OpenGL lighting
This commit is contained in:
parent
5518dae1d7
commit
f7127e0878
28 changed files with 873 additions and 188 deletions
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@ -66,7 +66,8 @@ public class OpenGLRenderer implements Renderer{
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Logger.debug("OpenGL version: [{}]", glGetString(GL_VERSION));
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Logger.debug("GLSL version: [{}]", glGetString(GL_SHADING_LANGUAGE_VERSION));
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.0f, 0.0f, 0.1f, 0.0f);
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glClearColor(0.6f, 0.7f, 1.0f, 0.0f);
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if(!LoggedNullCapabilities){
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Logger.debug("Creating OpenGL Context On Render Thread");
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LoggedNullCapabilities = true;
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@ -124,7 +124,7 @@ public class ConvexMesh {
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int[][] e = {{0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},{0,4},{1,5},{2,6},{3,7}};
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mesh.Edges.addAll(Arrays.asList(e));
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if(!PrimaryRuntime.IsServer && !RenderThread.Headless) {
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PrimaryRuntime.GetEngineInstance().scene().AddActor(new VisualisedCollisionActor3D("VISUALISEDACTOR" + mesh.MeshID.toString(), mesh.Position, mesh.MeshID));
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// PrimaryRuntime.GetEngineInstance().scene().AddActor(new VisualisedCollisionActor3D("VISUALISEDACTOR" + mesh.MeshID.toString(), mesh.Position, mesh.MeshID));
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}
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return mesh;
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}
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@ -99,6 +99,12 @@ public class GameCore implements GameLogic {
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public InitData Initialise(EngineInstance engineInstance) {
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Scene scene = (Scene) engineInstance.scene();
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List<ModelData> models = new ArrayList<>();
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ModelData SponzaData = ModelLoader.LoadModel("resources/models/Cafe/exterior.json");
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List<MaterialData> SponzaMaterial = ModelLoader.LoadMaterials("resources/models/Cafe/exterior_mat.json");
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ModelData SponzaData1 = ModelLoader.LoadModel("resources/models/Cafe/interior.json");
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List<MaterialData> SponzaMaterial1= ModelLoader.LoadMaterials("resources/models/Cafe/interior_mat.json");
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scene.AddActor(new Actor3D("Sponza1", SponzaData.ID(), new Vector3f(0,0f,-5f)).SetScale(0.1f));
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scene.AddActor(new Actor3D("Sponza2", SponzaData1.ID(), new Vector3f(0,0f,-5f)).SetScale(0.1f));
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MelonaData = ModelLoader.LoadModel("resources/models/cube/Cube.json");
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CubeModelID = MelonaData.ID();
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List<MaterialData> MelonaMat = ModelLoader.LoadMaterials("resources/models/cube/Cube_mat.json");
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@ -141,6 +147,10 @@ public class GameCore implements GameLogic {
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}
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boolean createOfflinePlayer = !PrimaryRuntime.IsServer && !ClientSideNetworkUtils.Connected;
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materials.addAll(SponzaMaterial);
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materials.addAll(SponzaMaterial1);
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models.add(SponzaData);
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models.add(SponzaData1);
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materials.addAll(MelonaMat);
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materials.addAll(CollisionVisualisationMat);
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materials.addAll(MelonaMaterial);
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@ -169,13 +179,47 @@ public class GameCore implements GameLogic {
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guiTextures.add(guiTexture);
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}
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scene.GetLightingManager().GetAmbientLightColour().set(1.0f, 0.9f, 0.75f);
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scene.GetLightingManager().SetAmbientLightIntensity(0.6f);
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SkyLight = new Light(new Vector3f(1.5f, 1.20f, 1.0f),new Vector3f(0.0f, -1.0f, 0.3f), true, 2.00f);
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//scene.GetLightingManager().GetAmbientLightColour().set(1.0f, 0.9f, 0.75f);
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//scene.GetLightingManager().SetAmbientLightIntensity(0.6f);
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scene.GetLightingManager().GetAmbientLightColour().set(0.3f, 0.35f, 0.5f);
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scene.GetLightingManager().SetAmbientLightIntensity(0.01f);
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// SkyLight = new Light(new Vector3f(1.5f, 1.20f, 1.0f),new Vector3f(0.0f, -1.0f, 0.3f), true, 2.00f);
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SkyLight = new Light(new Vector3f(0.25f, 1.0f, 1.5f),new Vector3f(0.0f, -1.0f, 0.0f), true, 1.70f);
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SkyLight.SetType(Light.LightType.Directional);
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List<ILight> lights = new ArrayList<>();
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-433, 445f, -424f).div(10.0f),false,3000.0f+ (float)(Math.random() * 100.0)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-210, 445f, 460f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-966, 445f, 204f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-176, 445f, 1000f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(777, 445f, 858).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(376, 445f, -2136).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,2.0f),new Vector3f(2163, 445f, 1880).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3334, 445f, 2405).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3509, 445f, 1825).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3877, 445f, 3378).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(4925, 445f, 3430).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-2083, 445f, -1826).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(2076, 410, 1272).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(2446, 465, 2303).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-842, 410, -1141).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-207, 410, -1830).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(899, 460, -2015).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(1775, 460, -3448).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(1800, 460, -4154).div(10.0f),false,1000.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1727, 410, -387).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1198, 410, -964).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1778, 410, -1502).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2692, 333, -2109).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2849, 333, -1724).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2019, 410, -729).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1727, 410, -389).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1337, 410, 122).div(10.0f),false,100.0f));
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lights.add(new Light(new Vector3f(0.75f,2.0f,0.75f),new Vector3f(1086, 425, -3375).div(10.0f),false,500.0f));
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lights.add(SkyLight);
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ILight[] lightArr = new ILight[lights.size()];
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@ -188,7 +232,7 @@ public class GameCore implements GameLogic {
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}
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//if(PrimaryRuntime.IsServer) {
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permutation.GeneratePermutationArray(5783904701859L);
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GenerateChunk(new Vector3i(0, 0, 0), 16);
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//GenerateChunk(new Vector3i(0, 0, 0), 16);
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for(int i = 0; i < 20; i++){
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SpawnNewActor(engineInstance, new Vector3f(-5 + (float)Math.random() * 10,10 + (float)Math.random() * 10, -5 + (float)Math.random() * 10), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
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}
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@ -293,7 +337,7 @@ public class GameCore implements GameLogic {
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return player;
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}
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public void SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
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public Actor3D SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
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var scene = engineInstance.scene();
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Camera camera = scene.GetCamera();
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SpawnPosition.set(Position);
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@ -314,6 +358,7 @@ public class GameCore implements GameLogic {
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RigidPhysicsController physicsController = (RigidPhysicsController) Melona.GetPhysicsController();
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//RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LinearVelocity.set(0,0,-20f -(40f * (float)Math.random()));
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scene.AddActor(Melona);
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return Melona;
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}
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public void SpawnNewActorEditorComponent(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
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@ -12,4 +12,14 @@ public interface ILight {
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public void SetColour(Vector3f Colour);
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public void SetPositon(float Position);
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public void SetDirectional(boolean Directional);
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public Light.Attenuation GetAttenuation();
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public Light.LightType GetType();
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public void SetType(Light.LightType type);
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public void SetAttenuation(Light.Attenuation attenuation);
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public Vector3f getConeDirection();
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public float getCutOff();
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public float getCutOffAngle();
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public void setConeDirection(float x, float y, float z);
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public void setConeDirection(Vector3f coneDirection);
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}
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@ -1,9 +1,14 @@
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package net.halbear.Terrain4J.EngineCore.Main.Scene.InputEvents;
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import net.halbear.Terrain4J.EngineCore.Input.KeyboardInput;
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import net.halbear.Terrain4J.EngineCore.Logic.Physics.RigidBody.RigidBody;
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import net.halbear.Terrain4J.EngineCore.Logic.Physics.RigidBody.RigidPhysicsController;
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import net.halbear.Terrain4J.EngineCore.Main.GameCore;
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import net.halbear.Terrain4J.EngineCore.Main.PrimaryRuntime;
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import net.halbear.Terrain4J.EngineCore.Main.Scene.*;
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import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3D;
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import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.PlayerActor3D;
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import org.joml.Vector3f;
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import static org.lwjgl.glfw.GLFW.*;
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@ -28,8 +33,16 @@ public class DebugCameraController implements IPlayerInputEvents {
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if(input.keyPressed(GLFW_KEY_SPACE)){
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camera.MoveUp(MovementDist);
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}
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if(input.keySinglePress(GLFW_KEY_F3)){
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Scene.GUI_MODE = (Scene.GUI_MODE + 1) % 2;
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}
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if(input.keyPressed(GLFW_KEY_LEFT_CONTROL)){
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camera.Sprint(true);
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} else camera.Sprint(false);
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if(input.keySinglePress(GLFW_KEY_F)){
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for(int i = 0; i < 20; i++){
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Actor3D Melona = GameCore.SpawnNewActor(PrimaryRuntime.GetEngineInstance(), new Vector3f(-5 + (float)Math.random() * 10,10 + (float)Math.random() * 10, -5 + (float)Math.random() * 10), camera.GetRotation(), camera.GetDirection());
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}
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}
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}
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}
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@ -4,18 +4,90 @@ import org.joml.Vector3f;
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public class Light implements ILight{
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public LightType GetType() {
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return type;
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}
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public void SetType(LightType type) {
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this.type = type;
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}
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public enum LightType{
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Spot,
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Point,
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Directional,
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Ambient
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}
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private Attenuation attenuation;
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private final Vector3f Colour;
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private final Vector3f Position;
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private boolean Directional;
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private float Intensity;
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private boolean Directional = false;
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private float Intensity = 0;
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private LightType type = LightType.Point;
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private Vector3f coneDirection = new Vector3f();
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private float cutOff = 0;
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private float cutOffAngle = 0;
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public Light(Vector3f Colour, Vector3f Position, boolean Directional, float Intensity){
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attenuation = new Attenuation(0, 0, 1);
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this.Colour = Colour;
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this.Position = Position;
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this.Directional = Directional;
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this.Intensity = Intensity;
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}
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public Light(Vector3f Colour, Vector3f Position, LightType type, float Intensity){
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attenuation = new Attenuation(0, 0, 1);
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this.Colour = Colour;
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this.Position = Position;
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this.Directional = type == LightType.Directional;
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this.type = type;
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this.Intensity = Intensity;
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}
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public Light(Vector3f Colour, Vector3f Position, Vector3f coneDirection, float cutOffAngle, float Intensity){
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attenuation = new Attenuation(0, 0, 1);
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this.Colour = Colour;
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this.Position = Position;
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this.Directional = false;
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this.type = LightType.Spot;
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this.Intensity = Intensity;
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}
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public Vector3f getConeDirection() {
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return coneDirection;
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}
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public float getCutOff() {
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return cutOff;
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}
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public float getCutOffAngle() {
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return cutOffAngle;
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}
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public void setConeDirection(float x, float y, float z) {
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coneDirection.set(x, y, z);
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}
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public void setConeDirection(Vector3f coneDirection) {
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this.coneDirection = coneDirection;
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}
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public final void setCutOffAngle(float cutOffAngle) {
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this.cutOffAngle = cutOffAngle;
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cutOff = (float) Math.cos(Math.toRadians(cutOffAngle));
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}
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public Attenuation GetAttenuation() {
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return attenuation;
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}
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public void SetAttenuation(Attenuation attenuation) {
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this.attenuation = attenuation;
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}
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@Override
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public Vector3f GetColour() {
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return Colour;
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@ -55,4 +127,41 @@ public class Light implements ILight{
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public void SetDirectional(boolean Directional) {
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this.Directional = Directional;
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}
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public static class Attenuation {
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private float constant;
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private float exponent;
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private float linear;
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public Attenuation(float constant, float linear, float exponent) {
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this.constant = constant;
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this.linear = linear;
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this.exponent = exponent;
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}
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public float getConstant() {
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return constant;
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}
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public float getExponent() {
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return exponent;
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}
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public float getLinear() {
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return linear;
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}
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public void setConstant(float constant) {
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this.constant = constant;
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}
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public void setExponent(float exponent) {
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this.exponent = exponent;
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}
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public void setLinear(float linear) {
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this.linear = linear;
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}
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}
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}
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@ -8,10 +8,15 @@ import java.util.List;
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public class GLMaterial {
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private final List<GLMesh> meshList;
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private String texturePath;
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String NormalTexturePath;
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boolean hasMetalRoughnessMap;
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boolean hasNormalMap;
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String MetalRoughnessMap;
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Vector4f DiffuseColour;
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float Roughness;
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float Metallic;
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public static final Vector4f DEFAULT_COLOUR = new Vector4f(0.0f, 0.0f, 0.0f, 1.0f);
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private Vector4f DiffuseColour;
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public GLMaterial() {
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meshList = new ArrayList<>();
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DiffuseColour = DEFAULT_COLOUR;
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@ -39,4 +44,44 @@ public class GLMaterial {
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public void SetDiffuseColour(Vector4f diffuseColour) {
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this.DiffuseColour = diffuseColour;
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}
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public String GetNormalTexturePath() {
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return NormalTexturePath;
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}
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public void SetNormalTexturePath(String texturePath) {
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this.NormalTexturePath = texturePath;
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}
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public boolean HasNormalMap() {
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return hasNormalMap;
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}
|
||||
public void HasNormalMap(boolean Set){this.hasNormalMap = Set;}
|
||||
|
||||
public String GetRoughnessTexturePath() {
|
||||
return MetalRoughnessMap;
|
||||
}
|
||||
|
||||
public void SetRoughnessTexturePath(String texturePath) {
|
||||
this.MetalRoughnessMap = texturePath;
|
||||
}
|
||||
|
||||
public boolean HasRoughnessMap() {
|
||||
return hasMetalRoughnessMap;
|
||||
}
|
||||
public void HasRoughnessMap(boolean Set){this.hasMetalRoughnessMap = Set;}
|
||||
public float GetRoughness() {
|
||||
return Roughness;
|
||||
}
|
||||
public void SetRoughness(float roughness) {
|
||||
this.Roughness = roughness;
|
||||
}
|
||||
|
||||
public float GetMetallic() {
|
||||
return Metallic;
|
||||
}
|
||||
public void SetMetallic(float metallic) {
|
||||
this.Metallic = metallic;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,151 +0,0 @@
|
|||
//package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels;
|
||||
//
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Images.Texture;
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Images.TextureCache;
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.Universal.Interfaces.ITextureCache;
|
||||
//import org.joml.Vector4f;
|
||||
//import org.lwjgl.PointerBuffer;
|
||||
//import org.lwjgl.assimp.*;
|
||||
//import org.lwjgl.system.MemoryStack;
|
||||
//
|
||||
//import java.io.File;
|
||||
//import java.nio.IntBuffer;
|
||||
//import java.util.ArrayList;
|
||||
//import java.util.List;
|
||||
//
|
||||
//import static org.lwjgl.assimp.Assimp.*;
|
||||
//
|
||||
//public class GLModelLoader {
|
||||
// private GLModelLoader() {
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
// public static GLModel loadModel(String ModelId, String ModelPath, TextureCache textureCache) {
|
||||
// return loadModel(ModelId, ModelPath, textureCache, aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices |
|
||||
// aiProcess_Triangulate | aiProcess_FixInfacingNormals | aiProcess_CalcTangentSpace | aiProcess_LimitBoneWeights |
|
||||
// aiProcess_PreTransformVertices);
|
||||
//
|
||||
// }
|
||||
//
|
||||
// public static GLModel loadModel(String ModelId, String ModelPath, TextureCache textureCache, int Flags) {
|
||||
// File file = new File(ModelPath);
|
||||
// if (!file.exists()) {
|
||||
// throw new RuntimeException("Model path does not exist: " + ModelPath);
|
||||
// }
|
||||
// String ModelDir = file.getParent();
|
||||
//
|
||||
// AIScene aiScene = aiImportFile(ModelPath, Flags);
|
||||
// if (aiScene == null) {
|
||||
// throw new RuntimeException("Error loading model: " + ModelPath);
|
||||
// }
|
||||
//
|
||||
// int MaterialCount = aiScene.mNumMaterials();
|
||||
// List<GLMaterial> materialList = new ArrayList<>();
|
||||
// for (int i = 0; i < MaterialCount; i++) {
|
||||
// AIMaterial aiMaterial = AIMaterial.create(aiScene.mMaterials().get(i));
|
||||
// materialList.add(ProcessMaterial(aiMaterial, ModelDir, textureCache));
|
||||
// }
|
||||
//
|
||||
// int MeshCount = aiScene.mNumMeshes();
|
||||
// PointerBuffer aiMeshes = aiScene.mMeshes();
|
||||
// GLMaterial defaultMaterial = new GLMaterial();
|
||||
// for (int i = 0; i < MeshCount; i++) {
|
||||
// AIMesh aiMesh = AIMesh.create(aiMeshes.get(i));
|
||||
// GLMesh mesh = ProcessMesh(aiMesh);
|
||||
// int materialIdx = aiMesh.mMaterialIndex();
|
||||
// GLMaterial material;
|
||||
// if (materialIdx >= 0 && materialIdx < materialList.size()) {
|
||||
// material = materialList.get(materialIdx);
|
||||
// } else {
|
||||
// material = defaultMaterial;
|
||||
// }
|
||||
// material.GetMeshList().add(mesh);
|
||||
// }
|
||||
//
|
||||
// if (!defaultMaterial.GetMeshList().isEmpty()) {
|
||||
// materialList.add(defaultMaterial);
|
||||
// }
|
||||
//
|
||||
// return new GLModel(ModelId, materialList);
|
||||
// }
|
||||
//
|
||||
// private static GLMaterial ProcessMaterial(AIMaterial aiMaterial, String modelDir, TextureCache textureCache) {
|
||||
// GLMaterial Material = new GLMaterial();
|
||||
// try (MemoryStack stack = MemoryStack.stackPush()) {
|
||||
// AIColor4D color = AIColor4D.create();
|
||||
//
|
||||
// int result = aiGetMaterialColor(aiMaterial, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_NONE, 0,
|
||||
// color);
|
||||
// if (result == aiReturn_SUCCESS) {
|
||||
// Material.SetDiffuseColour(new Vector4f(color.r(), color.g(), color.b(), color.a()));
|
||||
// }
|
||||
//
|
||||
// AIString aiTexturePath = AIString.calloc(stack);
|
||||
// aiGetMaterialTexture(aiMaterial, aiTextureType_DIFFUSE, 0, aiTexturePath, (IntBuffer) null,
|
||||
// null, null, null, null, null);
|
||||
// String TexturePath = aiTexturePath.dataString();
|
||||
// if (TexturePath != null && TexturePath.length() > 0) {
|
||||
// Material.SetTexturePath(modelDir + File.separator + new File(TexturePath).getName());
|
||||
// textureCache.CreateTexture(Material.GetTexturePath());
|
||||
// Material.SetDiffuseColour(GLMaterial.DEFAULT_COLOUR);
|
||||
// }
|
||||
//
|
||||
// return Material;
|
||||
// }
|
||||
// }
|
||||
// private static GLMesh ProcessMesh(AIMesh aiMesh) {
|
||||
// float[] vertices = ProcessVertices(aiMesh);
|
||||
// float[] textCoords = ProcessTextCoords(aiMesh);
|
||||
// int[] indices = ProcessIndices(aiMesh);
|
||||
//
|
||||
// if (textCoords.length == 0) {
|
||||
// int numElements = (vertices.length / 3) * 2;
|
||||
// textCoords = new float[numElements];
|
||||
// }
|
||||
//
|
||||
// return new GLMesh(vertices, textCoords, indices);
|
||||
// }
|
||||
//
|
||||
// private static int[] ProcessIndices(AIMesh aiMesh) {
|
||||
// List<Integer> indices = new ArrayList<>();
|
||||
// int FaceCount = aiMesh.mNumFaces();
|
||||
// AIFace.Buffer aiFaces = aiMesh.mFaces();
|
||||
// for (int i = 0; i < FaceCount; i++) {
|
||||
// AIFace aiFace = aiFaces.get(i);
|
||||
// IntBuffer buffer = aiFace.mIndices();
|
||||
// while (buffer.remaining() > 0) {
|
||||
// indices.add(buffer.get());
|
||||
// }
|
||||
// }
|
||||
// return indices.stream().mapToInt(Integer::intValue).toArray();
|
||||
// }
|
||||
//
|
||||
// private static float[] ProcessTextCoords(AIMesh aiMesh) {
|
||||
// AIVector3D.Buffer TextureCoordBuffer = aiMesh.mTextureCoords(0);
|
||||
// if (TextureCoordBuffer == null) {
|
||||
// return new float[]{};
|
||||
// }
|
||||
// float[] data = new float[TextureCoordBuffer.remaining() * 2];
|
||||
// int index = 0;
|
||||
// while (TextureCoordBuffer.remaining() > 0) {
|
||||
// AIVector3D TextureCoord = TextureCoordBuffer.get();
|
||||
// data[index++] = TextureCoord.x();
|
||||
// data[index++] = 1 - TextureCoord.y();
|
||||
// }
|
||||
// return data;
|
||||
// }
|
||||
//
|
||||
// private static float[] ProcessVertices(AIMesh aiMesh) {
|
||||
// AIVector3D.Buffer VertexBuffer = aiMesh.mVertices();
|
||||
// float[] data = new float[VertexBuffer.remaining() * 3];
|
||||
// int index = 0;
|
||||
// while (VertexBuffer.remaining() > 0) {
|
||||
// AIVector3D TextureCoord = VertexBuffer.get();
|
||||
// data[index++] = TextureCoord.x();
|
||||
// data[index++] = TextureCoord.y();
|
||||
// data[index++] = TextureCoord.z();
|
||||
// }
|
||||
// return data;
|
||||
// }
|
||||
//}
|
||||
|
|
@ -1,9 +1,12 @@
|
|||
package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Rendering;
|
||||
|
||||
import imgui.extension.imguizmo.flag.Mode;
|
||||
import net.halbear.Terrain4J.EngineCore.Logic.Rendering.VulkanContext;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3D;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3DElement;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.ILight;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.IScene;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Light;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLMaterial;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLMesh;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLModel;
|
||||
|
|
@ -14,24 +17,31 @@ import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader.ShaderProgram
|
|||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader.UniformsMap;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Universal.Interfaces.ITextureCache;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Rendering.Pipeline.Images.ITexture;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanBuffer;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanUtils;
|
||||
import net.halbear.Terrain4J.EngineCore.ServerNetworking.ClientSideNetworkUtils;
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.lwjgl.system.MemoryUtil;
|
||||
import org.tinylog.Logger;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL13.GL_TEXTURE0;
|
||||
import static org.lwjgl.opengl.GL13.glActiveTexture;
|
||||
import static org.lwjgl.opengl.GL13.*;
|
||||
import static org.lwjgl.opengl.GL20.GL_FRAGMENT_SHADER;
|
||||
import static org.lwjgl.opengl.GL20.GL_VERTEX_SHADER;
|
||||
import static org.lwjgl.opengl.GL30.glBindVertexArray;
|
||||
|
||||
public class ForwardRenderer implements SceneRender{
|
||||
|
||||
private static final int MAX_LIGHTS = 32;
|
||||
|
||||
private final ShaderProgram shaderProgram;
|
||||
private UniformsMap uniformsMap;
|
||||
|
||||
|
|
@ -48,8 +58,32 @@ public class ForwardRenderer implements SceneRender{
|
|||
uniformsMap.CreateUniform("projectionMatrix");
|
||||
uniformsMap.CreateUniform("modelMatrix");
|
||||
uniformsMap.CreateUniform("textureSampler");
|
||||
uniformsMap.CreateUniform("normalSampler");
|
||||
uniformsMap.CreateUniform("roughnessSampler");
|
||||
uniformsMap.CreateUniform("viewMatrix");
|
||||
uniformsMap.CreateUniform("sceneInfo.camPos");
|
||||
uniformsMap.CreateUniform("sceneInfo.ambientLightIntensity");
|
||||
uniformsMap.CreateUniform("sceneInfo.ambientLightColor");
|
||||
uniformsMap.CreateUniform("sceneInfo.LightCount");
|
||||
uniformsMap.CreateUniform("material.diffuse");
|
||||
uniformsMap.CreateUniform("material.hasTexture");
|
||||
uniformsMap.CreateUniform("material.hasNormalMap");
|
||||
uniformsMap.CreateUniform("material.hasRoughMap");
|
||||
uniformsMap.CreateUniform("material.roughnessFactor");
|
||||
uniformsMap.CreateUniform("material.metallicFactor");
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
String name = "lights[" + i + "]";
|
||||
uniformsMap.CreateUniform(name + ".position");
|
||||
uniformsMap.CreateUniform(name + ".lightType");
|
||||
uniformsMap.CreateUniform(name + ".intensity");
|
||||
uniformsMap.CreateUniform(name + ".color");
|
||||
uniformsMap.CreateUniform(name + ".conedir");
|
||||
uniformsMap.CreateUniform(name + ".cutoff");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.constant");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.linear");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.exponent");
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -60,9 +94,17 @@ public class ForwardRenderer implements SceneRender{
|
|||
@Override
|
||||
public void Render(IScene scene, ModelsCache modelsCache, TextureCache textureCache) {
|
||||
shaderProgram.Bind();
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
uniformsMap.SetUniform("projectionMatrix", scene.GetProjection().GetProjectionMatrix());
|
||||
uniformsMap.SetUniform("viewMatrix", scene.GetCamera().GetViewMatrix());
|
||||
uniformsMap.SetUniform("sceneInfo.camPos", scene.GetCamera().GetPosition());
|
||||
uniformsMap.SetUniform("sceneInfo.ambientLightIntensity", scene.GetLightingManager().GetAmbientLightIntensity());
|
||||
uniformsMap.SetUniform("sceneInfo.ambientLightColor", scene.GetLightingManager().GetAmbientLightColour());
|
||||
uniformsMap.SetUniform("textureSampler", 0);
|
||||
uniformsMap.SetUniform("normalSampler", 1);
|
||||
uniformsMap.SetUniform("roughnessSampler", 2);
|
||||
UpdateLights(scene);
|
||||
Map<String,GLModel> models = modelsCache.GetModelMap();
|
||||
for (Actor3D actor : scene.GetActors()) {
|
||||
if(actor instanceof Actor3DElement &&( !((Actor3DElement) actor).RenderOnTopOfPlayer && ClientSideNetworkUtils.OwnsActor(((Actor3DElement) actor).GetParentID()) || new Vector3f().set(actor.GetPosition()).sub(scene.GetCamera().GetPosition()).absolute().lengthSquared() < 4f)) continue;
|
||||
|
|
@ -71,9 +113,21 @@ public class ForwardRenderer implements SceneRender{
|
|||
if(model == null) continue;
|
||||
model.GetMeshList().stream().forEach(mesh -> {
|
||||
GLMaterial material = modelsCache.GetMaterial(mesh.MaterialID());
|
||||
uniformsMap.SetUniform("material.diffuse", material.GetDiffuseColour());
|
||||
uniformsMap.SetUniform("material.hasTexture", 1);
|
||||
uniformsMap.SetUniform("material.hasNormalMap", material.HasNormalMap() ? 1 : 0);
|
||||
uniformsMap.SetUniform("material.hasRoughMap", material.HasRoughnessMap() ? 1 : 0);
|
||||
uniformsMap.SetUniform("material.roughnessFactor", material.GetRoughness());
|
||||
uniformsMap.SetUniform("material.metallicFactor", material.GetMetallic());
|
||||
ITexture texture = textureCache.GetTexture(material.GetTexturePath());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
texture.Bind();
|
||||
texture = textureCache.GetTexture(material.HasNormalMap() ? material.GetNormalTexturePath() : TextureCache.DEFAULT_TEXTURE_PATH);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
texture.Bind();
|
||||
texture = textureCache.GetTexture(material.HasRoughnessMap() ? material.GetRoughnessTexturePath() : TextureCache.DEFAULT_TEXTURE_PATH);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
texture.Bind();
|
||||
uniformsMap.SetUniform("material.diffuse", material.GetDiffuseColour());
|
||||
glBindVertexArray(mesh.GetVaoID());
|
||||
uniformsMap.SetUniform("modelMatrix", actor.GetModelMatrix());
|
||||
|
|
@ -85,4 +139,62 @@ public class ForwardRenderer implements SceneRender{
|
|||
|
||||
shaderProgram.UnBind();
|
||||
}
|
||||
|
||||
public void UpdateLights( IScene scene){
|
||||
ILight[] lights = scene.GetLightingManager().GetLights();
|
||||
Matrix4f viewMatrix = scene.GetCamera().GetViewMatrix();
|
||||
int lightCount = Math.min(lights != null ? lights.length : 0, MAX_LIGHTS);
|
||||
uniformsMap.SetUniform("sceneInfo.LightCount", lightCount);
|
||||
ILight light;
|
||||
for(int i = 0; i < lightCount; i++){
|
||||
if (i < MAX_LIGHTS) {
|
||||
light =lights[i];;
|
||||
} else {
|
||||
light = null;
|
||||
}
|
||||
String name = "lights[" + i + "]";
|
||||
UpdateLight(light, name, viewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLight(ILight light, String prefix, Matrix4f viewMatrix) {
|
||||
Vector4f aux = new Vector4f();
|
||||
Vector3f lightPosition = new Vector3f();
|
||||
Vector3f color = new Vector3f();
|
||||
float intensity = 0.0f;
|
||||
float constant = 0.0f;
|
||||
float linear = 0.0f;
|
||||
float exponent = 0.0f;
|
||||
int LightType = 0;
|
||||
Vector3f ConeDir = new Vector3f(0,0,0);
|
||||
float Cutoff = 0f;
|
||||
if (light != null) {
|
||||
switch(light.GetType()){
|
||||
case Point -> LightType = 0;
|
||||
case Directional -> LightType = 1;
|
||||
case Ambient -> LightType = 2;
|
||||
case Spot -> LightType = 3;
|
||||
}
|
||||
aux.set(light.GetPosition(), 1);
|
||||
aux.mul(viewMatrix);
|
||||
lightPosition.set(aux.x, aux.y, aux.z);
|
||||
color.set(light.GetColour());
|
||||
intensity = light.GetIntensity();
|
||||
Light.Attenuation attenuation = light.GetAttenuation();
|
||||
constant = attenuation.getConstant();
|
||||
linear = attenuation.getLinear();
|
||||
exponent = attenuation.getExponent();
|
||||
ConeDir = light.getConeDirection();
|
||||
Cutoff = light.getCutOff();
|
||||
}
|
||||
uniformsMap.SetUniform(prefix + ".position", lightPosition);
|
||||
uniformsMap.SetUniform(prefix + ".lightType", LightType);
|
||||
uniformsMap.SetUniform(prefix + ".intensity", intensity);
|
||||
uniformsMap.SetUniform(prefix + ".color", color);
|
||||
uniformsMap.SetUniform(prefix + ".conedir", ConeDir);
|
||||
uniformsMap.SetUniform(prefix + ".cutoff", Cutoff);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.constant", constant);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.linear", linear);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.exponent", exponent);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -71,7 +71,10 @@ public class ShaderProgram {
|
|||
public void LinkShaderProgram(List<Integer> ShaderModules){
|
||||
glLinkProgram(ProgramID);
|
||||
if(glGetProgrami(ProgramID, GL_LINK_STATUS) == GL_FALSE){
|
||||
Logger.error("Failed to link shader program: [{}]", glGetProgramInfoLog(ProgramID, 1024));
|
||||
String infoLog = glGetProgramInfoLog(ProgramID, 1024);
|
||||
ShaderModules.forEach(ShaderID -> glDetachShader(ProgramID, ShaderID));
|
||||
ShaderModules.forEach(GL30::glDeleteShader);
|
||||
throw new RuntimeException("Failed to link shader program: " + infoLog);
|
||||
}
|
||||
|
||||
ShaderModules.forEach(ShaderID -> glDetachShader(ProgramID, ShaderID));
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader;
|
|||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector2f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.lwjgl.system.MemoryStack;
|
||||
|
||||
|
|
@ -53,4 +54,12 @@ public class UniformsMap {
|
|||
public void SetUniform(String uniformName, Vector2f value) {
|
||||
glUniform2f(GetUniformLocation(uniformName), value.x, value.y);
|
||||
}
|
||||
|
||||
public void SetUniform(String uniformName, float value) {
|
||||
glUniform1f(GetUniformLocation(uniformName), value);
|
||||
}
|
||||
|
||||
public void SetUniform(String uniformName, Vector3f value) {
|
||||
glUniform3f(GetUniformLocation(uniformName), value.x, value.y, value.z);
|
||||
}
|
||||
}
|
||||
|
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|
|
@ -18,7 +18,7 @@ import java.util.UUID;
|
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import static org.lwjgl.vulkan.VK10.VK_FORMAT_R8G8B8A8_SRGB;
|
||||
|
||||
public class TextureCache implements ITextureCache {
|
||||
public static final int MAX_TEXTURES = 128;
|
||||
public static final int MAX_TEXTURES = 256;
|
||||
private final IndexedLinkedHashMap<String, ITexture> TextureMap;
|
||||
private final List<String> ActualTextures;
|
||||
|
||||
|
|
|
|||
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Add table
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Reference in a new issue