619 lines
22 KiB
Java
619 lines
22 KiB
Java
package electrosphere.renderer;
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import electrosphere.renderer.assetmanager.AssetDataStrings;
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import electrosphere.renderer.texture.Texture;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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import org.joml.Vector3f;
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import org.lwjgl.BufferUtils;
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import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL30.glGenVertexArrays;
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/**
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*
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* @author satellite
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*/
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public class ModelUtils {
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public static Model createTerrainModel(float[][] heightfield, 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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int width = heightfield.length;
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int height = heightfield[0].length;
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int actualWidth = (int)Math.ceil(1.0 * width / stride);
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int actualHeight = (int)Math.ceil(1.0 * height / stride);
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// System.out.println(actualWidth + " " + actualHeight);
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// System.out.println((actualWidth - 1) * (actualHeight - 1));
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FloatBuffer vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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FloatBuffer normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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IntBuffer faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
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FloatBuffer texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 2);
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for(int x = 0; x < width; x = x + stride){
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for(int y = 0; y < height; y = y + stride){
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//deal with vertex
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vertices.put(x);
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vertices.put(heightfield[x][y]);
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vertices.put(y);
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//deal with normal
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if(x / stride < actualWidth - 1){
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if(y / stride < actualHeight - 1){
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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} else {
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if(y / stride < actualHeight - 1){
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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}
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//deal with texture coordinates
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if(x / stride % 2 == 0){
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if(y / stride % 2 == 0){
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texture_coords.put(0);
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texture_coords.put(0);
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} else {
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texture_coords.put(0);
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texture_coords.put(1);
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}
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} else {
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if(y / stride % 2 == 0){
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texture_coords.put(1);
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texture_coords.put(0);
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} else {
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texture_coords.put(1);
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texture_coords.put(1);
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}
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}
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//deal with faces
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if(x / stride < actualWidth - 1 && y / stride < actualHeight - 1){
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faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
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}
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}
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}
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vertices.flip();
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normals.flip();
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faces.flip();
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texture_coords.flip();
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m.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(m.vertexArrayObject);
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//buffer vertices
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m.buffer_vertices(vertices, 3);
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//buffer normals
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m.buffer_normals(normals, 3);
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//buffer faces
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m.buffer_faces(faces);
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//buffer texture coords
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m.buffer_texture_coords(texture_coords, 2);
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m.shader = ShaderProgram.smart_assemble_shader(false,true);
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glBindVertexArray(0);
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m.parent = rVal;
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Material groundMat = new Material();
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Texture groundTex = new Texture("/Textures/Ground/Dirt1.png");
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groundMat.set_diffuse(groundTex);
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groundMat.set_specular(groundTex);
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m.set_material(groundMat);
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rVal.meshes.add(m);
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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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Model rVal = new Model();
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rVal.meshes = new ArrayList();
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Mesh m = new Mesh();
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int width = heightfield.length;
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int height = heightfield[0].length;
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int actualWidth = (int)Math.ceil(1.0f * width / (1.0f * stride));
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int actualHeight = (int)Math.ceil(1.0f * height / (1.0f * stride));
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// System.out.println(actualWidth + " " + actualHeight);
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// System.out.println((actualWidth - 1) * (actualHeight - 1));
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FloatBuffer vertices;
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FloatBuffer normals;
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IntBuffer faces;
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FloatBuffer texture_coords;
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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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vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 3);
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normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 3);
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faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 2);
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} else {
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vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 2);
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}
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for(int x = 0; x < width; x = x + stride){
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for(int y = 0; y < height; y = y + stride){
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//deal with vertex
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vertices.put(x);
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vertices.put(heightfield[x][y]);
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vertices.put(y);
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//deal with normal
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if(x / stride < actualWidth - 1){
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if(y / stride < actualHeight - 1){
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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} else {
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if(y / stride < actualHeight - 1){
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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}
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//deal with texture coordinates
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if(x / stride % 2 == 0){
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if(y / stride % 2 == 0){
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texture_coords.put(0);
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texture_coords.put(0);
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} else {
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texture_coords.put(0);
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texture_coords.put(1);
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}
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} else {
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if(y / stride % 2 == 0){
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texture_coords.put(1);
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texture_coords.put(0);
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} else {
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texture_coords.put(1);
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texture_coords.put(1);
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}
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}
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//deal with faces
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if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
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faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
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}
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}
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}
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vertices.flip();
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normals.flip();
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faces.flip();
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texture_coords.flip();
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m.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(m.vertexArrayObject);
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//buffer vertices
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m.buffer_vertices(vertices, 3);
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//buffer normals
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m.buffer_normals(normals, 3);
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//buffer faces
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m.buffer_faces(faces);
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//buffer texture coords
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m.buffer_texture_coords(texture_coords, 2);
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m.shader = program;
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glBindVertexArray(0);
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m.parent = rVal;
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Material groundMat = new Material();
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Texture groundTex = new Texture("/Textures/Ground/Dirt1.png");
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groundMat.set_diffuse(groundTex);
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groundMat.set_specular(groundTex);
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m.set_material(groundMat);
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rVal.meshes.add(m);
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return rVal;
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}
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public static Model createUnitCube(){
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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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// System.out.println(actualWidth + " " + actualHeight);
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// System.out.println((actualWidth - 1) * (actualHeight - 1));
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FloatBuffer vertices = BufferUtils.createFloatBuffer(8 * 3);
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FloatBuffer normals = BufferUtils.createFloatBuffer(8 * 3);
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IntBuffer faces = BufferUtils.createIntBuffer(6 * 2 * 3);
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FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8 * 2);
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//vertices
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//0,0,0
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vertices.put(0);
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vertices.put(0);
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vertices.put(0);
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//1,0,0
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vertices.put(1);
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vertices.put(0);
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vertices.put(0);
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//0,1,0
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vertices.put(0);
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vertices.put(1);
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vertices.put(0);
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//1,1,0
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vertices.put(1);
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vertices.put(1);
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vertices.put(0);
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//0,0,1
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vertices.put(0);
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vertices.put(0);
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vertices.put(1);
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//1,0,1
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vertices.put(1);
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vertices.put(0);
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vertices.put(1);
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//0,1,1
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vertices.put(0);
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vertices.put(1);
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vertices.put(1);
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//1,1,1
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vertices.put(1);
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vertices.put(1);
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vertices.put(1);
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//normals
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//-1,-1,-1
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normals.put(-1);
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normals.put(-1);
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normals.put(-1);
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// 1,-1,-1
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normals.put( 1);
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normals.put(-1);
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normals.put(-1);
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//-1, 1,-1
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normals.put(-1);
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normals.put( 1);
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normals.put(-1);
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// 1, 1,-1
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normals.put( 1);
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normals.put( 1);
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normals.put(-1);
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//-1,-1, 1
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normals.put(-1);
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normals.put(-1);
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normals.put( 1);
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// 1,-1, 1
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normals.put( 1);
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normals.put(-1);
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normals.put( 1);
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//-1, 1, 1
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normals.put(-1);
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normals.put( 1);
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normals.put( 1);
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// 1, 1, 1
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normals.put( 1);
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normals.put( 1);
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normals.put( 1);
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//faces
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//0,1,2
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faces.put(0);
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faces.put(1);
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faces.put(2);
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//1,2,3
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faces.put(1);
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faces.put(2);
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faces.put(3);
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//1,3,5
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faces.put(1);
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faces.put(3);
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faces.put(5);
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//3,5,7
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faces.put(3);
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faces.put(5);
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faces.put(7);
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//0,1,4
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faces.put(0);
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faces.put(1);
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faces.put(4);
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//1,4,5
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faces.put(1);
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faces.put(4);
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faces.put(5);
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//0,2,4
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faces.put(0);
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faces.put(2);
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faces.put(4);
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//2,4,6
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faces.put(2);
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faces.put(4);
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faces.put(6);
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//2,3,6
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faces.put(2);
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faces.put(3);
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faces.put(6);
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//3,6,7
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faces.put(3);
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faces.put(6);
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faces.put(7);
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//4,5,6
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faces.put(4);
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faces.put(5);
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faces.put(6);
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//5,6,7
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faces.put(5);
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faces.put(6);
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faces.put(7);
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//texture
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for(int i = 0; i < 8 * 2; i++){
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texture_coords.put(0);
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}
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vertices.flip();
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normals.flip();
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faces.flip();
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texture_coords.flip();
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m.vertexArrayObject = glGenVertexArrays();
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glBindVertexArray(m.vertexArrayObject);
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//buffer vertices
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m.buffer_vertices(vertices, 3);
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//buffer normals
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m.buffer_normals(normals, 3);
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//buffer faces
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m.buffer_faces(faces);
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//buffer texture coords
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m.buffer_texture_coords(texture_coords, 2);
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m.shader = ShaderProgram.smart_assemble_shader(false,true);
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glBindVertexArray(0);
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m.parent = rVal;
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Material groundMat = new Material();
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Texture groundTex = new Texture("/Textures/Ground/Dirt1.png");
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groundMat.set_diffuse(groundTex);
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groundMat.set_specular(groundTex);
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m.set_material(groundMat);
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rVal.meshes.add(m);
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return rVal;
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}
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public static void printModelDimension(Model m){
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float minX = 0;
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float maxX = 0;
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float minY = 0;
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float maxY = 0;
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float minZ = 0;
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float maxZ = 0;
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boolean initiated = false;
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for(Mesh currentMesh : m.meshes){
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if(initiated){
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if(currentMesh.vertexMinX < minX){ minX = currentMesh.vertexMinX; }
|
|
if(currentMesh.vertexMaxX > maxX){ maxX = currentMesh.vertexMaxX; }
|
|
if(currentMesh.vertexMinY < minY){ minY = currentMesh.vertexMinY; }
|
|
if(currentMesh.vertexMaxY > maxY){ maxY = currentMesh.vertexMaxY; }
|
|
if(currentMesh.vertexMinZ < minZ){ minZ = currentMesh.vertexMinZ; }
|
|
if(currentMesh.vertexMaxZ > maxZ){ maxZ = currentMesh.vertexMaxZ; }
|
|
} else {
|
|
initiated = true;
|
|
minX = currentMesh.vertexMinX;
|
|
maxX = currentMesh.vertexMaxX;
|
|
minY = currentMesh.vertexMinY;
|
|
maxY = currentMesh.vertexMaxY;
|
|
minZ = currentMesh.vertexMinZ;
|
|
maxZ = currentMesh.vertexMaxZ;
|
|
}
|
|
}
|
|
System.out.println("dimensions: " + (maxX - minX) + "," + (maxY - minY) + "," + (maxZ-minZ));
|
|
}
|
|
|
|
public static Model createBitmapDisplay(){
|
|
|
|
Model rVal = new Model();
|
|
rVal.meshes = new ArrayList();
|
|
Mesh m = new Mesh();
|
|
m.vertexArrayObject = glGenVertexArrays();
|
|
glBindVertexArray(m.vertexArrayObject);
|
|
//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.buffer_vertices(VertexArrayBufferData, 2);
|
|
//buffer normals
|
|
m.buffer_normals(VertexArrayBufferData, 2);
|
|
//buffer faces
|
|
m.buffer_faces(faceArrayBufferData);
|
|
//buffer texture coords
|
|
m.buffer_texture_coords(TextureArrayBufferData, 2);
|
|
|
|
|
|
m.shader = ShaderProgram.loadSpecificShader("/Shaders/font/basicbitmap/basicbitmap.vs", "/Shaders/font/basicbitmap/basicbitmap.fs");
|
|
|
|
|
|
glBindVertexArray(0);
|
|
m.parent = rVal;
|
|
m.nodeID = AssetDataStrings.ASSET_STRING_BITMAP_FONT_MESH_NAME;
|
|
|
|
Material uiMat = new Material();
|
|
Texture uiTex = new Texture("/Textures/Fonts/myfont1-harsher.png");
|
|
uiMat.set_diffuse(uiTex);
|
|
uiMat.set_specular(uiTex);
|
|
m.set_material(uiMat);
|
|
|
|
rVal.meshes.add(m);
|
|
|
|
return rVal;
|
|
}
|
|
}
|