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  JavaGaming.org - Pastebin



Author: Hermasetas (posted 2014-03-31 10:04:10, viewed 252 times)

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package graphics;

public class Sprite 
{
   private final int width;
   private final int height;
   
   private final float[][] verticies;
   
   /**
    * Creates a new sprite. A subtexture.
    * @param x Position on the texturesheet in pixels
    * @param y Position on the texturesheet in pixels
    * @param width Width in pixels
    * @param height Height in pixels
    * @param texWidth Width of texture in pixels
    * @param texHeight Height of texture in pixels
    */
   public Sprite(int x, int y, int width, int height, int texWidth, int texHeight)
   {
      this.width = width;
      this.height = height;
      
      float fWidth = (float) width / (float) texWidth;
      float fHeight = (float) height / (float) texHeight;
      
      float texPos1x = (float) x / (float) texWidth;
      float texPos1y = (float) y / (float) texHeight;
      
      float texPos2x = texPos1x;
      float texPos2y = texPos1y + fHeight;
      
      float texPos3x = texPos1x + fWidth;
      float texPos3y = texPos1y + fHeight;
      
      float texPos4x = texPos1x + fWidth;
      float texPos4y = texPos1y;
      
      verticies = new float[][] {
                           {texPos1x, texPos1y},
                           {texPos2x, texPos2y},
                           {texPos3x, texPos3y},
                           {texPos4x, texPos4y}
                        };
   }
   
   /**
    * @return The sprite's texture coordinates. 
    */
   public float[][] getTexVerticies()
   {
      return verticies;
   }
   
   public int getWidth()
   {
      return width;
   }
   
   public int getHeight()
   {
      return height;
   }
}


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package graphics;

import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.GL_CLAMP_TO_EDGE;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;

import java.awt.Color;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;

import javax.imageio.ImageIO;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.Display;
import org.lwjgl.util.vector.Matrix4f;

public class SpriteBatcher 
{
   private final static int MAX_NUMBER_OF_SPRITES = 100;
   
   private FloatBuffer buffer;
   
   private int numberOfSprites;
   
   private int vaoID;
   private int vboID;
   private int ivboID;
   private int projMatrixID;
   private int shaderProgramID;
   
   private ArrayList<Texture> textures;
   
   private Color vertexColor;
   
   private StringDraw stringDraw;
   
   public SpriteBatcher(StringDraw stringDraw)
   {
      //Buffer big enough for 100 sprites with 8 position floats, 8 texcoord floats and 16 color floats
      buffer = BufferUtils.createFloatBuffer(MAX_NUMBER_OF_SPRITES * (8+8+16));
      
      numberOfSprites = 0;
      
      textures = new ArrayList<Texture>();
      
      vertexColor = new Color(1f, 1f, 1f, 1f);
      
      this.stringDraw = stringDraw;
      
      try 
      {
         setupShader();
      } 
      catch (Exception e) {e.printStackTrace();}
      
      setupBuffers();
      
      resize(Display.getWidth(), Display.getHeight());
      
      glClearColor(0f, 0f, 0f, 1f);
      
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   }
   
   private void setupBuffers()
   {
      //Setup VAO and activate the first 3 attributes
      vaoID = glGenVertexArrays();
      glBindVertexArray(vaoID);
      glEnableVertexAttribArray(0);
      glEnableVertexAttribArray(1);
      glEnableVertexAttribArray(2);
            
      //Setup vertex-VBO
      vboID = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vboID);
      
      //Setup VAO pointers
      int bytesPerFloat = 4;
      int numberOfVertecies = 2;
      int numberOfTexcoords = 2;
      int numberOfColors = 4;
            
      int bytesPerVertex = (numberOfVertecies + numberOfTexcoords + numberOfColors) * bytesPerFloat;
      
      //Give the VAO the vertexkoordinates on index 0
      glVertexAttribPointer(0, 2, GL_FLOAT, false, bytesPerVertex, 0);
            
      //Give the VAO the texcorrds on index 1
      int texcoordOffset = numberOfVertecies * bytesPerFloat;
      glVertexAttribPointer(1, 2, GL_FLOAT, false, bytesPerVertex, texcoordOffset);
            
      //Give the VAO the colors on index 2
      int colorOffset = (numberOfVertecies + numberOfTexcoords) * bytesPerFloat;
      glVertexAttribPointer(2, 4, GL_FLOAT, false, bytesPerVertex, colorOffset);
            
      //Setup index VBO
      short[] indecies = new short[600];
      
      for(int i = 0; i < 100; i++)
      {
         //Put all the indices in the pattern 0,1,2,2,3,0 representing 2 triangles
         int index = i*6;
         indecies[index] = (short) (i*4);
         indecies[index+1] = (short) (i*4+1);
         indecies[index+2] = (short) (i*4+2);
         indecies[index+3] = (short) (i*4+2);
         indecies[index+4] = (short) (i*4+3);
         indecies[index+5] = (short) (i*4);
      }
         
      ShortBuffer indexBuffer = BufferUtils.createShortBuffer(indecies.length);
      indexBuffer.put(indecies);
      indexBuffer.flip();
      
      ivboID = glGenBuffers();
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ivboID);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);
   }
   
   private void setupShader() throws Exception
   {
      //Create the vertexShader
      int vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
      String vertexSource = loadShaderSource("/graphics/VertexShader.txt");
      glShaderSource(vertexShaderID, vertexSource);
      glCompileShader(vertexShaderID);
      
      //Look for errors
      /*
      if(true)
      {
         String log = "";
         int comp = glGetShaderi(vertexShaderID, GL_COMPILE_STATUS);
         int len = glGetShaderi(vertexShaderID, GL_INFO_LOG_LENGTH);
         String err = glGetShaderInfoLog(vertexShaderID, len);
         if (err != null && err.length() != 0)
            log = " compile log:\n" + err + "\n";
         if (comp == GL_FALSE)
            throw new Exception(log.length()!=0 ? log : "Could not compile ");
      }
      */
      
      //Create the fragmentShader
      int fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
      String fragmentSource = loadShaderSource("/graphics/FragmentShader.txt");
      glShaderSource(fragmentShaderID, fragmentSource);
      glCompileShader(fragmentShaderID);
      
      //Look for errors
      /*
      if(true)
      {
         String log = "";
         int comp = glGetShaderi(fragmentShaderID, GL_COMPILE_STATUS);
         int len = glGetShaderi(fragmentShaderID, GL_INFO_LOG_LENGTH);
         String err = glGetShaderInfoLog(fragmentShaderID, len);
         if (err != null && err.length() != 0)
            log = " compile log:\n" + err + "\n";
         if (comp == GL_FALSE)
            throw new Exception(log.length()!=0 ? log : "Could not compile ");
      }
      */
      
      //Create the shaderProgram
      shaderProgramID = glCreateProgram();
      glAttachShader(shaderProgramID, vertexShaderID);
      glAttachShader(shaderProgramID, fragmentShaderID);
      
      //Tell the shader where the attributes are
      glBindAttribLocation(shaderProgramID, 0, "position");
      glBindAttribLocation(shaderProgramID, 1, "texcoord");
      glBindAttribLocation(shaderProgramID, 2, "color");
      
      //Link and validate the shaderProgram
      glLinkProgram(shaderProgramID);
      glValidateProgram(shaderProgramID);
      
      //Get the projMatrix ID
      projMatrixID = glGetUniformLocation(shaderProgramID, "projMatrix");
      if(projMatrixID == -1)
         throw new Exception("Could not find the projMatrix");
      
      //Delete the two shaders since they are not to be used anymore
      glDeleteShader(vertexShaderID);
      glDeleteShader(fragmentShaderID);
      
      //Tell gl to use the shader
      glUseProgram(shaderProgramID);
   }
   
   private String loadShaderSource(String path)
   {
      try
      {
         InputStream input = this.getClass().getResourceAsStream(path);
         InputStreamReader isr = new InputStreamReader(input);
         BufferedReader in = new BufferedReader(isr);
         
         StringBuilder sb = new StringBuilder();
         
         String s = in.readLine();
         
         while(s != null)
         {
            sb.append(s);
            sb.append("\n");
            
            s = in.readLine();
         }
         
         return sb.toString();
      }
      catch(Exception e)
      {
         e.printStackTrace();
      }
      return null;
   }
   
   /**
    * Adds and binds a texture from a png file
    * @param path Path of the file
    * @return The texture id within the batcher
    */
   public int addTexture(String path)
   {
      Texture t = loadTexture(path);   
      textures.add(t);
      return textures.indexOf(t);
   }
   
   /**
    * Change the current texture
    * @param textureID The textures id within the batcher
    */
   public void setTexture(int textureID)
   {
      if(numberOfSprites != 0)
         render();
      
      textures.get(textureID).bind();
   }
   
   private Texture loadTexture(String path)
   {
      try
      {
         InputStream in = this.getClass().getResourceAsStream(path);
         BufferedImage img = ImageIO.read(in);
      
         int width = img.getWidth();
         int height = img.getHeight();
         
         //Create a buffer with room for all the pixels in the picture
         ByteBuffer buffer = BufferUtils.createByteBuffer(img.getWidth() * img.getHeight() * 4);
         
         //Load the pictures bytes
         DataBufferByte dbb = (DataBufferByte) img.getRaster().getDataBuffer();
         byte[] b = dbb.getData();
         
         convertABGRToRGBA(b);
         convertBackground(b);
         
         buffer.put(b);
         buffer.flip();
         
         //Create the texture in gl
         int id = glGenTextures();
         
         glEnable(GL_TEXTURE_2D);
         
         glBindTexture(GL_TEXTURE_2D, id);
         
         //Set the textures filter when scaling
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
         
         //Set the textures wrap method
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
         
         //Give the texture its colors
         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
         
         return new Texture(id, width, height);
      }
      catch(IOException e) {e.printStackTrace();}
      
      return null;
   }
   
   private void convertABGRToRGBA(byte[] bytes)
   {   
      byte r;
      byte g;
      byte b;
      byte a;
      
      for(int i = 0; i < bytes.length; i += 4)
      {
         r = bytes[i+3];
         g = bytes[i+2];
         b = bytes[i+1];
         a = bytes[i];
         
         bytes[i] = r;
         bytes[i+1] = g;
         bytes[i+2] = b;
         bytes[i+3] = a;
      }
   }
   
   /**
    * Konverterer farven (255,0,128) til gennemsigtig
    * Converts the color (255,0,128) to transparrent
    * @param bytes The color array that is to be converted (rgba)
    */
   private void convertBackground(byte[] bytes) 
   {      
      for(int i = 0; i < bytes.length; i += 4)
      {
         if(bytes[i] == -1 && bytes[i+1] == 0 && bytes[i+2] == -128)
         {
            bytes[i+3] = (0 & 0xff);
         }
      }
   }
   
   public void drawSprite(Sprite sprite, int posX, int posY)
   {
      drawSpriteScale(sprite, posX, posY, 1f);
   }
   
   public void drawSpriteScale(Sprite sprite, int posX, int posY, float scale)
   {
      drawSpriteScaleXY(sprite, posX, posY, scale, scale);
   }
   
   public void drawSpriteSize(Sprite sprite, int posX, int posY, int sizeX, int sizeY)
   {
      float scaleX = (float) sizeX / sprite.getWidth();
      float scaleY = (float) sizeY / sprite.getHeight();
      
      drawSpriteScaleXY(sprite, posX, posY, scaleX, scaleY);
   }
   
   public void drawSpriteScaleXY(Sprite sprite, int posX, int posY, float scaleX, float scaleY)
   {
      //If the batcher is full, then render and flush before adding more
      if(numberOfSprites == MAX_NUMBER_OF_SPRITES)
         render();
      
      float x = posX;
      float y = posY;
      float w = sprite.getWidth() * scaleX;
      float h = sprite.getHeight() * scaleY;
      
      float[][] texCoords = sprite.getTexVerticies();
      
      float[] color = vertexColor.getComponents(null);
      
      //Top left corner
      buffer.put(x).put(y);
      buffer.put(texCoords[0]);
      buffer.put(color);
      
      //Bottom left corner
      buffer.put(x).put(y+h);
      buffer.put(texCoords[1]);
      buffer.put(color);
      
      //Bottom right corner
      buffer.put(x+w).put(y+h);
      buffer.put(texCoords[2]);
      buffer.put(color);
      
      //Top right corner
      buffer.put(x+w).put(y);
      buffer.put(texCoords[3]);
      buffer.put(color);
      
      numberOfSprites++;
   }
   
   public void drawString(String s, int x, int y, int size)
   {
      stringDraw.drawString(this, s, x, y, size);
   }
   
   public void drawString(String s, int x, int y)
   {
      stringDraw.drawString(this, s, x, y, 8);
   }
   
   /**
    * Clear skærmen med clear-color
    */
   public void clear()
   {
      glClear(GL_COLOR_BUFFER_BIT);
   }
   
   /**
    * Render alle sprites i batcheren
    */
   public void render()
   {
      //If there is nothing to render then return
      if(numberOfSprites == 0)
         return;
      
      //Send the data to the VBO
      buffer.flip();
      glBufferData(GL_ARRAY_BUFFER, buffer, GL_DYNAMIC_DRAW);
      
      //Render all the sprites
      glDrawElements(GL_TRIANGLES, numberOfSprites*6, GL_UNSIGNED_SHORT, 0);
      
      //Reset the batcher
      buffer.clear();
      numberOfSprites = 0;
   }
   
   /**
    * Sets the background color
    * @param r Red 0f-1f
    * @param g Green 0f-1f
    * @param b Blue 0f-1f
    * @param a Alpha 0f-1f
    */
   public void setClearColor(float r, float g, float b, float a)
   {
      glClearColor(r, g, b, a);
   }
   
   /**
    * Sets the background color
    * @param c The color to use
    */
   public void setClearColor(Color c)
   {
      float[] f = c.getColorComponents(null);
      glClearColor(f[0], f[1], f[2], f[3]);
   }
   
   /**
    * Rezise the batcher. Should be called whenever the window is resized
    * @param width The new screen width
    * @param height The new screen height
    */
   public void resize(int width, int height)
   {
      glViewport(0, 0, width, height);
      
      Matrix4f m = new Matrix4f();
      
      int w = width;
      int h = height;
      
      m.m00 = 2f/(w);    m.m01 = 0;          m.m02 = 0;      m.m03 = -1;
      m.m10 = 0;          m.m11 = 2f/(-h);   m.m12 = 0;      m.m13 = 1;
      m.m20 = 0;          m.m21 = 0;          m.m22 = 1;      m.m23 = 0;
      m.m30 = 0;          m.m31 = 0;          m.m32 = 0;      m.m33 = 1;
      
      FloatBuffer buf = BufferUtils.createFloatBuffer(16);
      m.store(buf);
      buf.flip();
      
      glUniformMatrix4(projMatrixID, true, buf);
   }
   
   /**
    * Sets the vertexColor of the spritebatcher
    * @param c The color to be used
    */
   public void setColor(Color c)
   {
      vertexColor = c;
   }
   
   /**
    * Sets the vertexColor of the spritebatcher
    * @param r Red 0f-1f
    * @param g Green 0f-1f
    * @param b Blue 0f-1f
    * @param a Alpha 0f-1f
    */
   public void setColor(float r, float g, float b, float a)
   {
      vertexColor = new Color(r, g, b, a);
   }
   
   public int getTextureWidth(int textureID)
   {
      return textures.get(textureID).getWidth();
   }
   
   public int getTextureHeight(int textureID)
   {
      return textures.get(textureID).getHeight();
   }
   
   public void dispose()
   {
      glDeleteShader(shaderProgramID);
      glDeleteBuffers(vboID);
      glDeleteBuffers(ivboID);
      glDeleteVertexArrays(vaoID);
      
      for(Texture t : textures)
      {
         t.dispose();
      }
   }
}


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package graphics;

import java.util.HashMap;

public class StringDraw 
{
   private HashMap<Character, Sprite> sprites;
   
   /**
    * An object that handles the drawing of text
    * It assumes that the letters are in the bottom left corner of the texturesheet
    * and that the letters are arranged in a 6x6 manner and that each letter is 8x8pixels
    * @param textureWidth The width of the texturesheet
    * @param textureHeight The height of the texturesheet
    */
   public StringDraw(int textureWidth, int textureHeight)
   {
      char[] characters = "0123456789abcdefghijklmnopqrstuvwxyz".toCharArray();
      
      sprites = new HashMap<Character, Sprite>();
      
      for(int i = 0; i < 36; i++)
      {
         int x = i % 6;
         int y = i / 6;
         
         Sprite s = new Sprite(x*8, textureHeight-(48-y*8), 8, 8, textureWidth, textureHeight);
         sprites.put(characters[i], s);
      }
   }
   
   public void drawString(SpriteBatcher sb, String string, int x, int y, int size)
   {
      string = string.toLowerCase();
      char[] c = string.toCharArray();
      
      float scale = size / 8;
      
      for(int i = 0; i < c.length; i++)
      {
         if(c[i] == ' ')
            continue;
         
         if(!sprites.containsKey(c[i]))
            continue;
         
         Sprite s = sprites.get(c[i]);
         
         sb.drawSpriteScale(s, x+i*size, y, scale);
      }
   }
}


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package graphics;

import static org.lwjgl.opengl.GL11.*;

public class Texture 
{
   private int id;
   private int height;
   private int width;
   
   public Texture(int id, int width, int height)
   {
      this.id = id;
      this.width = width;
      this.height = height;
   }
   
   public void bind()
   {
      glBindTexture(GL_TEXTURE_2D, id);
   }
   
   public int getHeight()
   {
      return height;
   }
   
   public int getWidth()
   {
      return width;
   }
   
   public void dispose()
   {
      glDeleteTextures(id);
   }
}


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The FragmentShader
uniform sampler2D texture;

in vec2 pass_texcoord;
in vec4 pass_color;

out vec4 out_color;

void main()
{
   vec4 tc = texture(texture, pass_texcoord);
   
   out_color = pass_color * tc;
}


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The vertexShader
uniform mat4 projMatrix;

in vec2 position;
in vec2 texcoord;
in vec4 color;

out vec2 pass_texcoord;
out vec4 pass_color;

void main()
{   
   gl_Position = projMatrix * vec4(position, 0.0, 1.0);
   
   pass_texcoord = texcoord;
   pass_color = color;
}





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Nickropheliac (16 views)
2014-08-31 22:59:12

TehJavaDev (23 views)
2014-08-28 18:26:30

CopyableCougar4 (33 views)
2014-08-22 19:31:30

atombrot (42 views)
2014-08-19 09:29:53

Tekkerue (41 views)
2014-08-16 06:45:27

Tekkerue (35 views)
2014-08-16 06:22:17

Tekkerue (26 views)
2014-08-16 06:20:21

Tekkerue (37 views)
2014-08-16 06:12:11

Rayexar (73 views)
2014-08-11 02:49:23

BurntPizza (49 views)
2014-08-09 21:09:32
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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