refactor board model
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@@ -20,14 +20,9 @@ import chess.view.DDDrender.shader.ShaderProgram;
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public class Renderer {
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private BoardShader boardShader;
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private PieceShader pieceShader;
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private VertexArray vao;
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private VertexArray boardVao;
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private final PieceModel models;
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private static int BOARD_WIDTH = 8;
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private static int BOARD_HEIGHT = 8;
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private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
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private static int SQUARE_VERTEX_COUNT = 4;
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public Renderer() {
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this.boardShader = new BoardShader();
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this.pieceShader = new PieceShader();
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@@ -37,93 +32,9 @@ public class Renderer {
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public void Init() {
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boardShader.LoadShader();
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pieceShader.LoadShader();
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glEnable(GL_DEPTH_TEST);
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InitBoard();
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this.boardVao = BoardModelLoader.GetBoardModel();
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}
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private float[] GetBoardPositions() {
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float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
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for (int i = 0; i < BOARD_WIDTH; i++) {
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for (int j = 0; j < BOARD_HEIGHT; j++) {
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float x = i / (float) BOARD_WIDTH;
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float dx = (i + 1) / (float) BOARD_WIDTH;
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float z = j / (float) BOARD_HEIGHT;
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float dz = (j + 1) / (float) BOARD_HEIGHT;
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float trueX = 2 * x - 1;
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float trueZ = 2 * z - 1;
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float trueDX = 2 * dx - 1;
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float trueDZ = 2 * dz - 1;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
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positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
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}
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}
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return positions;
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}
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private float[] GetBoardColors() {
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float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
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for (int i = 0; i < BOARD_WIDTH; i++) {
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for (int j = 0; j < BOARD_HEIGHT; j++) {
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Vector3f color;
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if ((i + j) % 2 == 0) {
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color = new Vector3f(1.0f, 1.0f, 1.0f);
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} else {
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color = new Vector3f(0.0f, 0.0f, 0.0f);
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}
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int squareIndex = i * BOARD_WIDTH + j;
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for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
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colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
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}
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}
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}
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return colors;
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}
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private int[] GetBoardIndicies() {
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int[] indices = new int[BOARD_SIZE * 6];
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for (int i = 0; i < BOARD_SIZE; i++) {
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indices[i * 6] = i * 4;
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indices[i * 6 + 1] = i * 4 + 1;
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indices[i * 6 + 2] = i * 4 + 2;
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indices[i * 6 + 3] = i * 4 + 1;
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indices[i * 6 + 4] = i * 4 + 2;
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indices[i * 6 + 5] = i * 4 + 3;
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}
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return indices;
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}
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private void InitBoard() {
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ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
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this.vao = new VertexArray(eBuffer);
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VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
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positionBuffer.AddVertexAttribPointer(0, 3, 0);
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VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
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colorBuffer.AddVertexAttribPointer(1, 3, 0);
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this.vao.Bind();
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this.vao.BindVertexBuffer(positionBuffer);
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this.vao.BindVertexBuffer(colorBuffer);
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this.vao.Unbind();
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}
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public void RenderPiece(Piece piece, Coordinate pos) {
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try {
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@@ -135,12 +46,11 @@ public class Renderer {
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}
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public void Render(Camera cam) {
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GL30.glClear(GL30.GL_DEPTH_BUFFER_BIT);
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this.boardShader.Start();
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this.boardShader.SetCamMatrix(cam.getMatrix());
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this.pieceShader.Start();
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this.pieceShader.SetCamMatrix(cam.getMatrix());
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RenderVao(this.boardShader, vao);
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RenderVao(this.boardShader, this.boardVao);
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}
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public void Render(DDDModel model, Vector2f position) {
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