incrementer + " quads");
vertices.flip();
normals.flip();
faces.flip();
texture_coords.flip();
textureIndices.flip();
m.generateVAO(openGLState);
//buffer vertices
m.bufferVertices(vertices, 3);
//buffer normals
m.bufferNormals(normals, 3);
//buffer faces
m.bufferFaces(faces,incrementer*2);
//buffer texture coords
m.bufferTextureCoords(texture_coords, 2);
//texture indices
m.bufferCustomFloatAttribArray(textureIndices, 4, 5);
m.setShader(program);
openGLState.glBindVertexArray(0);
m.setParent(rVal);
Material groundMat = Material.create("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
rVal.getMeshes().add(m);
return rVal;
}
static Vector3f calculateTerrainNormal(float[][] heightfield, int actualWidth, int actualHeight, int stride, int x, int y){
Vector3f rVal = new Vector3f();
if(x / stride < actualWidth - 1){
if(y / stride < actualHeight - 1){
float hL;
if(x > 0){
hL = heightfield[x-1][y];
} else {
hL = heightfield[x][y];
}
float hR = heightfield[x+1][y];
float hD = heightfield[x][y+1];
float hU;
if(y > 0){
hU = heightfield[x][y-1];
} else {
hU = heightfield[x][y];
}
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
} else {
float hL;
if(x > 0){
hL = heightfield[x-1][y];
} else {
hL = heightfield[x][y];
}
float hR = heightfield[x+1][y];
float hD = heightfield[x][y];
float hU = heightfield[x][y-1];
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
}
} else {
if(y / stride < actualHeight - 1){
float hL = heightfield[x-1][y];
float hR = heightfield[x][y];
float hD = heightfield[x][y+1];
float hU;
if(y > 0){
hU = heightfield[x][y-1];
} else {
hU = heightfield[x][y];
}
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
} else {
float hL = heightfield[x-1][y];
float hR = heightfield[x][y];
float hD = heightfield[x][y];
float hU = heightfield[x][y-1];
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
}
}
return rVal;
}
}