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19 Commits

Author SHA1 Message Date
b48e4e92fa goodbye rock 2023-08-22 00:09:35 +10:00
73b58eb3e0 implemented fragment shader parallax occlusion mapping & add some assets to test it 2023-08-21 02:56:51 +10:00
3020ea8a08 I FUCKING LOVE COLIN 2023-08-21 02:55:19 +10:00
1d3b18becb I forgot the knuxz textures :( 2023-08-20 18:49:27 +10:00
4fdfb2e6ea GBYE KNUX 2023-08-20 18:40:33 +10:00
b894cd4254 unable to shade polygon normals 2023-08-20 06:14:04 +10:00
22be9bbe00 they call me knuckles unlike sonic i dont chuckle i just flex my knuckles 2023-08-20 06:09:48 +10:00
e031523ed1 rock hell 2023-08-20 05:57:33 +10:00
9cde1d98e2 cache ur rocks 2023-08-19 06:58:55 +10:00
745476a7a0 rock 2023-08-19 06:33:56 +10:00
a6d6277070 party refactors in the house tonight 2023-08-19 05:46:29 +10:00
81064b497f wrinkly woman 2023-08-19 02:16:02 +10:00
344080e14d krazy lites 2023-08-19 01:38:20 +10:00
2a88f7d446 point lights 2023-08-18 04:48:22 +10:00
20b42d7a32 specular floor 2023-08-18 03:50:49 +10:00
a5e0d37e74 mapping but it's normal 2023-08-18 02:51:54 +10:00
14223ddc35 right trigger to zoom 2023-08-17 21:41:06 +10:00
d045560ef5 un-hardcode fog config 2023-08-17 21:17:28 +10:00
2c5547320d support window resizing correctly 2023-08-16 16:54:45 +10:00
34 changed files with 625 additions and 148 deletions

View File

@@ -21,15 +21,18 @@ class Colin
private var pos = Vector2()
private var angle = 0.0f
private var offsAngle = Vector2()
private var fov = 60.0f
private var cam: PerspectiveCamera
private var nutted = false
private var colinMode = false
private var backPressed = false
private var texture: Texture = assetManager.get("colin.png")
private val nut: Sound = assetManager.get("nut.wav")
init
{
cam = PerspectiveCamera(60.0f,
cam = PerspectiveCamera(fov,
Gdx.graphics.width.toFloat(),
Gdx.graphics.height.toFloat())
cam.near = 0.1f
@@ -39,13 +42,16 @@ class Colin
private fun updateCamera()
{
cam.position.set(Vector3(pos.x, 1.0f, pos.y))
val forward = Vector3(0.0f, 0.0f, -1.0f)
val up = Vector3(0.0f, 1.0f, 0.0f)
val right = Vector3(1.0f, 0.0f, 0.0f)
cam.direction.set(forward.rotateRad(right, offsAngle.y).rotateRad(up, offsAngle.x + angle))
cam.direction.set(Util.forward.rotateRad(Util.right, offsAngle.y).rotateRad(Util.up, offsAngle.x + angle))
cam.update()
}
fun resize(width: Int, height: Int)
{
cam.viewportWidth = width.toFloat()
cam.viewportHeight = height.toFloat()
}
fun update(deltaTime: Float)
{
val stick = Controllers.getCurrent()?.let { pad ->
@@ -72,13 +78,30 @@ class Colin
if (!stick.isZero)
pos -= forward * stick.y * speed * deltaTime
offsAngle = Controllers.getCurrent()?.let { pad ->
if (Gdx.input.isKeyJustPressed(Input.Keys.C))
colinMode = !colinMode
Controllers.getCurrent()?.let { pad ->
val dst = Vector2(
pad.getAxis(pad.mapping.axisRightX),
pad.getAxis(pad.mapping.axisRightY))
.radialDeadzone(0.1f, 1.0f) * MathUtils.PI * -0.25f
offsAngle.lerp(dst, 16.0f * deltaTime)
} ?: Vector2.Zero
.radialDeadzone(0.1f, 1.0f) * MathUtils.PI * -0.5f
offsAngle = offsAngle.lerp(dst, 16.0f * deltaTime)
val targetFov = MathUtils.lerp(60.0f, 20.0f, pad.getAxis(5)) //fixme: where is mapping for rt??
cam.fieldOfView = MathUtils.lerp(cam.fieldOfView, targetFov, 20.0f * deltaTime)
val right = Vector2(MathUtils.cos(angle), -MathUtils.sin(angle))
if (pad.getButton(pad.mapping.buttonL1))
pos -= right * speed * deltaTime
if (pad.getButton(pad.mapping.buttonR1))
pos += right * speed * deltaTime
val back = pad.getButton(pad.mapping.buttonBack)
if (!backPressed && back)
colinMode = !colinMode
backPressed = back
}
if (Controllers.getCurrent()?.let { pad -> pad.getButton(pad.mapping.buttonA) } == true || Gdx.input.isKeyJustPressed(Input.Keys.N))
{
@@ -99,15 +122,16 @@ class Colin
fun draw(spriteBatch: SpriteBatch)
{
val drawPos = Vector2(pos.x * 100.0f, -pos.y * 100.0f)
//spriteBatch.draw(texture, drawPos.x - 32.0f, drawPos.y - 32.0f, 64.0f, 64.0f)
val region = TextureRegion(texture)
spriteBatch.draw(region,
drawPos.x - 32.0f, drawPos.y - 32.0f,
32.0f, 32.0f,
64.0f, 64.0f,
1.0f, 1.0f, angle * MathUtils.radiansToDegrees)
if (colinMode)
{
val drawPos = Vector2(pos.x * 100.0f, -pos.y * 100.0f)
val region = TextureRegion(texture)
spriteBatch.draw(region,
drawPos.x - 32.0f, drawPos.y - 32.0f,
32.0f, 32.0f,
64.0f, 64.0f,
1.0f, 1.0f, angle * MathUtils.radiansToDegrees)
}
}
val camera get() = cam

View File

@@ -0,0 +1,120 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.g3d.Attributes
import com.badlogic.gdx.graphics.g3d.Renderable
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
import com.badlogic.gdx.graphics.g3d.shaders.BaseShader
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
class CustomDefaultShader(renderable: Renderable, config: Config):
DefaultShader(renderable, config, createPrefix(renderable, config))
{
companion object
{
fun createPrefix(renderable: Renderable, config: Config): String
{
var prefix = DefaultShader.createPrefix(renderable, config)
val attribs = Attributes()
renderable.environment.let { attribs.set(it) }
renderable.material.let { attribs.set(it) }
if (attribs.has(CustomFloatAttribute.BumpHeight) && attribs.has(TextureAttribute.Bump))
{
prefix += "#define " + CustomFloatAttribute.BumpHeightAlias + "Flag\n"
prefix += "#define " + TextureAttribute.BumpAlias + "Flag\n"
prefix += "#define " + TextureAttribute.BumpAlias + "Coord texCoord0\n"
}
if (attribs.has(ColorAttribute.Fog))
{
prefix += "#define fog${
when (attribs.get<CustomIntAttribute>(CustomIntAttribute.FogMode)?.value
?: CustomIntAttribute.FogModes.Distance.toInt()) {
CustomIntAttribute.FogModes.Distance.toInt() -> "Distance"
CustomIntAttribute.FogModes.Depth.toInt() -> "Depth"
else -> throw IndexOutOfBoundsException()
}
}Flag\n"
prefix += "#define fog${
when (attribs.get<CustomIntAttribute>(CustomIntAttribute.FogType)?.value
?: CustomIntAttribute.FogTypes.Original.toInt()) {
CustomIntAttribute.FogTypes.Original.toInt() -> "Original"
CustomIntAttribute.FogTypes.Linear.toInt() -> "Linear"
CustomIntAttribute.FogTypes.Smooth.toInt() -> "Smooth"
CustomIntAttribute.FogTypes.InvSquare.toInt() -> "InvSquare"
CustomIntAttribute.FogTypes.Exp.toInt() -> "Exp"
CustomIntAttribute.FogTypes.Exp2.toInt() -> "Exp2"
else -> throw IndexOutOfBoundsException()
}
}Flag\n"
}
return prefix
}
object Inputs
{
val fogNear = Uniform("u_fogNear")
val fogFar = Uniform("u_fogFar")
val fogDensity = Uniform("u_fogDensity")
val bumpHeight = Uniform("u_bumpHeight")
val bumpTexture = Uniform("u_bumpTexture")
val bumpUVTransform = Uniform("u_bumpUVTransform")
}
object Setters
{
val bumpHeight = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val attr = combAttribs.get(CustomFloatAttribute.BumpHeight) as FloatAttribute
shader.set(inputId, attr.value)
}
}
val bumpTexture = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val texAttr = combAttribs.get(TextureAttribute.Bump) as TextureAttribute
val unit = shader.context.textureBinder.bind(texAttr.textureDescription)
shader.set(inputId, unit)
}
}
var bumpUVTransform = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val ta = combAttribs.get(TextureAttribute.Normal) as TextureAttribute
shader.set(inputId, ta.offsetU, ta.offsetV, ta.scaleU, ta.scaleV)
}
}
}
}
private val u_fogNear = register(Inputs.fogNear)
private val u_fogFar = register(Inputs.fogFar)
private val u_fogDensity = register(Inputs.fogDensity)
private val u_bumpHeight = register(Inputs.bumpHeight, Setters.bumpHeight)
private val u_bumpTexture = register(Inputs.bumpTexture, Setters.bumpTexture)
private val u_bumpUVTransform = register(Inputs.bumpUVTransform, Setters.bumpUVTransform)
override fun bindLights(renderable: Renderable?, attributes: Attributes?)
{
if (attributes == null)
return
attributes.get<CustomFloatAttribute>(CustomFloatAttribute.FogNear)?.let { set(u_fogNear, it.value) }
attributes.get<CustomFloatAttribute>(CustomFloatAttribute.FogFar)?.let { set(u_fogFar, it.value) }
attributes.get<CustomFloatAttribute>(CustomFloatAttribute.FogDensity)?.let { set(u_fogDensity, it.value) }
super.bindLights(renderable, attributes)
}
}

View File

@@ -0,0 +1,40 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.g3d.Renderable
import com.badlogic.gdx.graphics.g3d.Shader
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider
class CustomDefaultShaderProvider(config: DefaultShader.Config): DefaultShaderProvider(config)
{
init
{
if (config.vertexShader == null)
config.vertexShader = Gdx.files.internal("lit.vert.glsl").readString()
if (config.fragmentShader == null)
config.fragmentShader = Gdx.files.internal("lit.frag.glsl").readString()
}
override fun createShader(renderable: Renderable): Shader
{
val renderableMask = renderable.environment.mask or renderable.material.mask
val fogMask =
CustomIntAttribute.FogMode or
CustomIntAttribute.FogType or
CustomFloatAttribute.FogNear or
CustomFloatAttribute.FogFar or
CustomFloatAttribute.FogDensity
if ((renderableMask and ColorAttribute.Fog == ColorAttribute.Fog) && (renderableMask and fogMask != 0L))
return CustomDefaultShader(renderable, config)
val bumpMask = CustomFloatAttribute.BumpHeight or TextureAttribute.Bump
if (renderableMask and bumpMask == bumpMask)
return CustomDefaultShader(renderable, config)
return super.createShader(renderable)
}
}

View File

@@ -0,0 +1,25 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute
class CustomFloatAttribute private constructor(type: Long, value: Float): FloatAttribute(type, value)
{
companion object
{
const val FogNearAlias = "fogNear"
val FogNear = register(FogNearAlias)
fun createFogNear(value: Float) = CustomFloatAttribute(FogNear, value)
const val FogFarAlias = "fogFar"
val FogFar = register(FogFarAlias)
fun createFogFar(value: Float) = CustomFloatAttribute(FogFar, value)
const val FogDensityAlias = "fogDensity"
val FogDensity = register(FogDensityAlias)
fun createFogDensity(value: Float) = CustomFloatAttribute(FogDensity, value)
const val BumpHeightAlias = "bumpHeight"
val BumpHeight = register(BumpHeightAlias)
fun createBumpHeight(value: Float) = CustomFloatAttribute(BumpHeight, value)
}
}

View File

@@ -0,0 +1,37 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute
class CustomIntAttribute private constructor(type: Long, value: Int): IntAttribute(type, value)
{
enum class FogModes(private val value: Int)
{
Distance(0),
Depth(1);
fun toInt() = value
}
enum class FogTypes(private val value: Int)
{
Original(0),
Linear(1),
Smooth(2),
InvSquare(3),
Exp(4),
Exp2(5);
fun toInt() = value
}
companion object
{
const val FogModeAlias = "fogMode"
val FogMode = register(FogModeAlias)
fun createFogMode(value: FogModes) = CustomIntAttribute(FogMode, value.toInt())
const val FogTypeAlias = "fogType"
val FogType = register(FogTypeAlias)
fun createFogType(value: FogTypes) = CustomIntAttribute(FogType, value.toInt())
}
}

View File

@@ -2,31 +2,30 @@ package gay.pizza.CavesOfJolk
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.audio.Sound
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g3d.*
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute
import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
import com.badlogic.gdx.graphics.g3d.attributes.*
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight
import com.badlogic.gdx.graphics.g3d.environment.PointLight
import com.badlogic.gdx.graphics.g3d.model.data.*
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder
import com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor
import com.badlogic.gdx.graphics.g3d.utils.TextureProvider.AssetTextureProvider
import com.badlogic.gdx.math.*
import com.badlogic.gdx.utils.Array
import com.badlogic.gdx.utils.ScreenUtils
import gay.pizza.CavesOfJolk.Resources.Companion.assetManager
import ktx.math.times
class Game: ApplicationAdapter()
{
private lateinit var texJolk: Texture
private lateinit var fntComic: BitmapFont
private lateinit var nut: Sound
private lateinit var cube: Model
private lateinit var floor: Model
private lateinit var toybox: Model
private lateinit var spriteBatch: SpriteBatch
private lateinit var modelBatch: ModelBatch
@@ -34,46 +33,85 @@ class Game: ApplicationAdapter()
private lateinit var colin: Colin
private var jolkRot = 0.0f
private var lightTheta = 0.0f
private val rand = RandomXS128(69 + 420 + 1919 + 916 + 42 + 1)
private lateinit var cubeInstance: ModelInstance
private lateinit var floorInstance: ModelInstance
private lateinit var suzanneInstance: ModelInstance
private lateinit var knux: ModelInstance
private lateinit var toyboxInstance: ModelInstance
private fun makeCube(texture: Texture): Model
private fun makeCube(size: Float, material: Material): Model
{
val modelBuilder = ModelBuilder()
val size = 2.0f
val material = Material(
ColorAttribute.createDiffuse(XnaColor.White),
TextureAttribute(TextureAttribute.Diffuse,
TextureDescriptor(texture,
Texture.TextureFilter.Linear,
Texture.TextureFilter.Linear,
Texture.TextureWrap.ClampToEdge,
Texture.TextureWrap.ClampToEdge)),
ColorAttribute.createSpecular(XnaColor.Gray),
FloatAttribute.createShininess(20.0f))
val attribs = VertexAttributes.Usage.Position or VertexAttributes.Usage.TextureCoordinates or VertexAttributes.Usage.Normal
return modelBuilder.createBox(size, size, size, material, attribs.toLong())
ModelBuilder().apply {
val attribs =
VertexAttributes.Usage.Position or
VertexAttributes.Usage.TextureCoordinates or
VertexAttributes.Usage.Normal
return createBox(size, size, size, material, attribs.toLong())
}
}
private fun makeFloor(texture: Texture): Model
private fun makeFloor(size: Float): Model
{
val modelBuilder = ModelBuilder()
val material = Material(
ColorAttribute.createDiffuse(XnaColor.BlanchedAlmond.lighten(0.01)),
ColorAttribute.createSpecular(XnaColor.BlanchedAlmond.mix(XnaColor.Black, 0.4f)),
FloatAttribute.createShininess(65.0f),
TextureAttribute.createDiffuse(texture))
val attribs = VertexAttributes.Usage.Position or VertexAttributes.Usage.TextureCoordinates or VertexAttributes.Usage.Normal
val size = 10.0f
return modelBuilder.createRect(
0.0f, 0.0f, 0.0f,
size, 0.0f, 0.0f,
size, 0.0f, -size,
0.0f, 0.0f, -size,
0.0f, 1.0f, 0.0f,
material, attribs.toLong())
val texs = size / 4.0f
val vertex = { pos: Vector3, tex: Vector2 ->
val normal = Util.up
val tangent = Util.right
val bitangent = Util.forward
floatArrayOf(
pos.x, pos.y, pos.z,
normal.x, normal.y, normal.z, tangent.x, tangent.y, tangent.z, bitangent.x, bitangent.y, bitangent.z,
tex.x, tex.y)
}
val modelTexture = { modelTextureUsage: Int, textureFilename: String -> ModelTexture().apply {
usage = modelTextureUsage
fileName = textureFilename
}}
return Model(ModelData().apply {
addMesh(ModelMesh().apply {
id = "floormodel"
attributes = arrayOf(VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.Tangent(), VertexAttribute.Binormal(), VertexAttribute.TexCoords(0))
vertices =
vertex(Vector3(0.0f, 0.0f, 0.0f), Vector2(0.0f, texs)) +
vertex(Vector3(size, 0.0f, 0.0f), Vector2(texs, texs)) +
vertex(Vector3(0.0f, 0.0f, -size), Vector2(0.0f, 0.0f)) +
vertex(Vector3(size, 0.0f, -size), Vector2(texs, 0.0f))
parts = arrayOf(ModelMeshPart().apply {
id = "floormesh"
primitiveType = GL20.GL_TRIANGLES
indices = shortArrayOf(
0, 1, 2,
3, 2, 1)
})
})
materials.add(ModelMaterial().apply {
id = "floormat"
diffuse = XnaColor.White
specular = XnaColor.BlanchedAlmond.mix(XnaColor.Black, 0.12f)
shininess = 65.0f
textures = Array()
textures.add(
modelTexture(ModelTexture.USAGE_DIFFUSE, "cobblestone.png"),
modelTexture(ModelTexture.USAGE_NORMAL, "cobblestone_normal.png"),
modelTexture(ModelTexture.USAGE_BUMP, "cobblestone_bump.png"),
modelTexture(ModelTexture.USAGE_SPECULAR, "cobblestone_specular.png"))
})
nodes.add(ModelNode().apply {
id = "floornode"
scale = Util.one
parts = arrayOf(ModelNodePart().apply {
meshPartId = "floormesh"
materialId = "floormat"
})
})
}, AssetTextureProvider(assetManager)).apply {
materials[0].set(CustomFloatAttribute.createBumpHeight(0.0075f))
}
}
override fun create()
@@ -81,45 +119,83 @@ class Game: ApplicationAdapter()
Resources.instance.loadAssets()
assetManager.finishLoading()
texJolk = assetManager.get("jolkmeup.jpg")
fntComic = assetManager.get("Comic Sans MS.ttf")
val suzanne = assetManager.get("suzanne.g3db", Model::class.java)
// Override ridiculous shininess because i cbf to fix the model
for (i in suzanne.materials)
i.set(FloatAttribute.createShininess(30.0f))
cube = makeCube(texJolk)
floor = makeFloor(assetManager.get("cobblestone.png"))
cube = makeCube(2.0f, Material(
ColorAttribute.createDiffuse(XnaColor.White),
TextureAttribute(TextureAttribute.Diffuse, TextureDescriptor(assetManager.get("jolkmeup.jpg"))),
ColorAttribute.createSpecular(XnaColor.Gray),
FloatAttribute.createShininess(20.0f)))
toybox = assetManager.get("toybox.g3db", Model::class.java).apply { materials[0].set(
TextureAttribute(TextureAttribute.Diffuse, TextureDescriptor(assetManager.get("toybox_albedo.png"))),
TextureAttribute(TextureAttribute.Normal, TextureDescriptor(assetManager.get("toybox_normal.png"))),
TextureAttribute(TextureAttribute.Bump, TextureDescriptor(assetManager.get("toybox_displace.png"))),
CustomFloatAttribute.createBumpHeight(0.04f),
FloatAttribute.createShininess(35.0f)) }
val joeMany = 56.0f
floor = makeFloor(joeMany)
spriteBatch = SpriteBatch()
env = Environment()
env.set(IntAttribute.createCullFace(GL20.GL_BACK))
env.set(ColorAttribute.createAmbientLight(XnaColor.DarkSlateGray.lighten(-0.6)))
env.set(ColorAttribute.createFog(XnaColor.CornflowerBlue))
env.add(DirectionalLight().set(XnaColor.White, Vector3(1.0f, -1.0f, -1.0f).nor()))
env.set(
IntAttribute.createCullFace(GL20.GL_BACK),
ColorAttribute.createAmbientLight(XnaColor.DarkSlateGray.lighten(-0.666)),
ColorAttribute.createFog(XnaColor.CornflowerBlue))
env.set(
CustomIntAttribute.createFogMode(CustomIntAttribute.FogModes.Depth),
CustomIntAttribute.createFogType(CustomIntAttribute.FogTypes.Smooth),
CustomFloatAttribute.createFogNear(1.25f),
CustomFloatAttribute.createFogFar(24.5f))
/*
env.set(
CustomIntAttribute.createFogMode(CustomIntAttribute.FogModes.Distance),
CustomIntAttribute.createFogType(CustomIntAttribute.FogTypes.Exp2),
CustomFloatAttribute.createFogDensity(0.1f))
*/
env.add(DirectionalLight().set(
XnaColor.BlanchedAlmond.lighten(-0.02).mix(XnaColor.LightSlateGray, 0.5f).mix(XnaColor.White, 0.125f),
Vector3(1.0f, -1.0f, -1.0f).nor()))
env.add(PointLight().set(
XnaColor.Green.mix(XnaColor.Gray, 0.5f),
Vector3(3.0f, 0.33f, -5.0f), 2.0f))
env.add(PointLight().set(
XnaColor.Red.mix(XnaColor.Gray, 0.5f),
Vector3(5.5f, 0.33f, -6.0f), 2.0f))
env.add(PointLight().set(
XnaColor.Blue.mix(XnaColor.Gray, 0.5f),
Vector3(4.0f, 0.33f, -7.0f), 2.0f))
val shaderConfig = DefaultShader.Config(
Gdx.files.internal("lit.vert.glsl").readString(),
Gdx.files.internal("lit.frag.glsl").readString())
val shaderConfig = DefaultShader.Config()
shaderConfig.numDirectionalLights = 1
shaderConfig.numPointLights = 0
shaderConfig.numPointLights = 3
shaderConfig.numBones = 0
modelBatch = ModelBatch(DefaultShaderProvider(shaderConfig))
modelBatch = ModelBatch(CustomDefaultShaderProvider(shaderConfig))
colin = Colin()
cubeInstance = ModelInstance(cube)
floorInstance = ModelInstance(floor)
suzanneInstance = ModelInstance(suzanne)
suzanneInstance = ModelInstance(assetManager.get("suzanne.g3db", Model::class.java))
suzanneInstance.transform = Matrix4().translate(3.0f, 1.0f, -3.5f)
knux = ModelInstance(assetManager.get("knux.g3db", Model::class.java))
toyboxInstance = ModelInstance(toybox)
}
override fun resize(width: Int, height: Int)
{
colin.resize(width, height)
spriteBatch.projectionMatrix.setToOrtho2D(0.0f, 0.0f,
Gdx.graphics.getWidth().toFloat(),
Gdx.graphics.getHeight().toFloat());
}
private fun update(deltaTime: Float)
{
colin.update(deltaTime)
lightTheta += deltaTime
jolkRot += 15.0f * deltaTime
}
@@ -128,9 +204,29 @@ class Game: ApplicationAdapter()
val deltaTime = Gdx.graphics.deltaTime
update(deltaTime)
val fogColour = XnaColor.CornflowerBlue.lighten(Math.sin(0.056 * jolkRot.toDouble()) * 0.15 - 0.15)
ScreenUtils.clear(fogColour, true)
env.set(ColorAttribute.createFog(fogColour))
ScreenUtils.clear(XnaColor.CornflowerBlue, true)
env.get(PointLightsAttribute.Type)?.let { it as PointLightsAttribute
var thetaa = lightTheta * 6.0f * 0.12f
var thetab = lightTheta * 6.0f * 0.011f
var thetac = lightTheta * 6.0f * 0.056f
for (light in it.lights)
{
val x = 4.0f + 6.0f * MathUtils.cos(thetaa)
val z = -6.0f + 3.0f * MathUtils.sin(thetaa * 2.0f)
val y = 0.33f + 0.33f * MathUtils.sin(thetab)
val i = 3.1f + 1.53f * MathUtils.cos(thetac)
val spacing = 0.5f * MathUtils.PI * (2.0f / 3.0f)
thetaa += spacing
thetab += spacing * 0.98f
thetac += spacing * 0.5566f
light.setPosition(x, y, z)
light.setIntensity(i)
}
}
val jolkPos = Vector3(0.0f, 1.0f + MathUtils.sin(jolkRot * 0.25f) * 0.25f, -4.0f)
val world = Matrix4()
@@ -139,11 +235,21 @@ class Game: ApplicationAdapter()
.rotate(0.0f, 1.0f, 0.0f, jolkRot)
.scale(0.25f, 0.25f, 0.25f)
cubeInstance.transform = world
knux.transform.rotate(Quaternion().slerp(rand.nextQuaternion(), deltaTime))
knux.transform.translate(knux.transform * Util.forward * deltaTime)
toyboxInstance.transform = Matrix4(
Vector3(6.0f, 0.667f, -3.5f),
Quaternion().setEulerAnglesRad(lightTheta * 0.5f, 0.0f, 0.0f),
Util.one * 0.25f
)
modelBatch.begin(colin.camera)
modelBatch.render(floorInstance, env)
modelBatch.render(cubeInstance, env)
modelBatch.render(suzanneInstance, env)
modelBatch.render(knux, env)
modelBatch.render(toyboxInstance, env)
modelBatch.end()
spriteBatch.begin()

View File

@@ -14,6 +14,6 @@ fun main()
//conf.useVsync(false)
//conf.setForegroundFPS(300)
conf.setWindowedMode(1280, 720)
conf.setResizable(false)
conf.setResizable(true)
Lwjgl3Application(Game(), conf)
}

View File

@@ -1,6 +1,7 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.assets.AssetManager
import com.badlogic.gdx.assets.loaders.TextureLoader
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver
import com.badlogic.gdx.audio.Sound
import com.badlogic.gdx.graphics.Texture
@@ -30,14 +31,37 @@ class Resources private constructor()
assetManager.setLoader(BitmapFont::class.java, ".ttf", FreetypeFontLoader(resolver))
}
val linearMipped = TextureLoader.TextureParameter().apply {
minFilter = Texture.TextureFilter.MipMapLinearLinear
magFilter = Texture.TextureFilter.Linear
wrapU = Texture.TextureWrap.Repeat
wrapV = Texture.TextureWrap.Repeat
genMipMaps = true
}
val linearClamp = TextureLoader.TextureParameter().apply {
minFilter = Texture.TextureFilter.Linear
magFilter = Texture.TextureFilter.Linear
wrapU = Texture.TextureWrap.ClampToEdge
wrapV = Texture.TextureWrap.ClampToEdge
}
fun loadAssets()
{
assetManager.load("colin.png", Texture::class.java)
assetManager.load("jolkmeup.jpg", Texture::class.java)
assetManager.load("cobblestone.png", Texture::class.java)
assetManager.load("jolkmeup.jpg", Texture::class.java, linearClamp)
assetManager.loadFont("Comic Sans MS.ttf", 20)
assetManager.load("suzanne.g3db", Model::class.java)
assetManager.load("nut.wav", Sound::class.java)
assetManager.load("cobblestone.png", Texture::class.java, linearMipped)
assetManager.load("cobblestone_normal.png", Texture::class.java, linearMipped)
assetManager.load("cobblestone_specular.png", Texture::class.java, linearMipped)
assetManager.load("knux.g3db", Model::class.java)
assetManager.load("toybox.g3db", Model::class.java)
assetManager.load("cobblestone_bump.png", Texture::class.java, linearMipped)
assetManager.load("toybox_albedo.png", Texture::class.java, linearMipped)
assetManager.load("toybox_normal.png", Texture::class.java, linearMipped)
assetManager.load("toybox_displace.png", Texture::class.java, linearMipped)
}
}

View File

@@ -1,12 +1,15 @@
package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.math.MathUtils
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.graphics.g3d.Attribute
import com.badlogic.gdx.graphics.g3d.Attributes
import com.badlogic.gdx.math.*
import ktx.math.div
import ktx.math.times
import ktx.math.unaryMinus
import org.hsluv.HUSLColorConverter
import kotlin.math.pow
import kotlin.random.Random
fun Float.axisDeadzone(min: Float, max: Float): Float
{
@@ -41,6 +44,12 @@ class Util
((abgr8888 and 0xFF00u) shr 8).toFloat() / 255.0f,
((abgr8888 and 0xFF0000u) shr 16).toFloat() / 255.0f,
((abgr8888 and 0xFF000000u) shr 24).toFloat() / 255.0f)
val zero get() = Vector3.Zero
val one get() = Vector3(1.0f, 1.0f, 1.0f)
val forward get() = -Vector3.Z
val right get() = Vector3.X
val up get() = Vector3.Y
}
}
@@ -58,3 +67,23 @@ fun Color.mix(rhs: Color, x: Float) = Color(
MathUtils.lerp(this.g, rhs.g, x),
MathUtils.lerp(this.b, rhs.b, x),
MathUtils.lerp(this.a, rhs.a, x))
//FIXME: find some way to get rid of these warnings
@Suppress("EXTENSION_SHADOWED_BY_MEMBER", "UNCHECKED_CAST")
fun <T: Attribute> Attributes.get(type: Long) = get(type) as? T
fun Random.nextFloat(min: Float, max: Float) = min + nextFloat() * (max - min)
fun RandomXS128.nextQuaternion(): Quaternion
{
var x: Float
var y: Float
var z: Float
do { x = nextFloat(-1.0f, 1.0f); y = nextFloat(-1.0f, 1.0f); z = x * x + y * y } while (z > 1.0f)
var u: Float
var v: Float
var w: Float
do { u = nextFloat(-1.0f, 1.0f); v = nextFloat(-1.0f, 1.0f); w = u * u + v * v } while (w > 1.0f)
val s = kotlin.math.sqrt((1.0f - z) / w)
return Quaternion(x, y, s * u, s * v)
}

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@@ -13,17 +13,29 @@ precision mediump float;
varying vec3 v_normal;
#endif // normalFlag
#if (defined(tangentFlag) && defined(binormalFlag)) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
varying mat3 v_tbn;
#endif // tangentFlag && bitangentFlag
#ifdef colorFlag
varying vec4 v_color;
#endif // colorFlag
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
#if defined(diffuseTextureFlag) || defined(normalTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
#define textureFlag
#endif
#ifdef diffuseTextureFlag
varying MEDP vec2 v_diffuseUV;
uniform sampler2D u_diffuseTexture;
#endif // diffuseTextureFlag
#ifdef bumpTextureFlag
varying MEDP vec2 v_bumpUV;
uniform sampler2D u_bumpTexture;
#endif // bumpTextureFlag
#ifdef normalTextureFlag
varying MEDP vec2 v_normalUV;
uniform sampler2D u_normalTexture;
#endif // normalTextureFlag
#ifdef specularTextureFlag
varying MEDP vec2 v_specularUV;
uniform sampler2D u_specularTexture;
@@ -52,6 +64,10 @@ uniform float u_shininess;
const float u_shininess = 20.0;
#endif // shininessFlag
#ifdef bumpHeightFlag
uniform float u_bumpHeight;
#endif // bumpHeightFlag
#if numDirectionalLights > 0
struct DirectionalLight
{
@@ -81,14 +97,21 @@ varying vec3 v_ambient;
#endif // lightingFlag
#if defined(specularFlag) || defined(fogFlag)
#if (numPointLights > 0) || defined(specularFlag) || defined(fogFlag)
varying vec4 v_worldPosition;
uniform vec4 u_cameraPosition;
#endif // lightingFlag || fogFlag
#endif // numPointLights > 0 || lightingFlag || fogFlag
#ifdef fogFlag
uniform vec4 u_fogColor;
varying float v_fog;
#if defined(fogLinearFlag) || defined(fogSmoothFlag) || defined(fogInvSquareFlag)
uniform float u_fogNear;
uniform float u_fogFar;
#elif defined(fogExpFlag) || defined(fogExp2Flag)
uniform float u_fogDensity;
#endif
#endif // fogFlag
uniform mat4 u_projViewTrans;
@@ -99,14 +122,30 @@ vec3 linearDecode(vec3 v) { return vec3(pow(v.r, 1.0 / 2.2), pow(v.g, 1.0 / 2.2)
void main()
{
#if defined(specularFlag) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
#endif // specularFlag || (bumpHeightFlag && bumpTextureFlag)
#if defined(bumpHeightFlag) && defined(bumpTextureFlag)
float bumpHeight = (1.0 - texture2D(u_bumpTexture, v_bumpUV).r) * u_bumpHeight;
vec3 tbnEyeVec = normalize(mat3(
-v_tbn[0][0], v_tbn[1][0], v_tbn[2][0],
-v_tbn[0][1], v_tbn[1][1], v_tbn[2][1],
-v_tbn[0][2], v_tbn[1][2], v_tbn[2][2]
) * -eyeVec);
vec2 uvOffset = -tbnEyeVec.xy * bumpHeight;
#else // !(bumpHeightFlag && bumpTextureFlag)
vec2 uvOffset = vec2(0.0);
#endif // bumpHeightFlag && bumpTextureFlag
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * u_diffuseColor * v_color;
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * u_diffuseColor;
#elif defined(diffuseTextureFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * v_color;
#elif defined(diffuseTextureFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset);
#elif defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = u_diffuseColor * v_color;
#elif defined(diffuseColorFlag)
@@ -120,7 +159,10 @@ void main()
#ifdef lightingFlag
#ifdef normalFlag
#if defined(normalFlag) && defined(tangentFlag) && defined(binormalFlag) && defined(normalTextureFlag)
vec3 normal = vec3(2.0 * texture2D(u_normalTexture, v_normalUV + uvOffset).rgb - 1.0);
normal = normalize(v_tbn * normal);
#elif defined(normalFlag)
vec3 normal = normalize(v_normal);
#endif // normalFlag
@@ -131,7 +173,6 @@ void main()
#endif // ambientFlag
#ifdef specularFlag
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
vec3 specAccum = vec3(0.0);
#endif // specularFlag
@@ -141,7 +182,7 @@ void main()
vec3 lightVec = -u_dirLights[i].direction;
float lambert = dot(normal, lightVec);
float phongTerm = max(lambert, 0.0);
vec3 value = u_dirLights[i].color * phongTerm;
vec3 value = u_dirLights[i].color;
value = linearEncode(value);
value *= phongTerm;
accum += value;
@@ -154,10 +195,36 @@ void main()
}
#endif // normalFlag && numDirectionalLights
#if defined(normalFlag) && (numPointLights > 0)
for (int i = 0; i < numPointLights; ++i)
{
vec3 lightVec = u_pointLights[i].position - v_worldPosition.xyz;
float lightDist2 = dot(lightVec, lightVec);
vec3 lightDir = lightVec;
lightDir *= inversesqrt(lightDist2);
float lambert = dot(normal, lightDir);
float phongTerm = max(lambert, 0.0);
//float lightDist = sqrt(lightDist2);
//float attenuation = clamp(1.0 - lightDist * lightDist / (2.0 * 2.0), 0.0, 1.0);
//attenuation *= attenuation;
float attenuation = 1.0 / (1.0 + lightDist2);
vec3 value = u_pointLights[i].color;
value = linearEncode(value);
value *= phongTerm * attenuation;
accum += value;
#ifdef specularFlag
vec3 halfDir = normalize(lightDir + eyeVec);
float specAngle = max(dot(halfDir, normal), 0.0);
float specTerm = pow(specAngle, u_shininess);
specAccum += value * specTerm;
#endif // specularFlag
}
#endif
vec3 fragment;
#ifdef specularFlag
#ifdef specularTextureFlag
vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV).rgb;
vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV + uvOffset).rgb;
specularColorTex = linearEncode(specularColorTex);
specAccum *= specularColorTex;
#endif // specularTextureFlag
@@ -174,68 +241,43 @@ void main()
fragment = diffuse.rgb;
#endif // lightingFlag
#ifdef fogFlag
#define fogDistance
//#define fogDepth
#ifdef fogOriginalFlag
vec3 fogVec = u_cameraPosition.xyz - v_worldPosition.xyz;
float fogDist = dot(fogVec, fogVec);
float fog = min(fogDist * u_cameraPosition.w, 1.0);
#elif defined(fogDistanceFlag)
float fogDist = length(v_worldPosition.xyz - u_cameraPosition.xyz);
#elif defined(fogDepthFlag)
float fogDist = gl_FragCoord.z / gl_FragCoord.w;
#endif // fogOriginalFlag || fogDistanceFlag || fogDepthFlag
//#define fogOriginal
//#define fogLinear
#define fogSmooth
//#define fogInvSquare
//#define fogExp
//#define fogExp2
#if defined(fogLinear) || defined(fogSmooth) || defined(fogInvSquare)
float near = 1.5;
float far = 20.5;
#elif defined(fogExp) || defined(fogExp2)
float density = 0.12;
#endif
#ifdef fogOriginal
vec3 fvec = u_cameraPosition.xyz - v_worldPosition.xyz;
float flen = dot(fvec, fvec);
float fog = min(flen * u_cameraPosition.w, 1.0);
#elif defined(fogDistance)
float flen = length(v_worldPosition.xyz - u_cameraPosition.xyz);
#elif defined(fogDepth)
float flen = gl_FragCoord.z / gl_FragCoord.w;
#endif // fogOriginal || fogDistance || fogDepth
#ifdef fogLinear
#ifdef fogLinearFlag
// fog = saturate(linearstep(near, far, x))
float fog = clamp((flen - near) / (far - near), 0.0, 1.0);
#elif defined(fogSmooth)
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
#elif defined(fogSmoothFlag)
// fog = smoothstep(saturate(linearstep(near, far, x)))
float fog = clamp((flen - near) / (far - near), 0.0, 1.0);
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
fog = fog * fog * (3.0 - 2.0 * fog);
//fog = fog * fog * fog * (fog * (6.0 * fog - 15.0) + 10.0);
#elif defined(fogInvSquare)
#elif defined(fogInvSquareFlag)
// fog = isqstep(saturate(linearstep(near, far, x)))
float fog = clamp((flen - near) / (far - near), 0.0, 1.0);
float fog = clamp((fogDist - u_fogNear) / (u_fogFar - u_fogNear), 0.0, 1.0);
fog = 1.0 - fog;
fog = 1.0 - fog * fog;
#elif defined(fogExp)
float fog = max(1.0 - exp(-density * flen), 0.0);
#elif defined(fogExp2)
float dz = density * flen;
#elif defined(fogExpFlag)
// todo: can precompute some stuff in uniforms
float fog = max(1.0 - exp(-u_fogDensity * fogDist), 0.0);
#elif defined(fogExp2Flag)
// todo: can precompute some stuff in uniforms
float dz = u_fogDensity * fogDist;
float fog = max(1.0 - exp(-dz * dz), 0.0);
#endif // fogLinear || fogSmooth || fogInvSquare || fogExp || fogExp2
#endif // fogLinearFlag || fogSmoothFlag || fogInvSquareFlag || fogExpFlag || fogExp2Flag
#ifdef fogFlag
vec3 fogColor = u_fogColor.rgb;
fogColor = linearEncode(fogColor);
fragment = mix(fragment, fogColor, fog);
#endif // fogFlag
gl_FragColor = vec4(linearDecode(fragment), diffuse.a);
/*
if (gl_FragCoord.x > 1280.0)
{
if (fog <= 0.0)
gl_FragColor = vec4(1.0, 0.0, 1.0, diffuse.a);
else if (fog >= 1.0)
gl_FragColor = vec4(1.0, 0.0, 0.0, diffuse.a);
else
gl_FragColor = vec4(fog, fog, 0.0, diffuse.a);
}
*/
}

View File

@@ -7,6 +7,12 @@ uniform mat3 u_normalMatrix;
varying vec3 v_normal;
#endif // normalFlag
#if (defined(tangentFlag) && defined(binormalFlag)) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
attribute vec3 a_tangent;
attribute vec3 a_binormal;
varying mat3 v_tbn;
#endif // tangentFlag && bitangentFlag
#ifdef colorFlag
varying vec4 v_color;
attribute vec4 a_color;
@@ -27,17 +33,27 @@ attribute vec2 a_texCoord0;
#ifdef diffuseTextureFlag
uniform vec4 u_diffuseUVTransform;
varying vec2 v_diffuseUV;
#endif
#endif // diffuseTextureFlag
#ifdef bumpTextureFlag
uniform vec4 u_bumpUVTransform;
varying vec2 v_bumpUV;
#endif // bumpTextureFlag
#ifdef normalTextureFlag
uniform vec4 u_normalUVTransform;
varying vec2 v_normalUV;
#endif // normalTextureFlag
#ifdef emissiveTextureFlag
uniform vec4 u_emissiveUVTransform;
varying vec2 v_emissiveUV;
#endif
#endif // emissiveTextureFlag
#ifdef specularTextureFlag
uniform vec4 u_specularUVTransform;
varying vec2 v_specularUV;
#endif
#endif // specularTextureFlag
uniform mat4 u_worldTrans;
@@ -74,9 +90,15 @@ varying vec4 v_worldPosition;
void main()
{
#ifdef normalFlag
//vec3 normal = u_normalMatrix * a_normal;
//vec3 normal = (transpose(inverse(u_normalMatrix)) * a_normal);
vec3 normal = normalize(u_normalMatrix * a_normal);
v_normal = normal;
#if defined(tangentFlag) && defined(binormalFlag)
vec3 tangent = normalize(u_normalMatrix * a_tangent);
vec3 bitangent = normalize(u_normalMatrix * a_binormal);
v_tbn = mat3(tangent, bitangent, normal);
#endif // tangentFlag && bitangentFlag
#endif // normalFlag
#ifdef colorFlag
@@ -87,6 +109,14 @@ void main()
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
#endif // diffuseTextureFlag
#ifdef bumpTextureFlag
v_bumpUV = u_bumpUVTransform.xy + a_texCoord0 * u_bumpUVTransform.zw;
#endif // bumpTextureFlag
#ifdef normalTextureFlag
v_normalUV = u_normalUVTransform.xy + a_texCoord0 * u_normalUVTransform.zw;
#endif // normalTextureFlag
#ifdef emissiveTextureFlag
v_emissiveUV = u_emissiveUVTransform.xy + a_texCoord0 * u_emissiveUVTransform.zw;
#endif // emissiveTextureFlag

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