Terrain splatting hopefully working
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parent
95829bb847
commit
57c2fa1e61
4
.gitignore
vendored
4
.gitignore
vendored
@ -14,4 +14,6 @@
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.classpath
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.project
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.settings
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.settings
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.vscode
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@ -72,12 +72,12 @@ uniform sampler2D shadowMap;
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//
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//
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//
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uniform sampler2D groundTextures1;
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uniform sampler2D groundTextures2;
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uniform sampler2D groundTextures3;
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uniform sampler2D groundTextures4;
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//fifth texture unit is for shadow map
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uniform sampler2D groundTextures5;
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// uniform sampler2D groundTextures1;
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// uniform sampler2D groundTextures2;
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// uniform sampler2D groundTextures3;
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// uniform sampler2D groundTextures4;
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// //fifth texture unit is for shadow map
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// uniform sampler2D groundTextures5;
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//this is for bindable ground textures
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uniform sampler2D groundTextures[10];
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@ -87,6 +87,25 @@ vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
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vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4);
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vec4 getTextureColor(int index, vec2 coord){
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if(index == 0){
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return texture(groundTextures[0], coord);
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}
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if(index == 1){
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return texture(groundTextures[1], coord);
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}
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if(index == 2){
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return texture(groundTextures[2], coord);
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}
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if(index == 3){
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return texture(groundTextures[3], coord);
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}
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if(index == 4){
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return texture(groundTextures[4], coord);
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}
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// return vec3(1,1,1);
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return vec4(0,0,0,0);
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}
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void main(){
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if(hasTransparency == 1){
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@ -101,11 +120,28 @@ void main(){
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// sampler2DArray text = groundTextures;
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// sampler2D test = groundTextures1;
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vec4 texColor1 = texture(groundTextures[groundTexIndices.x * 2], TexCoord);
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vec4 texColor2 = texture(groundTextures[groundTexIndices.y * 2], TexCoord);
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vec4 texColor3 = texture(groundTextures[groundTexIndices.z * 2], TexCoord);
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vec4 texColor4 = texture(groundTextures[groundTexIndices.w * 2], TexCoord);
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vec4 texColor1 = getTextureColor(groundTexIndices.x, TexCoord);
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vec4 texColor2 = getTextureColor(groundTexIndices.y, TexCoord);
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vec4 texColor3 = getTextureColor(groundTexIndices.z, TexCoord);
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vec4 texColor4 = getTextureColor(groundTexIndices.w, TexCoord);
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// vec4 texColor1 = texture(groundTextures[groundTexIndices.x], TexCoord);
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// vec4 texColor2 = texture(groundTextures[groundTexIndices.y], TexCoord);
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// vec4 texColor3 = texture(groundTextures[groundTexIndices.z], TexCoord);
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// vec4 texColor4 = texture(groundTextures[groundTexIndices.w], TexCoord);
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// vec4 texColor1 = texture(groundTextures[0], TexCoord);
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// vec4 texColor2 = texture(groundTextures[1], TexCoord);
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// vec4 texColor3 = texture(groundTextures[1], TexCoord);
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// vec4 texColor4 = texture(groundTextures[1], TexCoord);
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vec3 finalTexColor = blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
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// vec3 finalTexColor = vec3(0,0,0);
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// vec3 finalTexColor = mix(mix(texColor1,texColor2,TexCoord.x),mix(texColor3,texColor4,TexCoord.x),TexCoord.y).xyz;//blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
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// if(groundTexIndices.x != 1 || groundTexIndices.y != 0 || groundTexIndices.z != 0 || groundTexIndices.w != 0){
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// finalTexColor = vec3(1,0,0);
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// }
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// vec3 finalTexColor = vec3(groundTexIndices.x,groundTexIndices.y,groundTexIndices.z);
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// vec3 finalTexColor = vec3(1.0,0,0);
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// vec4 tex2 = texture(groundTextures[int(groundTexIndices.y)], TexCoord);
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// vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
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// vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
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@ -7,7 +7,7 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 4) in vec2 aTex;
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layout (location = 5) in ivec4 aGroundTexIndices;
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layout (location = 5) in vec4 aGroundTexIndices;
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//coordinate space transformation matrices
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@ -41,7 +41,9 @@ void main() {
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TexCoord = aTex;
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//push texure indices to fragment shader
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groundTexIndices = aGroundTexIndices;
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groundTexIndices = ivec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w));
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// groundTexIndices = vec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w));
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// groundTexIndices = ivec4(0,1,2,3);
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//shadow map stuff
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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@ -28,6 +28,7 @@ public class DrawCell {
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int cellY;
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float[][] heightmap;
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float[][] texturemap;
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int dynamicInterpolationRatio;
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@ -70,6 +71,7 @@ public class DrawCell {
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int cellX,
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int cellY,
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float[][] heightmap,
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float[][] texturemap,
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int dynamicInterpolationRatio,
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ShaderProgram program
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){
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@ -79,6 +81,7 @@ public class DrawCell {
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rVal.program = program;
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rVal.dynamicInterpolationRatio = dynamicInterpolationRatio;
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rVal.heightmap = heightmap;
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rVal.texturemap = texturemap;
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return rVal;
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}
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@ -90,7 +93,7 @@ public class DrawCell {
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if(modelEntity != null){
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Globals.entityManager.deregisterEntity(modelEntity);
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}
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Model terrainModel = ModelUtils.createTerrainModelPrecomputedShader(heightmap, program, stride);
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Model terrainModel = ModelUtils.createTerrainModelPrecomputedShader(heightmap, texturemap, program, stride);
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Mesh terrainMesh = terrainModel.meshes.get(0);
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terrainMesh.useTextureList = true;
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terrainMesh.textureList.add(groundTextureOne);
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@ -157,6 +157,7 @@ public class DrawCellManager {
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currentCellX,
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currentCellY,
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clientTerrainManager.getHeightmapAtPoint(currentCellX, currentCellY),
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clientTerrainManager.getTextureMapAtPoint(currentCellX, currentCellY),
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clientWorldData.getDynamicInterpolationRatio(),
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program
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);
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@ -184,6 +184,19 @@ public class ClientTerrainManager {
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return rVal;
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}
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public float[][] getTextureMapAtPoint(int x, int y){
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float[][] rVal = new float[clientWorldData.getDynamicInterpolationRatio()][clientWorldData.getDynamicInterpolationRatio()];
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rVal[1][1] = 1;
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rVal[2][1] = 1;
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rVal[3][1] = 1;
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rVal[4][1] = 1;
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rVal[5][1] = 1;
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rVal[5][2] = 1;
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rVal[6][1] = 1;
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rVal[6][2] = 1;
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return rVal;
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}
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public void ejectLoadedChunks(){
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List<LoadingChunk> chunksToEject = new LinkedList();
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for(LoadingChunk chunk : loadingChunkCache.getChunks()){
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@ -594,6 +594,14 @@ public class Mesh {
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glEnableVertexAttribArray(attribIndex);
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}
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public void bufferCustomUIntAttribArray(IntBuffer buffer, int bufferDimension, int attribIndex){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_UNSIGNED_INT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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public void setTextureList(List<Texture> textureList, String uniformName){
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this.textureList = textureList;
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useTextureList = true;
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@ -767,18 +775,24 @@ public class Mesh {
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if(useShadowMap){
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, Globals.shadowMapTextureLoc);
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glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "shadowMap"), 3);
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glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "shadowMap"), 4);
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}
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if(useTextureList){
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int i = 0;
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// glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "groundTextures"), 5);
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// for(int j = 1; j < 15; j++){
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// textureList.get(0).bind(j);
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// }
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for(Texture texture : textureList){
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// System.out.println("groundTextures[" + i*2 + "]" + "=>" + (5+i*2));
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texture.bind(5+i*2);
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glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "groundTextures[" + i*2 + "]"),5+i*2);
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// System.out.println(texture.getPath() + " => groundTextures[" + i + "]" + "=>" + (i));
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texture.bind(5+i);
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glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "groundTextures[" + i + "]"),5+i);
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i++;
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}
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for(int j = i; j < 10; j++){
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glUniform1i(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "groundTextures[" + j + "]"),5+j);
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}
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// glActiveTexture(GL_TEXTURE0);
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}
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@ -164,7 +164,7 @@ public class ModelUtils {
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// return rVal;
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// }
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public static Model createTerrainModelPrecomputedShader(float[][] heightfield, ShaderProgram program, int stride){
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public static Model createTerrainModelPrecomputedShader(float[][] heightfield, float[][] texturemap, ShaderProgram program, int stride){
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Model rVal = new Model();
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rVal.meshes = new ArrayList();
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Mesh m = new Mesh();
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@ -183,7 +183,7 @@ public class ModelUtils {
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FloatBuffer normals;
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IntBuffer faces;
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FloatBuffer texture_coords;
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IntBuffer textureIndices;
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FloatBuffer textureIndices;
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if(stride * actualWidth > width){
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int drawWidth = actualWidth + 1;
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int drawHeight = actualHeight + 1;
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@ -191,13 +191,13 @@ public class ModelUtils {
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normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
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faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
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textureIndices = BufferUtils.createIntBuffer(drawWidth * drawHeight * 16);
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textureIndices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 16);
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} else {
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vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
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normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
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faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
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textureIndices = BufferUtils.createIntBuffer(actualWidth * actualHeight * 16);
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textureIndices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 16);
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}
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int incrementer = 0;
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@ -271,11 +271,25 @@ public class ModelUtils {
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texture_coords.put(1);
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texture_coords.put(1);
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for(int i = 0; i < 4 ; i++){
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textureIndices.put(0);
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textureIndices.put(1);
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textureIndices.put(2);
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textureIndices.put(3);
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if(x + stride < width - 1 && y + stride < height - 1){
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// texturemap[x+stride][y+stride];
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for(int i = 0; i < 4 ; i++){
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// textureIndices.put(1);
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// textureIndices.put(0);
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// textureIndices.put(0);
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// textureIndices.put(0);
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textureIndices.put(texturemap[x][y]);
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textureIndices.put(texturemap[x+stride][y]);
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textureIndices.put(texturemap[x][y+stride]);
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textureIndices.put(texturemap[x+stride][y+stride]);
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}
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} else {
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for(int i = 0; i < 4 ; i++){
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textureIndices.put(0);
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textureIndices.put(0);
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textureIndices.put(0);
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textureIndices.put(0);
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}
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}
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@ -296,6 +310,7 @@ public class ModelUtils {
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normals.flip();
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faces.flip();
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texture_coords.flip();
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textureIndices.flip();
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m.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(m.vertexArrayObject);
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@ -308,7 +323,7 @@ public class ModelUtils {
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//buffer texture coords
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m.buffer_texture_coords(texture_coords, 2);
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//texture indices
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m.bufferCustomIntAttribArray(textureIndices, 4, 5);
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m.bufferCustomFloatAttribArray(textureIndices, 4, 5);
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m.shader = program;
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glBindVertexArray(0);
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m.parent = rVal;
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@ -122,13 +122,13 @@ public class RenderingEngine {
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glfwTerminate();
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}
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//set resize callback
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GLFW.glfwSetWindowSizeCallback(Globals.window, new GLFWWindowSizeCallbackI(){
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@Override
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public void invoke(long window, int width, int height){
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Globals.WINDOW_HEIGHT = height;
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Globals.WINDOW_WIDTH = width;
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}
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});
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// GLFW.glfwSetWindowSizeCallback(Globals.window, new GLFWWindowSizeCallbackI(){
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// @Override
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// public void invoke(long window, int width, int height){
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// Globals.WINDOW_HEIGHT = height;
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// Globals.WINDOW_WIDTH = width;
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// }
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// });
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//Makes the window that was just created the current OS-level window context
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glfwMakeContextCurrent(Globals.window);
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//Maximize it
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@ -29,10 +29,12 @@ public class Texture {
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int width;
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int height;
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boolean hasTransparency;
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String path = "";
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public Texture(){
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}
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public Texture(String path){
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this.path = path;
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//generate the texture object on gpu
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texture_pointer = glGenTextures();
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//bind the new texture
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@ -135,4 +137,8 @@ public class Texture {
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public boolean isTransparent(){
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return hasTransparency;
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}
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public String getPath(){
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return path;
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}
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}
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