Compare commits

...

4 Commits

Author SHA1 Message Date
f8ae19fee8 set pieces color 2025-04-26 12:35:37 +02:00
1b22de17d8 change background color 2025-04-26 12:30:29 +02:00
24104fedf5 fix pieces rotation 2025-04-26 12:23:14 +02:00
5b6fce11bc refactor board model 2025-04-26 12:20:00 +02:00
4 changed files with 119 additions and 104 deletions

View File

@@ -0,0 +1,96 @@
package chess.view.DDDrender;
import org.joml.Vector3f;
public class BoardModelLoader {
private static int BOARD_WIDTH = 8;
private static int BOARD_HEIGHT = 8;
private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
private static int SQUARE_VERTEX_COUNT = 4;
private static float[] GetBoardPositions() {
float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
float x = i / (float) BOARD_WIDTH;
float dx = (i + 1) / (float) BOARD_WIDTH;
float z = j / (float) BOARD_HEIGHT;
float dz = (j + 1) / (float) BOARD_HEIGHT;
float trueX = 2 * x - 1;
float trueZ = 2 * z - 1;
float trueDX = 2 * dx - 1;
float trueDZ = 2 * dz - 1;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
}
}
return positions;
}
private static float[] GetBoardColors() {
float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
Vector3f color;
if ((i + j) % 2 == 0) {
color = new Vector3f(1.0f, 1.0f, 1.0f);
} else {
color = new Vector3f(0.0f, 0.0f, 0.0f);
}
int squareIndex = i * BOARD_WIDTH + j;
for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
}
}
}
return colors;
}
private static int[] GetBoardIndicies() {
int[] indices = new int[BOARD_SIZE * 6];
for (int i = 0; i < BOARD_SIZE; i++) {
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 2;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
return indices;
}
public static VertexArray GetBoardModel() {
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
VertexArray vao = new VertexArray(eBuffer);
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
positionBuffer.AddVertexAttribPointer(0, 3, 0);
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
colorBuffer.AddVertexAttribPointer(1, 3, 0);
vao.Bind();
vao.BindVertexBuffer(positionBuffer);
vao.BindVertexBuffer(colorBuffer);
vao.Unbind();
return vao;
}
}

View File

@@ -1,8 +1,6 @@
package chess.view.DDDrender;
import static org.lwjgl.opengl.GL11.GL_DEPTH_TEST;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
import static org.lwjgl.opengl.GL11.glEnable;
import java.io.IOException;
@@ -11,6 +9,7 @@ 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.shader.BoardShader;
@@ -20,13 +19,11 @@ import chess.view.DDDrender.shader.ShaderProgram;
public class Renderer {
private BoardShader boardShader;
private PieceShader pieceShader;
private VertexArray vao;
private VertexArray boardVao;
private final PieceModel models;
private static int BOARD_WIDTH = 8;
private static int BOARD_HEIGHT = 8;
private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
private static int SQUARE_VERTEX_COUNT = 4;
private static final Vector3f BLACK = new Vector3f(0.1f, 0.1f, 0.1f);
private static final Vector3f WHITE = new Vector3f(0.7f, 0.7f, 0.7f);
public Renderer() {
this.boardShader = new BoardShader();
@@ -37,116 +34,32 @@ public class Renderer {
public void Init() {
boardShader.LoadShader();
pieceShader.LoadShader();
glEnable(GL_DEPTH_TEST);
InitBoard();
}
private float[] GetBoardPositions() {
float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
float x = i / (float) BOARD_WIDTH;
float dx = (i + 1) / (float) BOARD_WIDTH;
float z = j / (float) BOARD_HEIGHT;
float dz = (j + 1) / (float) BOARD_HEIGHT;
float trueX = 2 * x - 1;
float trueZ = 2 * z - 1;
float trueDX = 2 * dx - 1;
float trueDZ = 2 * dz - 1;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3] = trueX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 1] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 2] = trueZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 3] = trueDX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 4] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 5] = trueZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 6] = trueX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 7] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 8] = trueDZ;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 9] = trueDX;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 10] = 0.0f;
positions[(BOARD_WIDTH * i + j) * SQUARE_VERTEX_COUNT * 3 + 11] = trueDZ;
}
}
return positions;
}
private float[] GetBoardColors() {
float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
Vector3f color;
if ((i + j) % 2 == 0) {
color = new Vector3f(1.0f, 1.0f, 1.0f);
} else {
color = new Vector3f(0.0f, 0.0f, 0.0f);
}
int squareIndex = i * BOARD_WIDTH + j;
for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 1] = color.y;
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3 + 2] = color.z;
}
}
}
return colors;
}
private int[] GetBoardIndicies() {
int[] indices = new int[BOARD_SIZE * 6];
for (int i = 0; i < BOARD_SIZE; i++) {
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 2;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
return indices;
}
private void InitBoard() {
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
this.vao = new VertexArray(eBuffer);
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
positionBuffer.AddVertexAttribPointer(0, 3, 0);
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
colorBuffer.AddVertexAttribPointer(1, 3, 0);
this.vao.Bind();
this.vao.BindVertexBuffer(positionBuffer);
this.vao.BindVertexBuffer(colorBuffer);
this.vao.Unbind();
this.boardVao = BoardModelLoader.GetBoardModel();
}
public void RenderPiece(Piece piece, Coordinate pos) {
try {
DDDModel pieceModel = this.models.getModel(piece);
Render(pieceModel, DDDPlacement.coordinates_to_vector(pos));
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) {
GL30.glClear(GL30.GL_DEPTH_BUFFER_BIT);
this.boardShader.Start();
this.boardShader.SetCamMatrix(cam.getMatrix());
this.pieceShader.Start();
this.pieceShader.SetCamMatrix(cam.getMatrix());
RenderVao(this.boardShader, vao);
RenderVao(this.boardShader, this.boardVao);
}
public void Render(DDDModel model, Vector2f position) {
public void Render(DDDModel model, Vector3f color, Vector2f position, float rotation) {
Vector3f realPos = new Vector3f(position.x(), 0, position.y());
this.pieceShader.Start();
this.pieceShader.setModelTransform(new Matrix4f().translate(realPos));
this.pieceShader.setModelColor(color);
this.pieceShader.setModelTransform(new Matrix4f().translate(realPos).rotate(rotation, new Vector3f(0, 1, 0)));
Render(model);
}

View File

@@ -139,7 +139,9 @@ public class Window {
renderer.Init();
// Set the clear color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearColor(0.4f, 0.4f, 0.6f, 1.0f);
glEnable(GL_DEPTH_TEST);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);

View File

@@ -1,6 +1,7 @@
package chess.view.DDDrender.shader;
import org.joml.Matrix4f;
import org.joml.Vector3f;
public class PieceShader extends ShaderProgram {
@@ -18,8 +19,6 @@ public class PieceShader extends ShaderProgram {
out vec3 toLightVector;
out vec3 surfaceNormal;
flat out vec3 pass_color;
void main(void){
vec4 worldPos = modelTransform * vec4(position, 1.0);
@@ -27,7 +26,6 @@ public class PieceShader extends ShaderProgram {
surfaceNormal = (modelTransform * vec4(normal, 0.0)).xyz;
gl_Position = camMatrix * worldPos;
pass_color = position;
}
""";
@@ -37,7 +35,7 @@ public class PieceShader extends ShaderProgram {
in vec3 toLightVector;
in vec3 surfaceNormal;
flat in vec3 pass_color;
uniform vec3 modelColor = vec3(1, 1, 1);
out vec4 out_color;
@@ -49,7 +47,7 @@ public class PieceShader extends ShaderProgram {
float brightness = diffuse;
out_color = vec4(pass_color, 1.0) * brightness;
out_color = vec4(modelColor, 1.0) * brightness;
out_color.w = 1.0;
}
@@ -57,6 +55,7 @@ public class PieceShader extends ShaderProgram {
private int location_CamMatrix = 0;
private int location_ModelTransform = 0;
private int location_ModelColor = 0;
public PieceShader() {
@@ -70,6 +69,7 @@ public class PieceShader extends ShaderProgram {
protected void GetAllUniformLocation() {
location_CamMatrix = GetUniformLocation("camMatrix");
location_ModelTransform = GetUniformLocation("modelTransform");
location_ModelColor = GetUniformLocation("modelColor");
}
public void SetCamMatrix(Matrix4f mat) {
@@ -79,4 +79,8 @@ public class PieceShader extends ShaderProgram {
public void setModelTransform(Matrix4f mat) {
LoadMat4(location_ModelTransform, mat);
}
public void setModelColor(Vector3f color) {
LoadVector(location_ModelColor, color);
}
}