Bug fixes and add Label
This commit is contained in:
parent
60f16efe7f
commit
8272b153ff
12 changed files with 481 additions and 463 deletions
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@ -1,9 +1,15 @@
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package globalgamejam.game;
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import globalgamejam.gui.ActionGUI;
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import globalgamejam.gui.GUI;
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import globalgamejam.gui.GUILabel;
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import globalgamejam.gui.IActionGUI;
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import globalgamejam.input.Input;
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import globalgamejam.render.*;
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import globalgamejam.tiles.TestTile;
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import globalgamejam.tiles.Tile;
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import java.awt.*;
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import java.util.ArrayList;
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/**
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@ -12,43 +18,58 @@ import java.util.ArrayList;
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public class MainGame extends Game{
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private ArrayList<Tile> tiles;
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private FrameBufferObject fbo;
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private ArrayList<GUI> guis;
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private GUILabel label;
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@Override
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public void init() {
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fbo = new FrameBufferObject();
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tiles = new ArrayList<Tile>();
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guis = new ArrayList<GUI>();
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TestTile t = new TestTile();
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t.getTransform().translate(100,100,0);
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t.getTransform().scale(10,10,0);
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tiles.add(t);
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label = new GUILabel("Test");
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label.setX(10);
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label.setY(10);
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label.setAction(new ActionGUI() {
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@Override
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public void enter(float mouseX, float mouseY) {
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label.setColor(Color.RED);
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}
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@Override
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public void leave(float mouseX, float mouseY) {
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label.setColor(Color.WHITE);
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}
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});
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guis.add(label);
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}
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@Override
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public void update() {
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Camera.transform();
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for(GUI g : guis)g.update();
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}
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@Override
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public void render2D() {
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fbo.startRenderToFBO();
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for(Tile t : tiles)t.render();
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fbo.stopRenderToFBO();
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fbo.renderFBO();
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}
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@Override
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public void renderGUI() {
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for(GUI g : guis)g.render();
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}
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@Override
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public void destroy() {
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fbo.destroy();
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tiles.clear();
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guis.clear();
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}
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}
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33
src/globalgamejam/gui/ActionGUI.java
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33
src/globalgamejam/gui/ActionGUI.java
Normal file
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@ -0,0 +1,33 @@
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package globalgamejam.gui;
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/**
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* Created by trexr on 20/01/2017.
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*/
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public class ActionGUI implements IActionGUI{
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@Override
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public void enter(float mouseX, float mouseY) {
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}
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@Override
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public void leave(float mouseX, float mouseY) {
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}
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@Override
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public void move(float mouseX, float mouseY) {
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}
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@Override
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public void hover(float mouseX, float mouseY) {
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}
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@Override
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public void clicked(float mouseX, float mouseY, int buttonKey, int buttonState) {
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}
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}
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@ -20,10 +20,16 @@ public abstract class GUI {
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this.height = 0;
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}
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public void setAction(IActionGUI action){
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this.action = action;
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}
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public void update(){
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float mouseX = Input.getMousePosition().x;
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float mouseY = Input.getMousePosition().y;
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if(mouseX >= this.x && mouseX <= this.x && mouseY >= this.y && mouseY <= this.y){
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float dMouseX = Input.getDMouse().x;
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float dMouseY = Input.getDMouse().y;
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if(mouseX >= this.x && mouseX <= this.x + this.width && mouseY >= this.y && mouseY <= this.y + this.height){
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for(int i = 0;i < Input.NBRE_BUTTON;i++){
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if(Input.isButton(i)){
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action.clicked(mouseX,mouseY,i,Input.getButtonState(i));
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@ -32,18 +38,22 @@ public abstract class GUI {
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if(mouseInGUI == 0){
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mouseInGUI = 1;
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action.enter(mouseX,mouseY);
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}else if(mouseInGUI == 1 && mouseInGUI == 2){
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}else if(mouseInGUI == 1 || mouseInGUI == 2){
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mouseInGUI = 2;
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action.move(mouseX,mouseY);
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action.hover(mouseX,mouseY);
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if(dMouseX != 0 || dMouseY != 0)action.move(mouseX,mouseY);
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}
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}else{
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if(mouseInGUI == 1 && mouseInGUI == 2){
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if(mouseInGUI == 1 || mouseInGUI == 2){
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mouseInGUI = 0;
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action.leave(mouseX,mouseY);
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}
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}
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}
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public abstract void render();
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public abstract void destroy();
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public int getX() {
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return x;
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}
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@ -7,9 +7,16 @@ import java.awt.FontMetrics;
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import java.awt.Graphics;
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import java.awt.image.BufferedImage;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import globalgamejam.math.Color4f;
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import globalgamejam.math.Matrix4f;
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import globalgamejam.render.Camera;
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import globalgamejam.render.DisplayManager;
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import globalgamejam.render.Shaders;
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import globalgamejam.render.Texture;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.*;
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/**
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* usefull to print 2D text in openGL LWJGL application
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@ -17,14 +24,13 @@ import org.lwjgl.opengl.GL12;
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* @version 1.0
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*/
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public class GUILabel extends GUI {
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private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
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private Image label;
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private Texture texture;
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private String text;
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private Color color;
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private int size;
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private String font;
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private int vbo,numberOfVertices;
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/**
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* Full constructor of a Label
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@ -37,67 +43,51 @@ public class GUILabel extends GUI {
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*/
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public GUILabel(String text, int xC, int yC, Color color, String font, int size){
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super(xC,yC);
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this.text = text;
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this.color = color;
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this.size = size;
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this.font = font;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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super.width = fm.stringWidth(this.text);
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super.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(super.width, this.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
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this.color = color;
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this.text = text;
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this.size = size;
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if(this.texture != null)this.texture.destroy();
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this.texture = Texture.loadFont(text,color,font,size);
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super.width = this.texture.width;
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super.height = this.texture.height;
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this.vbo = GL15.glGenBuffers();
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float[] a = new float[]{
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0,0, 0.0f,0.0f,
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this.texture.width,0, 1.0f,0.0f,
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this.texture.width,this.texture.height, 1.0f,1.0f,
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0,this.texture.height, 0.0f,1.0f
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};
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FloatBuffer buff = BufferUtils.createFloatBuffer(a.length);
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buff.put(a).flip();
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this.numberOfVertices = a.length/(2+2);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buff, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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}
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public void render(){
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Shaders.MAIN_SHADERS.bind();
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Shaders.MAIN_SHADERS.uniform("camera", Camera.matrix);
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Matrix4f transform = new Matrix4f();
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transform.translate(super.x,super.y,0);
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Shaders.MAIN_SHADERS.uniform("transform", transform);
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Shaders.MAIN_SHADERS.uniform("projection", DisplayManager.projection);
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Shaders.MAIN_SHADERS.uniform("color", Color4f.WHITE);
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texture.bind();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
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GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
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GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
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GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
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GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
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GL11.glDrawArrays(GL11.GL_QUADS, 0, numberOfVertices);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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texture.unbind();
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Shaders.MAIN_SHADERS.unbind();
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}
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/**
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*/
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public void setColor(Color color) {
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this.color = color;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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super.width = fm.stringWidth(this.text);
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super.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
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if(this.texture != null)this.texture.destroy();
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this.texture = Texture.loadFont(text,color,font,size);
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}
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/**
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*/
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public void setText(String text) {
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this.text = text;
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Font f_font = new Font(font, Font.PLAIN, size);
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// to get the width of the text
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BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
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FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
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super.width = fm.stringWidth(this.text);
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super.height = fm.getHeight();
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final BufferedImage image = new BufferedImage(super.width, super.height, BufferedImage.TYPE_INT_ARGB);
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// makeTransparent(image);
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Graphics g = image.getGraphics();
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g.setFont(f_font);
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g.setColor(this.color);
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g.drawString(this.text, 0, size);
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g.dispose();
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
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if(this.texture != null)this.texture.destroy();
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this.texture = Texture.loadFont(text,color,font,size);
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}
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/**
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* Return the x coordonnate of the Label (upper left corner)
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@ -276,7 +158,6 @@ public class GUILabel extends GUI {
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*/
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public void setX(int x) {
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super.setX(x);
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label.setX(x);
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||||
}
|
||||
|
||||
/**
|
||||
|
@ -293,7 +174,6 @@ public class GUILabel extends GUI {
|
|||
*/
|
||||
public void setY(int y) {
|
||||
super.setY(y);
|
||||
label.setY(y);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -306,14 +186,6 @@ public class GUILabel extends GUI {
|
|||
this.setY(y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the Image of the Label
|
||||
* @return label (Image) : the Image of the Label
|
||||
*/
|
||||
public Image getLabel(){
|
||||
return this.label;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the witdh of the Label
|
||||
* @return witdh (int) : the width
|
||||
|
@ -329,6 +201,11 @@ public class GUILabel extends GUI {
|
|||
public int getHeight() {
|
||||
return super.height;
|
||||
}
|
||||
|
||||
public void destroy(){
|
||||
GL15.glDeleteBuffers(vbo);
|
||||
texture.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* make the image transparent
|
||||
|
|
|
@ -7,5 +7,6 @@ public interface IActionGUI {
|
|||
public void enter(float mouseX,float mouseY);
|
||||
public void leave(float mouseX,float mouseY);
|
||||
public void move(float mouseX,float mouseY);
|
||||
public void hover(float mouseX,float mouseY);
|
||||
public void clicked(float mouseX,float mouseY,int buttonKey,int buttonState);
|
||||
}
|
||||
|
|
|
@ -1,92 +0,0 @@
|
|||
package globalgamejam.gui;
|
||||
|
||||
public class Image {
|
||||
protected float x, y;
|
||||
protected float width, height;
|
||||
protected int angle;
|
||||
protected int textureID;
|
||||
|
||||
public Image(float x, float y, float width, float height, int textureID) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.textureID = textureID;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public float getWidth() {
|
||||
return width;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param width the width to set
|
||||
*/
|
||||
public void setWidth(float width) {
|
||||
this.width = width;
|
||||
}
|
||||
|
||||
public float getHeight() {
|
||||
return height;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param height the height to set
|
||||
*/
|
||||
public void setHeight(float height) {
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
public int getTextureID() {
|
||||
return textureID;
|
||||
}
|
||||
|
||||
/**
|
||||
* IT DOESN'T WORKS
|
||||
* Rotate the image in the counter-clock wise of the specified angle in degrees
|
||||
* @param rotationAngle (int) : the angle to rotate in degrees
|
||||
*/
|
||||
public void rotate(int rotationAngle){
|
||||
this.angle += rotationAngle;
|
||||
this.angle = this.angle % 360;
|
||||
}
|
||||
|
||||
/**
|
||||
* IT DOESN'T WORKS
|
||||
* Set the angle of the Image
|
||||
* @param angle (int) : the angle, between -360 and +360 degrees
|
||||
*/
|
||||
public void rotateTo(int angle){
|
||||
this.angle = angle;
|
||||
this.angle = this.angle % 360;
|
||||
}
|
||||
|
||||
/**
|
||||
* IT DOESN'T WORKS
|
||||
* Return the actuel angle
|
||||
* @return angle (int) : the actual angle
|
||||
*/
|
||||
public int getAngle() {
|
||||
return angle;
|
||||
}
|
||||
|
||||
public void setPosition(float x, float y){
|
||||
this.setX(x);
|
||||
this.setY(y);
|
||||
}
|
||||
}
|
|
@ -29,7 +29,7 @@ public class DisplayManager {
|
|||
public static void preRenderGUI(){
|
||||
projection.loadIdentity();
|
||||
//Permet de centrer la camera au centre de l'ecran
|
||||
projection.Ortho2D(0, Main.WIDTH, 0, Main.HEIGHT, -1, 1);
|
||||
projection.Ortho2D(0, Main.WIDTH, Main.HEIGHT, 0, -1, 1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_BLEND);
|
||||
|
|
|
@ -2,6 +2,7 @@ package globalgamejam.render;
|
|||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL12.*;
|
||||
|
||||
import java.awt.*;
|
||||
import java.awt.image.*;
|
||||
import java.io.*;
|
||||
import java.nio.*;
|
||||
|
@ -9,20 +10,82 @@ import java.nio.*;
|
|||
import javax.imageio.*;
|
||||
|
||||
import org.lwjgl.*;
|
||||
import org.lwjgl.opengl.GL12;
|
||||
|
||||
/**
|
||||
* Class created by MrDev023 (Florian RICHER) on 14/01/2017
|
||||
*/
|
||||
public class Texture {
|
||||
|
||||
int width, height;
|
||||
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
|
||||
public int width, height;
|
||||
int id;
|
||||
|
||||
public Texture(int width,int height,int id){
|
||||
System.out.println("Texture loaded ! " + width + "x" + height + " id:" + id);
|
||||
this.id = id;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
public static Texture loadFont(String text, Color color, String font, int size){
|
||||
Font f_font = new Font(font, Font.PLAIN, size);
|
||||
|
||||
// to get the width of the text
|
||||
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
|
||||
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
|
||||
|
||||
int width = fm.stringWidth(text);
|
||||
int height = fm.getHeight();
|
||||
|
||||
final BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
|
||||
// makeTransparent(image);
|
||||
|
||||
Graphics g = image.getGraphics();
|
||||
g.setFont(f_font);
|
||||
g.setColor(color);
|
||||
g.drawString(text, 0, size);
|
||||
g.dispose();
|
||||
|
||||
int[] pixels = new int[image.getWidth() * image.getHeight()];
|
||||
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
|
||||
|
||||
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
|
||||
|
||||
for(int y = 0; y < image.getHeight(); y++){
|
||||
for(int x = 0; x < image.getWidth(); x++){
|
||||
int pixel = pixels[y * image.getWidth() + x];
|
||||
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
|
||||
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
|
||||
buffer.put((byte) (pixel & 0xFF)); // Blue component
|
||||
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
|
||||
}
|
||||
}
|
||||
|
||||
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
|
||||
|
||||
// You now have a ByteBuffer filled with the color data of each pixel.
|
||||
// Now just create a texture ID and bind it. Then you can load it using
|
||||
// whatever OpenGL method you want, for example:
|
||||
|
||||
int textureID = glGenTextures(); //Generate texture ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
|
||||
|
||||
//Setup wrap mode
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Setup texture scaling filtering
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
//Send texel data to OpenGL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return new Texture(image.getWidth(),image.getHeight(),textureID);
|
||||
}
|
||||
|
||||
public static Texture loadTexture(String path){
|
||||
try {
|
||||
|
@ -60,8 +123,6 @@ public class Texture {
|
|||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
System.out.println("Texture loaded ! " + width + "x" + height + " id:" + id);
|
||||
|
||||
return new Texture(width, height, id);
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
|
@ -82,6 +143,7 @@ public class Texture {
|
|||
}
|
||||
|
||||
public void bind(){
|
||||
if(!glIsEnabled(GL_TEXTURE_2D))glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
}
|
||||
|
||||
|
|
|
@ -44,13 +44,6 @@ public abstract class Tile {
|
|||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
|
@ -62,10 +55,17 @@ public abstract class Tile {
|
|||
Shaders.MAIN_SHADERS.uniform("projection", DisplayManager.projection);
|
||||
Shaders.MAIN_SHADERS.uniform("color", this.color);
|
||||
|
||||
GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
// GL13.glActiveTexture(GL13.GL_TEXTURE0);
|
||||
texture.bind();
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vert"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vert"), 2, GL11.GL_FLOAT, false, (2+2)*4, 0);
|
||||
|
||||
GL20.glEnableVertexAttribArray(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"));
|
||||
GL20.glVertexAttribPointer(Shaders.MAIN_SHADERS.getAttribLocation("vertTexCoord"), 2, GL11.GL_FLOAT, true, (2+2)*4, 2*4);
|
||||
|
||||
GL11.glDrawArrays(GL11.GL_QUADS, 0, size);
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
texture.unbind();
|
||||
|
|
Reference in a new issue