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Skybox.java
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135 lines (111 loc) · 4.89 KB
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import gmaths.*;
import com.jogamp.opengl.*;
public final class Skybox {
private Model ground, sky, north, south, west, east;
private Camera camera;
private Light light;
private int worldSize = 64;
public Skybox(GL3 gl, Camera camera, Light light){
//this.plane = new Plane(gl, camera, light);
this.camera = camera;
this.light = light;
int[] textureId0 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_ny.jpg");
int[] textureId1 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_nx.jpg");
int[] textureId2 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_pz.jpg");
int[] textureId3 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_px.jpg");
int[] textureId4 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_nz.jpg");
int[] textureId5 = TextureLibrary.loadTexture(gl, "./textures/TropicalSunnyDay_py.jpg");
ground = initGround(gl, textureId0);
east = initSky(gl, textureId3);
west = initSky(gl, textureId1);
north = initSky(gl, textureId2);
south = initSky(gl, textureId4);
sky = initSky(gl, textureId5);
ground.setModelMatrix(getMground());
sky.setModelMatrix(getMtop());
east.setModelMatrix(getMeast());
west.setModelMatrix(getMwest());
north.setModelMatrix(getMnorth());
south.setModelMatrix(getMsouth());
}
private Model initGround(GL3 gl, int[] t){
Mesh m = new Mesh(gl, Plane.vertices.clone(), Plane.indices.clone());
Shader shader = new Shader(gl, "./shaders/vs_plane.txt", "./shaders/fs_plane.txt");
Material material = new Material(new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), 1.0f);
Model plane = new Model(gl, camera, light, shader, material, new Mat4(1), m, t);
return plane;
}
private Model initSky(GL3 gl, int[] t){
Mesh m = new Mesh(gl, Plane.vertices.clone(), Plane.indices.clone());
Shader shader = new Shader(gl, "./shaders/vs_plane.txt", "./shaders/fs_plane.txt");
Material material = new Material(new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), 1.0f);
Model plane = new Model(gl, camera, light, shader, material, new Mat4(1), m, t);
return plane;
}
private Mat4 getMground(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(0,-size/2,0), modelMatrix);
return modelMatrix;
}
private Mat4 getMtop(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundX(180), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(0, size/2, 0), modelMatrix);
return modelMatrix;
}
private Mat4 getMnorth(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundX(90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(0,0,-size*0.5f), modelMatrix);
return modelMatrix;
}
private Mat4 getMsouth(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundX(90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundY(180), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(0,0,size*0.5f), modelMatrix);
return modelMatrix;
}
private Mat4 getMwest(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundX(90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundY(90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(-size*0.5f,0,0), modelMatrix);
return modelMatrix;
}
private Mat4 getMeast(){
float size = (float)worldSize;
Mat4 modelMatrix = new Mat4(1);
modelMatrix = Mat4.multiply(Mat4Transform.scale(size,1f,size), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundX(90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.rotateAroundY(-90), modelMatrix);
modelMatrix = Mat4.multiply(Mat4Transform.translate(size*0.5f,0,0), modelMatrix);
return modelMatrix;
}
public void render(GL3 gl){
sky.render(gl);
ground.render(gl);
north.render(gl);
south.render(gl);
east.render(gl);
west.render(gl);
}
public void dispose(GL3 gl){
sky.dispose(gl);
ground.dispose(gl);
north.dispose(gl);
south.dispose(gl);
east.dispose(gl);
west.dispose(gl);
}
}