add world interface

This commit is contained in:
2025-04-27 11:00:14 +02:00
parent c488f3b4e0
commit 9bc09cf812
9 changed files with 235 additions and 71 deletions

View File

@@ -2,16 +2,11 @@ package chess.view.DDDrender;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
import java.io.IOException;
import org.joml.Matrix4f;
import org.joml.Vector2f;
import org.joml.Vector3f;
import org.lwjgl.opengl.GL30;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Piece;
import chess.view.DDDrender.loader.BoardModelLoader;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.shader.BoardShader;
import chess.view.DDDrender.shader.PieceShader;
@@ -21,15 +16,10 @@ public class Renderer {
private BoardShader boardShader;
private PieceShader pieceShader;
private VertexArray boardVao;
private final Piece3DModel models;
private static final Vector3f BLACK = new Vector3f(0.3f, 0.3f, 0.3f);
private static final Vector3f WHITE = new Vector3f(1.0f, 1.0f, 1.0f);
public Renderer() {
this.boardShader = new BoardShader();
this.pieceShader = new PieceShader();
this.models = new Piece3DModel();
}
public void Init() {
@@ -38,29 +28,21 @@ public class Renderer {
this.boardVao = BoardModelLoader.GetBoardModel();
}
public void RenderPiece(Piece piece, Coordinate pos) {
try {
DDDModel pieceModel = this.models.getModel(piece);
Render(pieceModel, piece.getColor() == Color.White ? WHITE : BLACK, DDDPlacement.coordinates_to_vector(pos),
piece.getColor() == Color.White ? 0.0f : 3.14f);
} catch (IOException e) {
e.printStackTrace();
}
}
public void Render(Camera cam) {
public void Update(Camera cam) {
this.boardShader.Start();
this.boardShader.SetCamMatrix(cam);
this.pieceShader.Start();
this.pieceShader.SetCamMatrix(cam);
}
public void RenderBoard() {
RenderVao(this.boardShader, this.boardVao);
}
public void Render(DDDModel model, Vector3f color, Vector2f position, float rotation) {
Vector3f realPos = new Vector3f(position.x(), 0, position.y());
public void Render(DDDModel model, Vector3f color, Vector3f position, float rotation) {
this.pieceShader.Start();
this.pieceShader.setModelColor(color);
this.pieceShader.setModelTransform(new Matrix4f().translate(realPos).rotate(rotation, new Vector3f(0, 1, 0)));
this.pieceShader.setModelTransform(new Matrix4f().translate(position).rotate(rotation, new Vector3f(0, 1, 0)));
Render(model);
}