Terrain Chunk triplanar mapping
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208
assets/Shaders/terrain2/terrain2.fs
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208
assets/Shaders/terrain2/terrain2.fs
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@ -0,0 +1,208 @@
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#version 330 core
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#define NR_POINT_LIGHTS 10
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out vec4 FragColor;
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layout (std140) uniform Lights {
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// this is how many because we have to align
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// bytes it SHOULD in multiples of 16, this
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// take it where it ACTUALLY is
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//
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//refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
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//
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// base alignment aligned offset
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//direct light
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vec3 dLDirection; // 16 0
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vec3 dLAmbient; // 16 16
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vec3 dLDiffuse; // 16 32
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vec3 dLSpecular; // 16 48
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//point light
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vec3 pLposition[NR_POINT_LIGHTS]; // 16*10 64
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float pLconstant[NR_POINT_LIGHTS]; // 16*10 224
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float pLlinear[NR_POINT_LIGHTS]; // 16*10 384
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float pLquadratic[NR_POINT_LIGHTS]; // 16*10 544
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vec3 pLambient[NR_POINT_LIGHTS]; // 16*10 704
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vec3 pLdiffuse[NR_POINT_LIGHTS]; // 16*10 864
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vec3 pLspecular[NR_POINT_LIGHTS]; // 16*10 1024
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//for a total size of 1184
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};
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 texPlane1;
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in vec2 texPlane2;
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in vec2 texPlane3;
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in vec4 FragPosLightSpace;
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uniform vec3 viewPos;
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// uniform DirLight dirLight;
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// uniform PointLight pointLights[NR_POINT_LIGHTS];
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// uniform SpotLight spotLight;
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uniform Material material;
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//texture stuff
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// uniform sampler2D ourTexture;
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uniform int hasTransparency;
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// uniform sampler2D specularTexture;
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//light depth map
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uniform sampler2D shadowMap;
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// function prototypes
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// vec3 CalcDirLight(vec3 normal, vec3 viewDir);
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// vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
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// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
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float calcLightIntensityTotal(vec3 normal);
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
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vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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//grab light intensity
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float lightIntensity = calcLightIntensityTotal(norm);
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//get color of base texture
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vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, material);
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//shadow
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float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
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//calculate final color
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vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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// vec3 lightAmount = CalcDirLight(norm, viewDir);
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// for(int i = 0; i < NR_POINT_LIGHTS; i++){
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// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
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// }
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//this final calculation is for transparency
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FragColor = vec4(finalColor, 1);
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}
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vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
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vec3 weights = abs(normal);
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vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
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vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
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vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
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return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
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}
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//
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float calcLightIntensityAmbient(){
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//calculate average of ambient light
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float avg = (dLAmbient.x + dLAmbient.y + dLAmbient.z)/3.0;
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return avg;
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}
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//
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float calcLightIntensityDir(vec3 normal){
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vec3 lightDir = normalize(-dLDirection);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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return diff;
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}
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//
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float calcLightIntensityTotal(vec3 normal){
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//ambient intensity
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float ambientLightIntensity = calcLightIntensityAmbient();
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//get direct intensity
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float directLightIntensity = calcLightIntensityDir(normal);
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//sum
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float total = ambientLightIntensity + directLightIntensity;
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return total;
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}
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//
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vec3 getTotalLightColor(vec3 normal){
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//get the direct light color adjusted for intensity
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vec3 diffuseLightColor = dLDiffuse * calcLightIntensityDir(normal);
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//sum light colors
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vec3 totalLightColor = diffuseLightColor;
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return totalLightColor;
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}
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vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
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vec3 lightDir = normalize(pLposition[i] - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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// vec3 reflectDir = reflect(-lightDir, normal);
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// float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(pLposition[i] - fragPos);
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float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));
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// combine results
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vec3 ambient = pLambient[i];
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vec3 diffuse = pLdiffuse[i] * diff;
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ambient *= attenuation;
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diffuse *= attenuation;
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// specular *= attenuation;
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vec3 specular = vec3(0,0,0);
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vec3 finalValue = (ambient + diffuse + specular);
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finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
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return finalValue;
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}
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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//transform to NDC
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projCoords = projCoords * 0.5 + 0.5;
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//get closest depth from light's POV
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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//get depth of current fragment
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float currentDepth = projCoords.z;
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//calculate bias
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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//calculate shadow value
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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if(projCoords.z > 1.0){
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shadow = 0.0;
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}
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//calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
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//ie the fragment is already facing away from the light source
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float dotprod = dot(normalize(lightDir),normalize(normal));
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if(dotprod > 0.0){
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shadow = 0.0;
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}
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// shadow = currentDepth;
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return shadow;
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}
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62
assets/Shaders/terrain2/terrain2.vs
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assets/Shaders/terrain2/terrain2.vs
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//Vertex Shader
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#version 330 core
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//defines
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#define TEXTURE_MAP_SCALE 3.0
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//input buffers
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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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//coordinate space transformation matrices
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 lightSpaceMatrix;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 texPlane1;
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out vec2 texPlane2;
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out vec2 texPlane3;
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out vec4 FragPosLightSpace;
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void main() {
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//normalize posiiton and normal
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vec4 FinalVertex = vec4(aPos, 1.0);
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vec4 FinalNormal = vec4(aNormal, 1.0);
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//push frag, normal, and texture positions to fragment shader
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FragPos = vec3(model * FinalVertex);
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Normal = mat3(transpose(inverse(model))) * aNormal;
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//reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
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texPlane1 = aPos.zy * TEXTURE_MAP_SCALE;
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texPlane2 = aPos.xz * TEXTURE_MAP_SCALE;
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texPlane3 = aPos.xy * TEXTURE_MAP_SCALE;
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//flip first coordinate if the normal is negative
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//this minimizes texture flipping
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texPlane1.x = texPlane1.x * sign(Normal.x);
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texPlane2.x = texPlane2.x * sign(Normal.y);
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texPlane3.x = texPlane3.x * sign(Normal.z);
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//shadow map stuff
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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//set final position with opengl space
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gl_Position = projection * view * model * FinalVertex;
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}
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BIN
assets/Textures/leavesStylized1.png
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BIN
assets/Textures/leavesStylized1.png
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Binary file not shown.
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After Width: | Height: | Size: 42 KiB |
@ -45,6 +45,8 @@ import electrosphere.renderer.ShaderProgram;
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import electrosphere.renderer.light.PointLight;
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import electrosphere.renderer.light.SpotLight;
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import electrosphere.renderer.loading.ModelPretransforms;
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import electrosphere.renderer.meshgen.TerrainChunkModelGeneration;
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import electrosphere.renderer.meshgen.TreeModelGeneration;
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import electrosphere.renderer.shader.ShaderOptionMap;
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import electrosphere.renderer.texture.TextureMap;
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import electrosphere.renderer.ui.ElementManager;
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@ -408,8 +410,11 @@ public class Globals {
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defaultMeshShader = ShaderProgram.smart_assemble_shader(false,true);
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//init terrain shader program
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terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain/terrain.vs", "/Shaders/terrain/terrain.fs");
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TerrainChunkModelGeneration.terrainChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
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//init skybox
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assetManager.registerModelToSpecificString(RenderUtils.createSkyboxModel(null), AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
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//init leaves
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assetManager.registerModelToSpecificString(TreeModelGeneration.generateLeavesModel(), AssetDataStrings.LEAVES_MODEL);
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//init models
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assetManager.addModelPathToQueue("Models/unitsphere.fbx");
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assetManager.addModelPathToQueue("Models/unitsphere_1.fbx");
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@ -13,6 +13,7 @@ import org.joml.Vector3f;
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import electrosphere.auth.AuthenticationManager;
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import electrosphere.controls.ControlHandler;
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import electrosphere.engine.assetmanager.AssetDataStrings;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.Scene;
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@ -44,6 +45,8 @@ import electrosphere.net.NetUtils;
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import electrosphere.net.client.ClientNetworking;
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import electrosphere.net.server.Server;
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import electrosphere.net.server.player.Player;
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import electrosphere.renderer.Model;
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import electrosphere.renderer.meshgen.TreeModelGeneration;
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import electrosphere.renderer.ui.Window;
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import electrosphere.server.ai.creature.adventurer.SeekTown;
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import electrosphere.server.datacell.DataCellManager;
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@ -775,12 +778,17 @@ public class LoadingThread extends Thread {
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// myCube.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
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// EntityUtils.getPosition(myCube).set(3,1,3);
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SceneLoader loader = new SceneLoader();
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loader.serverInstantiateSceneFile("Scenes/testscene1/testscene1.json");
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// SceneLoader loader = new SceneLoader();
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// loader.serverInstantiateSceneFile("Scenes/testscene1/testscene1.json");
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Entity chunk = TerrainChunk.createTerrainChunkEntity();
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Entity leaves = EntityUtils.spawnDrawableEntity(AssetDataStrings.LEAVES_MODEL);
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EntityUtils.repositionEntity(leaves, new Vector3d(1,0,1));
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leaves.putData(EntityDataStrings.DRAW_SOLID_PASS, true);
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leaves.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
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// Globals.entityManager.registerBehaviorTree(new BehaviorTree() {
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// int i = 0;
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// public void simulate(){
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@ -8,4 +8,5 @@ public class AssetDataStrings {
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public static final String ASSET_STRING_BITMAP_FONT_MESH_NAME = "quad";
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public static final String ASSET_STRING_SKYBOX_BASIC = "skyboxBasic";
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public static final String BITMAP_CHARACTER_MODEL = "bitmapCharacterModel";
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public static final String LEAVES_MODEL = "leaves";
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}
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@ -5,6 +5,7 @@ import org.joml.Vector3f;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityUtils;
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import electrosphere.game.client.terrain.manager.ClientTerrainManager;
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import electrosphere.game.collision.PhysicsUtils;
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@ -20,9 +21,9 @@ public class TerrainChunk {
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//plane 1
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{
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//row 1
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{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
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{1.0f,1.0f,-1.0f,-1.0f,-1.0f,},
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//row 2
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{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
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{-1.0f,1.0f,-1.0f,-1.0f,-1.0f,},
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//row 3
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{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
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//row 4
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@ -158,6 +159,8 @@ public class TerrainChunk {
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Entity rVal = EntityUtils.spawnDrawableEntityWithPreexistingModel(modelPath);
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PhysicsUtils.attachTerrainChunkRigidBody(rVal, data);
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rVal.putData(EntityDataStrings.DRAW_CAST_SHADOW, true);
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EntityUtils.repositionEntity(rVal, new Vector3d(1,-1,1));
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return rVal;
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@ -1356,7 +1356,7 @@ public class RenderingEngine {
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public static void incrementOutputFramebuffer(){
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outputFramebuffer++;
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if(outputFramebuffer > 7){
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if(outputFramebuffer > 8){
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outputFramebuffer = 0;
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}
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}
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@ -8,9 +8,9 @@ import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import javax.vecmath.Vector2f;
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import org.joml.Matrix4f;
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import org.joml.Vector2f;
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import org.joml.Vector3f;
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import org.lwjgl.BufferUtils;
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@ -24,6 +24,7 @@ import electrosphere.entity.types.terrain.TerrainChunkData;
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import electrosphere.renderer.Material;
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import electrosphere.renderer.Mesh;
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import electrosphere.renderer.Model;
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import electrosphere.renderer.ShaderProgram;
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public class TerrainChunkModelGeneration {
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@ -365,6 +366,26 @@ public class TerrainChunkModelGeneration {
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}
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}
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public static ShaderProgram terrainChunkShaderProgram = null;
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protected static int polygonize(
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GridCell grid,
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double isolevel,
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@ -618,20 +639,33 @@ public class TerrainChunkModelGeneration {
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}
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float[] temp = new float[3];
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int i = 0;
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for(Vector3f normal : normals){
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Vector3f vert = verts.get(i);
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float absX = Math.abs(normal.x);
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float absY = Math.abs(normal.y);
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float absZ = Math.abs(normal.z);
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if(absX >= absZ && absX >= absY){
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temp[0] = normal.z / 2.0f + 0.5f;
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temp[1] = normal.y / 2.0f + 0.5f;
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} else if(absZ >= absX && absZ >= absY){
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temp[0] = normal.x / 2.0f + 0.5f;
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temp[1] = normal.y / 2.0f + 0.5f;
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} else if(absY >= absX && absY >= absZ){
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temp[0] = normal.x / 2.0f + 0.5f;
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temp[1] = normal.z / 2.0f + 0.5f;
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}
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float uvX = vert.z * absX + vert.x * absY + vert.x * absZ;
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float uvY = vert.y * absX + vert.z * absY + vert.y * absZ;
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temp[0] = uvX;
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temp[1] = uvY;
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// if(absX >= absZ && absX >= absY){
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// temp[0] = normal.z / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
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// temp[1] = normal.y / 2.0f + 0.5f + vert.x * (absY / (absX + absY)) + vert.y * (absX / (absX + absY));
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// } else if(absZ >= absX && absZ >= absY){
|
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// temp[0] = normal.x / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
|
||||
// temp[1] = normal.y / 2.0f + 0.5f + vert.z * (absY / (absZ + absY)) + vert.y * (absZ / (absZ + absY));
|
||||
// } else if(absY >= absX && absY >= absZ){
|
||||
// temp[0] = normal.x / 2.0f + 0.5f + vert.y * (absX / (absX + absY)) + vert.x * (absY / (absX + absY));
|
||||
// temp[1] = normal.z / 2.0f + 0.5f + vert.y * (absZ / (absZ + absY)) + vert.z * (absY / (absZ + absY));
|
||||
// } else {
|
||||
// temp[0] = vert.x / 1.5f + vert.z / 1.5f;
|
||||
// temp[1] = vert.y / 1.5f + vert.z / 1.5f;
|
||||
// }
|
||||
i++;
|
||||
UVs.add(temp[0]);
|
||||
UVs.add(temp[1]);
|
||||
}
|
||||
@ -758,7 +792,7 @@ public class TerrainChunkModelGeneration {
|
||||
groundMat.set_specular("/Textures/Ground/Dirt1.png");
|
||||
m.setMaterial(groundMat);
|
||||
|
||||
m.setShader(Globals.defaultMeshShader);
|
||||
m.setShader(TerrainChunkModelGeneration.terrainChunkShaderProgram);
|
||||
m.parent = rVal;
|
||||
|
||||
rVal.meshes.add(m);
|
||||
|
||||
@ -0,0 +1,194 @@
|
||||
package electrosphere.renderer.meshgen;
|
||||
|
||||
import electrosphere.engine.Globals;
|
||||
import electrosphere.renderer.Material;
|
||||
import electrosphere.renderer.Mesh;
|
||||
import electrosphere.renderer.Model;
|
||||
|
||||
import static org.lwjgl.opengl.GL30.glBindVertexArray;
|
||||
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
import java.util.ArrayList;
|
||||
|
||||
import org.lwjgl.BufferUtils;
|
||||
|
||||
public class TreeModelGeneration {
|
||||
|
||||
protected static Mesh generateLeafMesh(){
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
|
||||
mesh.mesh = null;
|
||||
|
||||
//
|
||||
// VAO
|
||||
//
|
||||
mesh.vertexArrayObject = glGenVertexArrays();
|
||||
glBindVertexArray(mesh.vertexArrayObject);
|
||||
|
||||
|
||||
|
||||
float[] vertices = new float[]{
|
||||
0.5f, 0.5f, 0,
|
||||
0.5f, -0.5f, 0,
|
||||
-0.5f, -0.5f, 0,
|
||||
-0.5f, 0.5f, 0,
|
||||
|
||||
|
||||
0, 0.5f, 0.5f,
|
||||
0, -0.5f, 0.5f,
|
||||
0, -0.5f, -0.5f,
|
||||
0, 0.5f, -0.5f,
|
||||
|
||||
|
||||
0.5f, 0, 0.5f,
|
||||
0.5f, 0, -0.5f,
|
||||
-0.5f, 0, -0.5f,
|
||||
-0.5f, 0, 0.5f
|
||||
};
|
||||
|
||||
float[] normals = new float[]{
|
||||
0.707f, 0.707f, 0,
|
||||
0.707f, -0.707f, 0,
|
||||
-0.707f, -0.707f, 0,
|
||||
-0.707f, 0.707f, 0,
|
||||
|
||||
0, 0.707f, 0.707f,
|
||||
0, -0.707f, 0.707f,
|
||||
0, -0.707f, -0.707f,
|
||||
0, 0.707f, -0.707f,
|
||||
|
||||
0.707f, 0, 0.707f,
|
||||
0.707f, 0, -0.707f,
|
||||
-0.707f, 0, -0.707f,
|
||||
-0.707f, 0, 0.707f,
|
||||
};
|
||||
|
||||
int[] elements = new int[]{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
4, 5, 6,
|
||||
4, 6, 7,
|
||||
8, 9, 10,
|
||||
8, 10, 11
|
||||
};
|
||||
|
||||
float[] uvs = new float[]{
|
||||
1, 1,
|
||||
1, 0,
|
||||
0, 0,
|
||||
0, 1,
|
||||
|
||||
1, 1,
|
||||
0, 1,
|
||||
0, 0,
|
||||
1, 0,
|
||||
|
||||
1, 1,
|
||||
1, 0,
|
||||
0, 0,
|
||||
0, 1,
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
//Buffer data to GPU
|
||||
//
|
||||
|
||||
try {
|
||||
mesh.vertexCount = vertices.length / 3;
|
||||
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(mesh.vertexCount * 3);
|
||||
VertexArrayBufferData.put(vertices);
|
||||
VertexArrayBufferData.flip();
|
||||
mesh.buffer_vertices(VertexArrayBufferData, 3);
|
||||
} catch (NullPointerException ex){
|
||||
ex.printStackTrace();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// FACES
|
||||
//
|
||||
mesh.faceCount = elements.length / 3;
|
||||
mesh.elementCount = elements.length;
|
||||
try {
|
||||
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(mesh.elementCount);
|
||||
elementArrayBufferData.put(elements);
|
||||
elementArrayBufferData.flip();
|
||||
mesh.buffer_faces(elementArrayBufferData);
|
||||
} catch (NullPointerException ex){
|
||||
ex.printStackTrace();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// NORMALS
|
||||
//
|
||||
try {
|
||||
mesh.normalCount = normals.length / 3;
|
||||
FloatBuffer NormalArrayBufferData;
|
||||
if(mesh.normalCount > 0){
|
||||
NormalArrayBufferData = BufferUtils.createFloatBuffer(mesh.normalCount * 3);
|
||||
NormalArrayBufferData.put(normals);
|
||||
NormalArrayBufferData.flip();
|
||||
mesh.buffer_normals(NormalArrayBufferData, 3);
|
||||
}
|
||||
} catch (NullPointerException ex){
|
||||
ex.printStackTrace();
|
||||
}
|
||||
|
||||
//
|
||||
// TEXTURE COORDINATES
|
||||
//
|
||||
try {
|
||||
mesh.textureCoordCount = uvs.length / 2;
|
||||
FloatBuffer TextureArrayBufferData;
|
||||
if(mesh.textureCoordCount > 0){
|
||||
TextureArrayBufferData = BufferUtils.createFloatBuffer(mesh.textureCoordCount * 2);
|
||||
TextureArrayBufferData.put(uvs);
|
||||
TextureArrayBufferData.flip();
|
||||
mesh.buffer_texture_coords(TextureArrayBufferData, 2);
|
||||
}
|
||||
} catch (NullPointerException ex){
|
||||
ex.printStackTrace();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
glBindVertexArray(0);
|
||||
mesh.nodeID = "leaves";
|
||||
return mesh;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public static Model generateLeavesModel(){
|
||||
Model rVal = new Model();
|
||||
rVal.meshes = new ArrayList<Mesh>();
|
||||
Mesh m = generateLeafMesh();
|
||||
|
||||
|
||||
Material groundMat = new Material();
|
||||
groundMat.set_diffuse("/Textures/leavesStylized1.png");
|
||||
groundMat.set_specular("/Textures/leavesStylized1.png");
|
||||
Globals.assetManager.addTexturePathtoQueue("/Textures/leavesStylized1.png");
|
||||
m.setMaterial(groundMat);
|
||||
|
||||
m.setShader(Globals.defaultMeshShader);
|
||||
m.parent = rVal;
|
||||
|
||||
rVal.meshes.add(m);
|
||||
|
||||
return rVal;
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user