Create view and projection matrix for Camera

This commit is contained in:
2021-01-30 14:18:20 +01:00
parent 89ed1b9571
commit a0d46a3b82
10 changed files with 57 additions and 16 deletions

View File

@@ -2,7 +2,7 @@ package com.bartlomiejpluta.samplegame.core.gl.object.mesh;
import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
import com.bartlomiejpluta.samplegame.core.gl.shader.program.ShaderProgram;
import com.bartlomiejpluta.samplegame.core.ui.Window;
import org.lwjgl.opengl.GL15;
import org.lwjgl.system.MemoryStack;
@@ -46,7 +46,7 @@ public class Mesh implements Renderable {
}
@Override
public void render(ShaderManager shaderManager) {
public void render(Window window, ShaderManager shaderManager) {
glBindVertexArray(vaoId);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_INT, 0);

View File

@@ -22,7 +22,9 @@ public class DefaultRenderer implements Renderer {
shaderManager
.createShader("default", "/shaders/default.vs", "/shaders/default.fs")
.selectShader("default")
.createUniform(UniformName.UNI_MODEL_MATRIX);
.createUniform(UniformName.UNI_MODEL_MATRIX)
.createUniform(UniformName.UNI_VIEW_MATRIX)
.createUniform(UniformName.UNI_PROJECTION_MATRIX);
}
@Override
@@ -32,7 +34,7 @@ public class DefaultRenderer implements Renderer {
shaderManager.selectShader("default").useSelectedShader();
renderable.render(shaderManager);
renderable.render(window, shaderManager);
shaderManager.detachCurrentShader();
}

View File

@@ -1,9 +1,9 @@
package com.bartlomiejpluta.samplegame.core.gl.render;
import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
import com.bartlomiejpluta.samplegame.core.gl.shader.program.ShaderProgram;
import com.bartlomiejpluta.samplegame.core.ui.Window;
public interface Renderable {
void render(ShaderManager shaderManager);
void render(Window window, ShaderManager shaderManager);
void cleanUp();
}

View File

@@ -1,5 +1,7 @@
package com.bartlomiejpluta.samplegame.core.gl.shader.constant;
public interface UniformName {
public static final String UNI_MODEL_MATRIX = "modelMatrix";
String UNI_MODEL_MATRIX = "modelMatrix";
String UNI_VIEW_MATRIX = "viewMatrix";
String UNI_PROJECTION_MATRIX = "projectionMatrix";
}

View File

@@ -0,0 +1,22 @@
package com.bartlomiejpluta.samplegame.core.world.camera;
import com.bartlomiejpluta.samplegame.core.ui.Window;
import com.bartlomiejpluta.samplegame.core.world.object.Object;
import org.joml.Matrix4f;
public class Camera extends Object {
private final Matrix4f projectionMatrix = new Matrix4f();
private final Matrix4f viewMatrix = new Matrix4f();
public Matrix4f getProjectionMatrix(Window window) {
return projectionMatrix
.identity()
.setOrtho2D(0, window.getWidth(), window.getHeight(), 0);
}
public Matrix4f getViewMatrix() {
return viewMatrix
.identity()
.translate(-position.x, -position.y, -position.z);
}
}

View File

@@ -11,14 +11,14 @@ public abstract class Object {
private final Matrix4f modelMatrix = new Matrix4f();
@Getter
private final Vector3f position = new Vector3f(0, 0, 0);
protected final Vector3f position = new Vector3f(0, 0, 0);
@Getter
private final Vector3f rotation = new Vector3f(0, 0, 0);
protected final Vector3f rotation = new Vector3f(0, 0, 0);
@Getter
@Setter
private float scale = 1.0f;
protected float scale = 1.0f;
public Object setPosition(float x, float y, float z) {
position.x = x;

View File

@@ -3,6 +3,7 @@ package com.bartlomiejpluta.samplegame.core.world.object;
import com.bartlomiejpluta.samplegame.core.gl.object.mesh.Mesh;
import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
import com.bartlomiejpluta.samplegame.core.ui.Window;
import lombok.RequiredArgsConstructor;
@RequiredArgsConstructor
@@ -10,8 +11,8 @@ public abstract class RenderableObject extends Object implements Renderable {
private final Mesh mesh;
@Override
public void render(ShaderManager shaderManager) {
mesh.render(shaderManager);
public void render(Window window, ShaderManager shaderManager) {
mesh.render(window, shaderManager);
}
@Override

View File

@@ -3,12 +3,17 @@ package com.bartlomiejpluta.samplegame.core.world.scene;
import com.bartlomiejpluta.samplegame.core.gl.render.Renderable;
import com.bartlomiejpluta.samplegame.core.gl.shader.constant.UniformName;
import com.bartlomiejpluta.samplegame.core.gl.shader.manager.ShaderManager;
import com.bartlomiejpluta.samplegame.core.ui.Window;
import com.bartlomiejpluta.samplegame.core.world.camera.Camera;
import com.bartlomiejpluta.samplegame.core.world.object.RenderableObject;
import lombok.RequiredArgsConstructor;
import java.util.ArrayList;
import java.util.List;
@RequiredArgsConstructor
public class Scene implements Renderable {
private final Camera camera;
private final List<RenderableObject> objects = new ArrayList<>();
public Scene add(RenderableObject object) {
@@ -17,10 +22,13 @@ public class Scene implements Renderable {
}
@Override
public void render(ShaderManager shaderManager) {
public void render(Window window, ShaderManager shaderManager) {
shaderManager.setUniform(UniformName.UNI_PROJECTION_MATRIX, camera.getProjectionMatrix(window));
shaderManager.setUniform(UniformName.UNI_VIEW_MATRIX, camera.getViewMatrix());
for(var object : objects) {
shaderManager.setUniform(UniformName.UNI_MODEL_MATRIX, object.getModelMatrix());
object.render(shaderManager);
object.render(window, shaderManager);
}
}

View File

@@ -3,6 +3,7 @@ package com.bartlomiejpluta.samplegame.game.logic;
import com.bartlomiejpluta.samplegame.core.gl.render.Renderer;
import com.bartlomiejpluta.samplegame.core.logic.GameLogic;
import com.bartlomiejpluta.samplegame.core.ui.Window;
import com.bartlomiejpluta.samplegame.core.world.camera.Camera;
import com.bartlomiejpluta.samplegame.core.world.object.Sprite;
import com.bartlomiejpluta.samplegame.core.world.scene.Scene;
import lombok.RequiredArgsConstructor;
@@ -16,7 +17,8 @@ import org.springframework.stereotype.Component;
@RequiredArgsConstructor(onConstructor = @__(@Autowired))
public class DefaultGameLogic implements GameLogic {
private final Renderer renderer;
private final Scene scene = new Scene();
private final Camera camera = new Camera();
private final Scene scene = new Scene(camera);
Sprite sprite;
@@ -26,6 +28,8 @@ public class DefaultGameLogic implements GameLogic {
renderer.init();
sprite = new Sprite();
sprite.setPosition(window.getWidth() / 2.0f, window.getHeight() / 2.0f, 0);
sprite.setScale(100);
scene.add(sprite);
}

View File

@@ -1,10 +1,12 @@
#version 330
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
layout(location=0) in vec3 position;
void main()
{
gl_Position = modelMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}