Renderer/src/main/java/electrosphere/renderer/RenderUtils.java
austin 9407c13217
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2024-02-28 21:21:05 -05:00

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Java

package electrosphere.renderer;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.entity.types.camera.CameraEntityUtils;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.List;
import electrosphere.renderer.actor.ActorTextureMask;
import electrosphere.renderer.texture.Texture;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFW;
import static org.lwjgl.glfw.GLFW.glfwMakeContextCurrent;
import static org.lwjgl.glfw.GLFW.glfwMaximizeWindow;
import org.lwjgl.opengl.GL11;
import static org.lwjgl.opengl.GL11.GL_FLOAT;
import static org.lwjgl.opengl.GL11.GL_LEQUAL;
import static org.lwjgl.opengl.GL11.GL_LESS;
import static org.lwjgl.opengl.GL11.GL_TRIANGLES;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
import org.lwjgl.opengl.GL15;
import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.opengl.GL15.glGenBuffers;
import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL20.glUniform3fv;
import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
import static org.lwjgl.opengl.GL20.glUseProgram;
import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
/**
*
* @author amaterasu
*/
public class RenderUtils {
static int createScreenTextureVAO(){
int rVal = glGenVertexArrays();
glBindVertexArray(rVal);
//vertices
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(12);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.flip();
int vertexBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, VertexArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
//texture coords
FloatBuffer TextureArrayBufferData = BufferUtils.createFloatBuffer(12);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.flip();
int textureCoordBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, textureCoordBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, TextureArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(1);
return rVal;
}
// public static void recaptureScreen(){
// //Makes the window that was just created the current OS-level window context
// // glfwMakeContextCurrent(Globals.window);
// //Maximize it
// // glfwMaximizeWindow(Globals.window);
// //grab focus
// GLFW.glfwFocusWindow(Globals.window);
// //apply mouse controls state
// if(Globals.controlHandler.isMouseVisible()){
// Globals.controlHandler.showMouse();
// } else {
// Globals.controlHandler.hideMouse();
// }
// }
public static Model createSkyboxModel(Material optionalMaterial){
Model skyboxModel = new Model();
skyboxModel.meshes = new ArrayList<Mesh>();
skyboxModel.modelMatrix = new Matrix4d();
// boolean apply_lighting = false;
// boolean has_bones = false;
Mesh skyboxmesh = new Mesh(){
@Override
public void complexDraw(RenderPipelineState renderPipelineState){
if(renderPipelineState.getUseMeshShader()){
GL11.glDepthFunc(GL_LEQUAL);
glUseProgram(shader.shaderProgram);
}
if(renderPipelineState.getUseMaterial()){
if(material == null){
Globals.materialDefault.apply_material(0,1);
Iterator<Vector3f> colorIterator = Globals.skyboxColors.iterator();
int counter = 0;
float[] temp = new float[3];
while(colorIterator.hasNext()){
Vector3f colorCurrent = colorIterator.next();
temp[0] = colorCurrent.x / 255.0f;
temp[1] = colorCurrent.y / 255.0f;
temp[2] = colorCurrent.z / 255.0f;
// System.out.println("colors[" + counter + "] " + temp[0] + " " + temp[1] + " " + temp[2]);
glUniform3fv(glGetUniformLocation(shader.shaderProgram, "colors[" + counter + "]"), temp);
counter++;
}
}
}
glBindVertexArray(vertexArrayObject);
if(renderPipelineState.getBufferStandardUniforms()){
//buffer model/view/proj matrices
glUniformMatrix4fv(shader.shaderVertexModelLoc, false, parent.modelMatrix.get(new float[16]));
glUniformMatrix4fv(shader.shaderVertexViewLoc, false, new Matrix4f(Globals.viewMatrix).scale(100).get(new float[16]));
glUniformMatrix4fv(shader.shaderVertexProjectionLoc, false, Globals.projectionMatrix.get(new float[16]));
glUniform3fv(shader.shaderVertexViewPosLoc, CameraEntityUtils.getCameraEye(Globals.playerCamera).get(BufferUtils.createFloatBuffer(3)));
}
GL11.glDrawElements(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
if(renderPipelineState.getUseMeshShader()){
GL11.glDepthFunc(GL_LESS);
}
}
};
skyboxmesh.mesh = null;
//
// VAO
//
skyboxmesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(skyboxmesh.vertexArrayObject);
float[] vertexcoords = {
100.0f, 100.0f, 100.0f,
100.0f, 100.0f,-100.0f,
100.0f,-100.0f, 100.0f,
100.0f,-100.0f,-100.0f,
-100.0f, 100.0f, 100.0f,
-100.0f, 100.0f,-100.0f,
-100.0f,-100.0f, 100.0f,
-100.0f,-100.0f,-100.0f,
};
//
//Buffer data to GPU
//
try {
skyboxmesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < skyboxmesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
skyboxmesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,4,
1,4,5,
1,3,5,
3,5,7,
4,5,7,
4,6,7,
0,2,4,
2,4,6,
0,1,2,
1,2,3,
2,3,6,
3,6,7,
};
//
// FACES
//
skyboxmesh.faceCount = facedata.length / 3;
skyboxmesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(skyboxmesh.elementCount);
for(int i = 0; i < skyboxmesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
skyboxmesh.buffer_faces(elementArrayBufferData);
if(optionalMaterial != null){
//
// NORMALS
//
try {
skyboxmesh.normalCount = vertexcoords.length / 3;
FloatBuffer NormalArrayBufferData;
if(skyboxmesh.normalCount > 0){
NormalArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.normalCount * 3);
float[] temp = new float[3];
for (int i = 0; i < skyboxmesh.normalCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
NormalArrayBufferData.put(temp);
}
NormalArrayBufferData.flip();
skyboxmesh.buffer_normals(NormalArrayBufferData, 3);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// TEXTURE COORDINATES
//
/*try {
skyboxmesh.textureCoordCount = mesh.mTextureCoords(0).capacity();
FloatBuffer TextureArrayBufferData;
if(skyboxmesh.textureCoordCount > 0){
TextureArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.textureCoordCount * 2);
float[] temp = new float[2];
for (int i = 0; i < skyboxmesh.textureCoordCount; i++) {
AIVector3D normal = texturecoords.get(i);
temp[0] = normal.x();
temp[1] = normal.y();
// temp[2] = normal.z();
TextureArrayBufferData.put(temp);
}
TextureArrayBufferData.flip();
skyboxmesh.buffer_texture_coords(TextureArrayBufferData);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
skyboxmesh.shader = ShaderProgram.smart_assemble_shader(has_bones, apply_lighting);
skybox_model.materials.add(optionalMaterial);
*/
} else {
skyboxmesh.shader = ShaderProgram.loadSpecificShader("/Shaders/skybox/VertexShaderNoTexture.vs", "/Shaders/skybox/FragmentShaderNoTexture.fs");
try {
FloatBuffer ColorArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.vertexCount);
for (int i = 0; i < skyboxmesh.vertexCount; i++) {
ColorArrayBufferData.put(i);
}
ColorArrayBufferData.flip();
int idBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, idBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, ColorArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(1, 1, GL11.GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(1);
} catch (NullPointerException ex){
ex.printStackTrace();
}
}
skyboxmesh.hasBones = false;
glBindVertexArray(0);
skyboxmesh.nodeID = "skybox";
skyboxmesh.parent = skyboxModel;
skyboxModel.meshes.add(skyboxmesh);
return skyboxModel;
}
public static Model createParticleModel(){
Model particleModel = new Model();
particleModel.meshes = new ArrayList<Mesh>();
particleModel.modelMatrix = new Matrix4d();
Mesh particleMesh = new Mesh();
particleMesh.mesh = null;
//
// VAO
//
particleMesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(particleMesh.vertexArrayObject);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
particleMesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(particleMesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < particleMesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
particleMesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
particleMesh.faceCount = facedata.length / 3;
particleMesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(particleMesh.elementCount);
for(int i = 0; i < particleMesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
particleMesh.buffer_faces(elementArrayBufferData);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,0,
1,0,
0,1,
1,1
};
texture_coords.put(texturedata);
texture_coords.flip();
particleMesh.buffer_texture_coords(texture_coords, 2);
particleMesh.shader = ShaderProgram.loadSpecificShader("Shaders/particleBillboard/particleBillboard.vs", "Shaders/particleBillboard/particleBillboard.fs");
particleMesh.hasBones = false;
glBindVertexArray(0);
particleMesh.nodeID = "particleBillboard";
particleMesh.parent = particleModel;
particleModel.meshes.add(particleMesh);
return particleModel;
}
public static Model createPlaneModel(String vertexShader, String fragmentShader){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
rVal.modelMatrix = new Matrix4d();
Mesh planeMesh = new Mesh();
planeMesh.mesh = null;
//
// VAO
//
planeMesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(planeMesh.vertexArrayObject);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
planeMesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(planeMesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < planeMesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
planeMesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
planeMesh.faceCount = facedata.length / 3;
planeMesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(planeMesh.elementCount);
for(int i = 0; i < planeMesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
planeMesh.buffer_faces(elementArrayBufferData);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,1,
1,1,
0,0,
1,0
};
texture_coords.put(texturedata);
texture_coords.flip();
planeMesh.buffer_texture_coords(texture_coords, 2);
planeMesh.shader = ShaderProgram.loadSpecificShader(vertexShader,fragmentShader);
planeMesh.hasBones = false;
glBindVertexArray(0);
planeMesh.nodeID = "plane";
planeMesh.parent = rVal;
rVal.meshes.add(planeMesh);
return rVal;
}
@Deprecated
public static Model createBitmapDisplay(){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
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();
Globals.assetManager.addTexturePathtoQueue("/Textures/Fonts/myfont1-harsher.png");
uiMat.set_diffuse("/Textures/Fonts/myfont1-harsher.png");
uiMat.set_specular("/Textures/Fonts/myfont1-harsher.png");
m.setMaterial(uiMat);
rVal.materials = new ArrayList<Material>();
rVal.materials.add(uiMat);
rVal.meshes.add(m);
return rVal;
}
/**
* Creates a model to use to show bitmap characters
* @return The model
*/
public static Model createBitmapCharacter(){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = new Mesh();
m.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(m.vertexArrayObject);
//vertices
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(12);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.flip();
IntBuffer faceArrayBufferData = BufferUtils.createIntBuffer(6);
faceArrayBufferData.put(0);
faceArrayBufferData.put(1);
faceArrayBufferData.put(2);
faceArrayBufferData.put(3);
faceArrayBufferData.put(4);
faceArrayBufferData.put(5);
faceArrayBufferData.flip();
//texture coords
FloatBuffer TextureArrayBufferData = BufferUtils.createFloatBuffer(12);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(1);
TextureArrayBufferData.flip();
//buffer vertices
m.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/bitmapchar/bitmapchar.vs", "/Shaders/font/bitmapchar/bitmapchar.fs");
glBindVertexArray(0);
m.parent = rVal;
m.nodeID = AssetDataStrings.ASSET_STRING_BITMAP_FONT_MESH_NAME;
rVal.meshes.add(m);
return rVal;
}
public static Model createInWindowPanel(String vertexShader, String fragmentShader){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = new Mesh();
m.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(m.vertexArrayObject);
//vertices
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(12);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put(-1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.put( 1);
VertexArrayBufferData.flip();
IntBuffer faceArrayBufferData = BufferUtils.createIntBuffer(6);
faceArrayBufferData.put(0);
faceArrayBufferData.put(1);
faceArrayBufferData.put(2);
faceArrayBufferData.put(3);
faceArrayBufferData.put(4);
faceArrayBufferData.put(5);
faceArrayBufferData.flip();
//texture coords
FloatBuffer TextureArrayBufferData = BufferUtils.createFloatBuffer(12);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(0);
TextureArrayBufferData.put(1);
TextureArrayBufferData.put(1);
TextureArrayBufferData.flip();
//buffer vertices
m.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(vertexShader, fragmentShader);
glBindVertexArray(0);
m.parent = rVal;
m.nodeID = "plane";
rVal.meshes.add(m);
return rVal;
}
public static Model createTerrainModelPrecomputedShader(float[][] heightfield, float[][] texturemap, ShaderProgram program, int stride){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = new Mesh();
int width = heightfield.length;
int height = heightfield[0].length;
int actualWidth = (int)Math.ceil(1.0f * width / (1.0f * stride));
int actualHeight = (int)Math.ceil(1.0f * height / (1.0f * stride));
// System.out.println(actualWidth + " " + actualHeight);
// System.out.println((actualWidth - 1) * (actualHeight - 1));
FloatBuffer vertices;
FloatBuffer normals;
IntBuffer faces;
FloatBuffer texture_coords;
FloatBuffer textureIndices;
if(stride * actualWidth > width){
int drawWidth = actualWidth + 1;
int drawHeight = actualHeight + 1;
vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 16);
} else {
vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 16);
}
int incrementer = 0;
// int numFaces = (actualWidth - 1) * (actualHeight - 1) * 2 * 3;
for(int x = 0; x < width - 1; x = x + stride){
for(int y = 0; y < height - 1; y = y + stride){
//deal with vertex
//0,0
vertices.put(x);
vertices.put(heightfield[x][y]);
vertices.put(y);
//1,0
vertices.put(x + stride);
vertices.put(heightfield[x+stride][y]);
vertices.put(y);
//0,1
vertices.put(x);
vertices.put(heightfield[x][y+stride]);
vertices.put(y + stride);
//1,1
vertices.put(x + stride);
vertices.put(heightfield[x+stride][y+stride]);
vertices.put(y + stride);
//deal with normal
Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y + stride);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y + stride);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
//deal with texture coordinates
// if(x / stride % 2 == 0){
// if(y / stride % 2 == 0){
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
// } else {
// texture_coords.put(0);
// texture_coords.put(1);
// }
// } else {
// if(y / stride % 2 == 0){
// texture_coords.put(1);
// texture_coords.put(0);
// } else {
// texture_coords.put(1);
// texture_coords.put(1);
// }
// }
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(1);
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(1);
texture_coords.put(1);
texture_coords.put(1);
if(x + stride < width - 1 && y + stride < height - 1){
// texturemap[x+stride][y+stride];
for(int i = 0; i < 4 ; i++){
// textureIndices.put(1);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
textureIndices.put(texturemap[x][y]);
textureIndices.put(texturemap[x+stride][y]);
textureIndices.put(texturemap[x][y+stride]);
textureIndices.put(texturemap[x+stride][y+stride]);
}
} else {
for(int i = 0; i < 4 ; i++){
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
}
}
//deal with faces
if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
faces.put(incrementer * 4 + 0);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 3);
}
incrementer++;
}
}
vertices.flip();
normals.flip();
faces.flip();
texture_coords.flip();
textureIndices.flip();
m.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(m.vertexArrayObject);
//buffer vertices
m.buffer_vertices(vertices, 3);
//buffer normals
m.buffer_normals(normals, 3);
//buffer faces
m.buffer_faces(faces);
//buffer texture coords
m.buffer_texture_coords(texture_coords, 2);
//texture indices
m.bufferCustomFloatAttribArray(textureIndices, 4, 5);
m.shader = program;
glBindVertexArray(0);
m.parent = rVal;
m.hasBones = false;
Material groundMat = new Material();
Globals.assetManager.addTexturePathtoQueue("/Textures/Ground/Dirt1.png");
groundMat.set_diffuse("/Textures/Ground/Dirt1.png");
groundMat.set_specular("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
rVal.meshes.add(m);
return rVal;
}
static float MINIMIZATION_DIFF_MAX = 0.001f;
public static Model createMinimizedTerrainModelPrecomputedShader(float[][] heightfield, float[][] texturemap, ShaderProgram program, int stride){
class QuadToGenerate {
//coords are inclusive
int startX;
int endX;
int startY;
int endY;
float diff;
float min;
float max;
float texture;
boolean homogeneousTexture;
QuadToGenerate(int startX, int startY, int endX, int endY, float diff, float min, float max, boolean homogeneousTexture, float texture){
this.startX = startX;
this.startY = startY;
this.endX = endX;
this.endY = endY;
this.diff = diff;
this.min = min;
this.max = max;
this.texture = texture;
this.homogeneousTexture = homogeneousTexture;
}
}
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = new Mesh();
m.nodeID = "terrain";
int width = heightfield.length;
int height = heightfield[0].length;
int actualWidth = (int)Math.ceil(1.0f * width / (1.0f * stride));
int actualHeight = (int)Math.ceil(1.0f * height / (1.0f * stride));
// System.out.println(actualWidth + " " + actualHeight);
// System.out.println((actualWidth - 1) * (actualHeight - 1));
FloatBuffer vertices;
FloatBuffer normals;
IntBuffer faces;
FloatBuffer texture_coords;
FloatBuffer textureIndices;
if(stride * actualWidth > width){
int drawWidth = actualWidth + 1;
int drawHeight = actualHeight + 1;
vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 16);
} else {
vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
textureIndices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 16);
}
//merge along y
List<QuadToGenerate> firstPhaseQuads = new LinkedList<QuadToGenerate>();
QuadToGenerate quadCurrent = null;
float minVal = 0;
float maxVal = 0;
for(int x = 0; x < width - 1; x = x + stride){
quadCurrent = null;
for(int y = 0; y < height - 1; y = y + stride){
if((x == 5 && y == 2)){
// System.out.println(quadCurrent);
// continue;
}
if(quadCurrent == null){
minVal = 100000000;
maxVal = 0;
//minval
if(heightfield[x][y] < minVal){
minVal = heightfield[x][y];
}
if(heightfield[x+stride][y] < minVal){
minVal = heightfield[x+stride][y];
}
if(heightfield[x][y+stride] < minVal){
minVal = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] < minVal){
minVal = heightfield[x+stride][y+stride];
}
//maxval
if(heightfield[x][y] > maxVal){
maxVal = heightfield[x][y];
}
if(heightfield[x+stride][y] > maxVal){
maxVal = heightfield[x+stride][y];
}
if(heightfield[x][y+stride] > maxVal){
maxVal = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] > maxVal){
maxVal = heightfield[x+stride][y+stride];
}
boolean textureMatch = false;
float texture = -1;
if(x+stride < width - 1 && y+stride < height - 1 &&
texturemap[x][y] == texturemap[x+stride][y] &&
texturemap[x][y] == texturemap[x][y+stride] &&
texturemap[x][y] == texturemap[x+stride][y+stride]){
textureMatch = true;
texture = texturemap[x][y];
} else {
// if(x > 8 && (x+stride < width - 1) && (y+stride < height -1)){
// System.out.println(
// (x+stride < width - 1) + " " +
// (y+stride < height -1) + " " +
// (texturemap[x][y] == texturemap[x+stride][y]) + " " +
// (texturemap[x][y] == texturemap[x][y+stride]) + " " +
// (texturemap[x][y] == texturemap[x+stride][y+stride])
// );
// }
}
if(textureMatch){
quadCurrent = new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture);
} else {
firstPhaseQuads.add(new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture));
// quadCurrent = null;
}
} else {
float newMin = minVal;
float newMax = maxVal;
//min
if(heightfield[x][y+stride] < newMin){
newMin = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] < newMin){
newMin = heightfield[x+stride][y+stride];
}
//max
if(heightfield[x][y+stride] > newMax){
newMax = heightfield[x][y+stride];
}
if(heightfield[x+stride][y+stride] > newMax){
newMax = heightfield[x+stride][y+stride];
}
if(y+stride < height - 1 && x+stride < width - 1){
if(newMax - newMin < MINIMIZATION_DIFF_MAX &&
quadCurrent.texture == texturemap[x+stride][y] &&
quadCurrent.texture == texturemap[x ][y+stride] &&
quadCurrent.texture == texturemap[x+stride][y+stride] &&
quadCurrent.homogeneousTexture
){
//add to quad
quadCurrent.endY = y + stride;
quadCurrent.diff = newMax - newMin;
quadCurrent.min = newMax;
quadCurrent.max = newMax;
} else {
//push quad
firstPhaseQuads.add(quadCurrent);
firstPhaseQuads.add(new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,false,0));
quadCurrent = null;
// System.out.println("Push");
}
} else {
if(newMax - newMin < MINIMIZATION_DIFF_MAX){
//add to quad
quadCurrent.endY = y + stride;
quadCurrent.diff = newMax - newMin;
quadCurrent.min = newMax;
quadCurrent.max = newMax;
} else {
//push quad that we were building
firstPhaseQuads.add(quadCurrent);
// quadCurrent = null;
//create new quad from what we were just analyzing
boolean textureMatch = false;
float texture = -1;
quadCurrent = new QuadToGenerate(x,y,x+stride,y+stride,maxVal - minVal,minVal,maxVal,textureMatch,texture);
// System.out.println("Push");
}
}
}
}
if(quadCurrent != null){
firstPhaseQuads.add(quadCurrent);
}
}
List<QuadToGenerate> finalQuads = new LinkedList<QuadToGenerate>();
// for(QuadToGenerate current : firstPhaseQuads){
// finalQuads.add(current);
// }
// System.out.println(finalQuads.size());
//merge along x
// QuadToGenerate currentQuad = null;
List<QuadToGenerate> toSkip = new LinkedList<QuadToGenerate>();
for(QuadToGenerate currentQuad : firstPhaseQuads){
// toRemove.clear();
if(toSkip.contains(currentQuad)){
continue;
}
for(QuadToGenerate currentPotentialMatch : firstPhaseQuads){
if(currentPotentialMatch.startX <= currentQuad.startX){
continue;
}
if(currentPotentialMatch.startX > currentQuad.endX){
break;
}
if(currentPotentialMatch.startY != currentQuad.startY){
continue;
}
if(currentPotentialMatch.endY != currentQuad.endY){
continue;
}
if(
!(currentQuad.homogeneousTexture &&
currentPotentialMatch.homogeneousTexture &&
currentQuad.texture == currentPotentialMatch.texture)
){
continue;
}
if(currentQuad.min < currentPotentialMatch.min && currentQuad.max < currentPotentialMatch.max){
float min = currentQuad.min;
float max = currentPotentialMatch.max;
if(max - min < MINIMIZATION_DIFF_MAX){
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.max = currentPotentialMatch.max;
toSkip.add(currentPotentialMatch);
}
} else if(currentQuad.min > currentPotentialMatch.min && currentQuad.max > currentPotentialMatch.max){
float min = currentPotentialMatch.min;
float max = currentQuad.max;
if(max - min < MINIMIZATION_DIFF_MAX){
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.min = currentPotentialMatch.min;
toSkip.add(currentPotentialMatch);
}
} else {
if(currentQuad.min < currentPotentialMatch.min){
currentQuad.endX = currentPotentialMatch.endX;
} else {
currentQuad.endX = currentPotentialMatch.endX;
currentQuad.min = currentPotentialMatch.min;
currentQuad.max = currentPotentialMatch.max;
}
toSkip.add(currentPotentialMatch);
}
}
finalQuads.add(currentQuad);
}
// for(QuadToGenerate currentIteration : firstPhaseQuads){
// if(currentQuad == null){
// currentQuad = currentIteration;
// } else {
// //if should merge:
// if(
// currentQuad.homogeneousTexture &&
// currentIteration.homogeneousTexture &&
// currentQuad.texture == currentIteration.texture
// ){
// if(currentQuad.min < currentIteration.min && currentQuad.max < currentIteration.max){
// float min = currentQuad.min;
// float max = currentIteration.max;
// if(max - min < MINIMIZATION_DIFF_MAX){
// currentQuad.endX = currentIteration.endX;
// currentQuad.max = currentIteration.max;
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// } else if(currentQuad.min > currentIteration.min && currentQuad.max > currentIteration.max){
// float min = currentIteration.min;
// float max = currentQuad.max;
// if(max - min < MINIMIZATION_DIFF_MAX){
// currentQuad.endX = currentIteration.endX;
// currentQuad.min = currentIteration.min;
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// } else {
// if(currentQuad.min < currentIteration.min){
// currentQuad.endX = currentIteration.endX;
// } else {
// currentQuad.endX = currentIteration.endX;
// currentQuad.min = currentIteration.min;
// currentQuad.max = currentIteration.max;
// }
// }
// } else {
// finalQuads.add(currentQuad);
// currentQuad = currentIteration;
// }
// }
// }
// finalQuads.add(currentQuad);
// for(QuadToGenerate current : finalQuads){
// if(current.startX > 0 && current.startY > 0 && current.endX < 99 && current.endY < 99){
// System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
// }
// }
// System.out.println("AAAAAAAAAAAAAAAAAA");
// System.out.println(finalQuads.size());
// System.exit(0);
int incrementer = 0;
for(QuadToGenerate current : finalQuads){
//deal with vertex
//0,0
vertices.put(current.startX);
vertices.put(heightfield[current.startX][current.startY]);
vertices.put(current.startY);
//1,0
vertices.put(current.endX);
vertices.put(heightfield[current.endX][current.startY]);
vertices.put(current.startY);
//0,1
vertices.put(current.startX);
vertices.put(heightfield[current.startX][current.endY]);
vertices.put(current.endY);
//1,1
vertices.put(current.endX);
vertices.put(heightfield[current.endX][current.endY]);
vertices.put(current.endY);
//deal with normal
Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.startX, current.startY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.endX, current.startY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.startX, current.endY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, current.endX, current.endY);
normals.put(normal.x);
normals.put(normal.y);
normals.put(normal.z);
//deal with texture coordinates
// if(x / stride % 2 == 0){
// if(y / stride % 2 == 0){
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
// } else {
// texture_coords.put(0);
// texture_coords.put(1);
// }
// } else {
// if(y / stride % 2 == 0){
// texture_coords.put(1);
// texture_coords.put(0);
// } else {
// texture_coords.put(1);
// texture_coords.put(1);
// }
// }
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(current.endX - current.startX);
texture_coords.put(0);
texture_coords.put(0);
texture_coords.put(current.endY - current.startY);
texture_coords.put(current.endX - current.startX);
texture_coords.put(current.endY - current.startY);
if(current.endX < width - 1 && current.endY < height - 1){
// texturemap[x+stride][y+stride];
for(int i = 0; i < 4 ; i++){
// textureIndices.put(1);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
textureIndices.put(texturemap[current.startX][current.startY]);
textureIndices.put(texturemap[current.endX][current.startY]);
textureIndices.put(texturemap[current.startX][current.endY]);
textureIndices.put(texturemap[current.endX][current.endY]);
}
} else {
for(int i = 0; i < 4 ; i++){
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
textureIndices.put(0);
}
}
//deal with faces
faces.put(incrementer * 4 + 0);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 1);
faces.put(incrementer * 4 + 2);
faces.put(incrementer * 4 + 3);
incrementer++;
}
// int numFaces = (actualWidth - 1) * (actualHeight - 1) * 2 * 3;
// for(int x = 0; x < width - 1; x = x + stride){
// for(int y = 0; y < height - 1; y = y + stride){
// //deal with vertex
// //0,0
// vertices.put(x);
// vertices.put(heightfield[x][y]);
// vertices.put(y);
// //1,0
// vertices.put(x + stride);
// vertices.put(heightfield[x+stride][y]);
// vertices.put(y);
// //0,1
// vertices.put(x);
// vertices.put(heightfield[x][y+stride]);
// vertices.put(y + stride);
// //1,1
// vertices.put(x + stride);
// vertices.put(heightfield[x+stride][y+stride]);
// vertices.put(y + stride);
// //deal with normal
// Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y + stride);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + stride, y + stride);
// normals.put(normal.x);
// normals.put(normal.y);
// normals.put(normal.z);
// //deal with texture coordinates
//// if(x / stride % 2 == 0){
//// if(y / stride % 2 == 0){
//// texture_coords.put(0);
//// texture_coords.put(0);
//// texture_coords.put(1);
//// texture_coords.put(0);
//// texture_coords.put(0);
//// texture_coords.put(1);
//// texture_coords.put(1);
//// texture_coords.put(1);
//// } else {
//// texture_coords.put(0);
//// texture_coords.put(1);
//// }
//// } else {
//// if(y / stride % 2 == 0){
//// texture_coords.put(1);
//// texture_coords.put(0);
//// } else {
//// texture_coords.put(1);
//// texture_coords.put(1);
//// }
//// }
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(0);
// texture_coords.put(0);
// texture_coords.put(1);
// texture_coords.put(1);
// texture_coords.put(1);
//
// if(x + stride < width - 1 && y + stride < height - 1){
//// texturemap[x+stride][y+stride];
// for(int i = 0; i < 4 ; i++){
//// textureIndices.put(1);
//// textureIndices.put(0);
//// textureIndices.put(0);
//// textureIndices.put(0);
// textureIndices.put(texturemap[x][y]);
// textureIndices.put(texturemap[x+stride][y]);
// textureIndices.put(texturemap[x][y+stride]);
// textureIndices.put(texturemap[x+stride][y+stride]);
// }
// } else {
// for(int i = 0; i < 4 ; i++){
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
// textureIndices.put(0);
// }
// }
//
//
// //deal with faces
// if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
// faces.put(incrementer * 4 + 0);
// faces.put(incrementer * 4 + 1);
// faces.put(incrementer * 4 + 2);
// faces.put(incrementer * 4 + 1);
// faces.put(incrementer * 4 + 2);
// faces.put(incrementer * 4 + 3);
// }
// incrementer++;
// }
// }
// System.out.println(incrementer + " quads");
vertices.flip();
normals.flip();
faces.flip();
texture_coords.flip();
textureIndices.flip();
m.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(m.vertexArrayObject);
//buffer vertices
m.buffer_vertices(vertices, 3);
//buffer normals
m.buffer_normals(normals, 3);
//buffer faces
m.buffer_faces(faces);
//buffer texture coords
m.buffer_texture_coords(texture_coords, 2);
//texture indices
m.bufferCustomFloatAttribArray(textureIndices, 4, 5);
m.shader = program;
glBindVertexArray(0);
m.parent = rVal;
m.hasBones = false;
Material groundMat = new Material();
Globals.assetManager.addTexturePathtoQueue("/Textures/Ground/Dirt1.png");
groundMat.set_diffuse("/Textures/Ground/Dirt1.png");
groundMat.set_specular("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
rVal.meshes.add(m);
return rVal;
}
static Vector3f calculateTerrainNormal(float[][] heightfield, int actualWidth, int actualHeight, int stride, int x, int y){
Vector3f rVal = new Vector3f();
if(x / stride < actualWidth - 1){
if(y / stride < actualHeight - 1){
float hL;
if(x > 0){
hL = heightfield[x-1][y];
} else {
hL = heightfield[x][y];
}
float hR = heightfield[x+1][y];
float hD = heightfield[x][y+1];
float hU;
if(y > 0){
hU = heightfield[x][y-1];
} else {
hU = heightfield[x][y];
}
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
} else {
float hL;
if(x > 0){
hL = heightfield[x-1][y];
} else {
hL = heightfield[x][y];
}
float hR = heightfield[x+1][y];
float hD = heightfield[x][y];
float hU = heightfield[x][y-1];
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
}
} else {
if(y / stride < actualHeight - 1){
float hL = heightfield[x-1][y];
float hR = heightfield[x][y];
float hD = heightfield[x][y+1];
float hU;
if(y > 0){
hU = heightfield[x][y-1];
} else {
hU = heightfield[x][y];
}
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
} else {
float hL = heightfield[x-1][y];
float hR = heightfield[x][y];
float hD = heightfield[x][y];
float hU = heightfield[x][y-1];
rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
rVal.normalize();
}
}
return rVal;
}
public static Model createUnitCube(){
Model rVal = new Model();
rVal.meshes = new ArrayList<Mesh>();
Mesh m = new Mesh();
// System.out.println(actualWidth + " " + actualHeight);
// System.out.println((actualWidth - 1) * (actualHeight - 1));
FloatBuffer vertices = BufferUtils.createFloatBuffer(8 * 3);
FloatBuffer normals = BufferUtils.createFloatBuffer(8 * 3);
IntBuffer faces = BufferUtils.createIntBuffer(6 * 2 * 3);
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8 * 2);
//vertices
//0,0,0
vertices.put(0);
vertices.put(0);
vertices.put(0);
//1,0,0
vertices.put(1);
vertices.put(0);
vertices.put(0);
//0,1,0
vertices.put(0);
vertices.put(1);
vertices.put(0);
//1,1,0
vertices.put(1);
vertices.put(1);
vertices.put(0);
//0,0,1
vertices.put(0);
vertices.put(0);
vertices.put(1);
//1,0,1
vertices.put(1);
vertices.put(0);
vertices.put(1);
//0,1,1
vertices.put(0);
vertices.put(1);
vertices.put(1);
//1,1,1
vertices.put(1);
vertices.put(1);
vertices.put(1);
//normals
//-1,-1,-1
normals.put(-1);
normals.put(-1);
normals.put(-1);
// 1,-1,-1
normals.put( 1);
normals.put(-1);
normals.put(-1);
//-1, 1,-1
normals.put(-1);
normals.put( 1);
normals.put(-1);
// 1, 1,-1
normals.put( 1);
normals.put( 1);
normals.put(-1);
//-1,-1, 1
normals.put(-1);
normals.put(-1);
normals.put( 1);
// 1,-1, 1
normals.put( 1);
normals.put(-1);
normals.put( 1);
//-1, 1, 1
normals.put(-1);
normals.put( 1);
normals.put( 1);
// 1, 1, 1
normals.put( 1);
normals.put( 1);
normals.put( 1);
//faces
//0,1,2
faces.put(0);
faces.put(1);
faces.put(2);
//1,2,3
faces.put(1);
faces.put(2);
faces.put(3);
//1,3,5
faces.put(1);
faces.put(3);
faces.put(5);
//3,5,7
faces.put(3);
faces.put(5);
faces.put(7);
//0,1,4
faces.put(0);
faces.put(1);
faces.put(4);
//1,4,5
faces.put(1);
faces.put(4);
faces.put(5);
//0,2,4
faces.put(0);
faces.put(2);
faces.put(4);
//2,4,6
faces.put(2);
faces.put(4);
faces.put(6);
//2,3,6
faces.put(2);
faces.put(3);
faces.put(6);
//3,6,7
faces.put(3);
faces.put(6);
faces.put(7);
//4,5,6
faces.put(4);
faces.put(5);
faces.put(6);
//5,6,7
faces.put(5);
faces.put(6);
faces.put(7);
//texture
for(int i = 0; i < 8 * 2; i++){
texture_coords.put(0);
}
vertices.flip();
normals.flip();
faces.flip();
texture_coords.flip();
m.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(m.vertexArrayObject);
//buffer vertices
m.buffer_vertices(vertices, 3);
//buffer normals
m.buffer_normals(normals, 3);
//buffer faces
m.buffer_faces(faces);
//buffer texture coords
m.buffer_texture_coords(texture_coords, 2);
m.shader = ShaderProgram.smart_assemble_shader(false,true);
glBindVertexArray(0);
m.parent = rVal;
Material groundMat = new Material();
Globals.assetManager.addTexturePathtoQueue("/Textures/Ground/Dirt1.png");
groundMat.set_diffuse("/Textures/Ground/Dirt1.png");
groundMat.set_specular("/Textures/Ground/Dirt1.png");
m.setMaterial(groundMat);
rVal.meshes.add(m);
return rVal;
}
public static ActorTextureMask generateVolumetricTextureMask(String meshName){
List<Texture> textureList = new LinkedList<Texture>();
textureList.add(Globals.renderingEngine.getVolumeFrontfaceTexture());
textureList.add(Globals.renderingEngine.getVolumeBackfaceTexture());
List<String> uniformList = new LinkedList<String>();
uniformList.add("volumeDepthFrontface");
uniformList.add("volumeDepthBackface");
return new ActorTextureMask(meshName,textureList,uniformList);
}
}