Java tutorial
/* * Copyright (C) 2016 Otso Nuortimo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package voxels; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import org.lwjgl.util.vector.Matrix4f; import org.lwjgl.util.vector.Vector3f; import voxels.ChunkManager.VertexData; /** * * @author otso */ public class Mesh { private static int meshCounter = 0; private VertexData[] vertices = null; private Vector3f modelPos = null; private Vector3f modelAngle = null; private Vector3f modelScale = null; private Matrix4f modelMatrix; private ByteBuffer verticesByteBuffer = null; private int vboId; private int vaoId; private int vboiId; private int indicesCount; private int id; public Mesh() { this(new Vector3f(0, 0, 0)); } public Mesh(Vector3f modelPos) { this.modelPos = modelPos; modelAngle = new Vector3f(); modelScale = new Vector3f(1, 1, 1); modelMatrix = new Matrix4f(); id = meshCounter; meshCounter++; createMesh(); } private void createMesh() { // We'll define our quad using 4 vertices of the custom 'TexturedVertex' class VertexData v0 = new VertexData(); v0.setXYZ(-0.5f, 0.5f, 0.5f); v0.setRGB(1, 0, 0); v0.setST(0, 0); VertexData v1 = new VertexData(); v1.setXYZ(-0.5f, -0.5f, 0.5f); v1.setRGB(0, 1, 0); v1.setST(0, 1); VertexData v2 = new VertexData(); v2.setXYZ(0.5f, -0.5f, 0.5f); v2.setRGB(0, 0, 1); v2.setST(1, 1); VertexData v3 = new VertexData(); v3.setXYZ(0.5f, 0.5f, 0.5f); v3.setRGB(1, 1, 1); v3.setST(1, 0); VertexData v4 = new VertexData(); v4.setXYZ(-0.5f, 0.5f, -0.5f); v4.setRGB(1, 0, 0); v4.setST(0, 0); VertexData v5 = new VertexData(); v5.setXYZ(-0.5f, -0.5f, -0.5f); v5.setRGB(0, 1, 0); v5.setST(0, 1); VertexData v6 = new VertexData(); v6.setXYZ(-0.5f, -0.5f, 0.5f); v6.setRGB(0, 0, 1); v6.setST(1, 1); VertexData v7 = new VertexData(); v7.setXYZ(-0.5f, 0.5f, 0.5f); v7.setRGB(1, 1, 1); v7.setST(1, 0); VertexData v8 = new VertexData(); v8.setXYZ(-0.5f, 0.5f, -0.5f); v8.setRGB(1, 0, 0); v8.setST(0, 0); VertexData v9 = new VertexData(); v9.setXYZ(-0.5f, 0.5f, 0.5f); v9.setRGB(0, 1, 0); v9.setST(0, 1); VertexData v10 = new VertexData(); v10.setXYZ(0.5f, 0.5f, 0.5f); v10.setRGB(0, 0, 1); v10.setST(1, 1); VertexData v11 = new VertexData(); v11.setXYZ(0.5f, 0.5f, -0.5f); v11.setRGB(1, 1, 1); v11.setST(1, 0); VertexData v12 = new VertexData(); v12.setXYZ(0.5f, -0.5f, 0.5f); v12.setRGB(1, 0, 0); v12.setST(0, 0); VertexData v13 = new VertexData(); v13.setXYZ(-0.5f, -0.5f, 0.5f); v13.setRGB(0, 1, 0); v13.setST(0, 1); VertexData v14 = new VertexData(); v14.setXYZ(-0.5f, -0.5f, -0.5f); v14.setRGB(0, 0, 1); v14.setST(1, 1); VertexData v15 = new VertexData(); v15.setXYZ(0.5f, -0.5f, -0.5f); v15.setRGB(1, 1, 1); v15.setST(1, 0); VertexData v16 = new VertexData(); v16.setXYZ(0.5f, -0.5f, -0.5f); v16.setRGB(1, 0, 0); v16.setST(0, 0); VertexData v17 = new VertexData(); v17.setXYZ(-0.5f, -0.5f, -0.5f); v17.setRGB(0, 1, 0); v17.setST(0, 1); VertexData v18 = new VertexData(); v18.setXYZ(-0.5f, 0.5f, -0.5f); v18.setRGB(0, 0, 1); v18.setST(1, 1); VertexData v19 = new VertexData(); v19.setXYZ(0.5f, 0.5f, -0.5f); v19.setRGB(1, 1, 1); v19.setST(1, 0); VertexData v20 = new VertexData(); v20.setXYZ(0.5f, -0.5f, 0.5f); v20.setRGB(1, 0, 0); v20.setST(0, 0); VertexData v21 = new VertexData(); v21.setXYZ(0.5f, -0.5f, -0.5f); v21.setRGB(0, 1, 0); v21.setST(0, 1); VertexData v22 = new VertexData(); v22.setXYZ(0.5f, 0.5f, -0.5f); v22.setRGB(0, 0, 1); v22.setST(1, 1); VertexData v23 = new VertexData(); v23.setXYZ(0.5f, 0.5f, 0.5f); v23.setRGB(1, 1, 1); v23.setST(1, 0); vertices = new VertexData[] { v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16, v17, v18, v19, v20, v21, v22, v23 }; // Put each 'Vertex' in one FloatBuffer verticesByteBuffer = BufferUtils.createByteBuffer(vertices.length * VertexData.stride); FloatBuffer verticesFloatBuffer = verticesByteBuffer.asFloatBuffer(); for (VertexData vertice : vertices) { // Add position, color and texture floats to the buffer verticesFloatBuffer.put(vertice.getElements()); } verticesFloatBuffer.flip(); // OpenGL expects to draw vertices in counter clockwise order by default short[] indices = new short[6 * vertices.length / 4]; for (short i = 0; i < indices.length / 6; i++) { // 0, 1, 2, 2, 3, 0,4, 5 , 0, 5, 1, 0, 1, 5, 2, 5, 6, 2, 3, 0, 7, 0, 2, 7, 8, 6, 4, 6, 5, 4, 2, 3, 8, 3, 6, 8 indices[i * 6 + 0] = (short) (0 + 4 * i); indices[i * 6 + 1] = (short) (1 + 4 * i); indices[i * 6 + 2] = (short) (2 + 4 * i); indices[i * 6 + 3] = (short) (2 + 4 * i); indices[i * 6 + 4] = (short) (3 + 4 * i); indices[i * 6 + 5] = (short) (0 + 4 * i); } //indices = new byte[]{0, 1, 2, 2, 3, 0,4, 5 , 0, 5, 1, 0, 1, 5, 2, 5, 6, 2, 3, 0, 7, 0, 2, 7, 8, 6, 4, 6, 5, 4, 2, 3, 8, 3, 6, 8}; vertices = null; indicesCount = indices.length; ShortBuffer indicesBuffer = BufferUtils.createShortBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); // Create a new Vertex Array Object in memory and select it (bind) vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); // Create a new Vertex Buffer Object in memory and select it (bind) vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesFloatBuffer, GL15.GL_STREAM_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, VertexData.positionElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.positionByteOffset); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, VertexData.colorElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.colorByteOffset); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(2, VertexData.textureElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.textureByteOffset); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect (bind to 0) the VAO GL30.glBindVertexArray(0); // Create a new VBO for the indices and select it (bind) - INDICES vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); } public Vector3f getModelPos() { return modelPos; } public Vector3f getModelAngle() { return modelAngle; } public Vector3f getModelScale() { return modelScale; } public int getVboId() { return vboId; } public int getVaoId() { return vaoId; } public int getVboiId() { return vboiId; } public int getIndicesCount() { return indicesCount; } public Matrix4f getModelMatrix() { return modelMatrix; } public void resetModelMatrix() { modelMatrix = new Matrix4f(); } public int getId() { return id; } }