I’ve had this problem before, I think its because of normals. If anyone knows how to fix this, or add normals to my existing block batch, let me know.
Block.java
package passage.games;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.util.vector.Vector3f;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
public class Block {
public Vector3f location;
public Vector3f rotation;
private int vertexPointer;
private int colorPointer;
private FloatBuffer vertexBuffer;
private FloatBuffer colorBuffer;
private Shader boxShader;
private float[] vertexData = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
public float[] colorData = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f,
};
public Block(Vector3f location, Vector3f rotation){
this.location = location;
this.rotation = rotation;
}
public Block(Vector3f location){
this.location = location;
this.rotation = new Vector3f(0, 0, 0);
}
public Block(){
this.location = new Vector3f(0, 0, 0);
this.rotation = new Vector3f(0, 0, 0);
}
public void init(){
vertexBuffer = BufferUtils.createFloatBuffer(108);
vertexBuffer.put(vertexData);
vertexBuffer.flip();
colorBuffer = BufferUtils.createFloatBuffer(108);
colorBuffer.put(colorData);
colorBuffer.flip();
vertexPointer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vertexPointer);
glBufferData(GL_ARRAY_BUFFER, vertexBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
colorPointer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, colorPointer);
glBufferData(GL_ARRAY_BUFFER, colorBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
boxShader = new Shader();
boxShader.attachVertexShader("./assets/box.vert");
boxShader.attachFragmentShader("./assets/box.frag");
boxShader.link();
}
public void render(){
boxShader.bind();
glPushMatrix();
glTranslatef(location.x, location.y, location.z);
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vertexPointer);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colorPointer);
glColorPointer(3, GL_FLOAT, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 12 * 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
boxShader.unbind();
}
public void update(){
}
public void destroy(){
glDeleteBuffers(vertexPointer);
glDeleteBuffers(colorPointer);
}
}
Vertex shader
varying vec3 normal; //Normal data (not setup through batch yet)
varying vec3 vertex; //Vertex location for next stage
void main(){
vertex = vec3(gl_ModelViewMatrix * gl_Vertex); //Vertex location init
normal = normalize(gl_NormalMatrix * gl_Normal); //Normal data init
gl_FrontColor = gl_Color; //Vertex color for next stage
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; //Final position using built-in matrices because I'm lazy :P
}
Fragment shader
uniform vec3 lightLocation; //Just set to 10, 10, 10 in the game class
vec3 lightColor = vec3(100, 100, 100); //The lights color
varying vec3 normal; //Normal (not setup through batch yet)
varying vec3 vertex; //Vertex from last stage
void main(){
vec3 light = normalize(lightLocation.xyz - vertex); //Normalize length between the light location, and vertex location
vec4 diffuse = vec4(lightColor, 1.0) * max(dot(normal, light), 0.0); //Diffuse color (light color)
diffuse = clamp(diffuse, 0.0, 1.0); //Final light color
gl_FragColor = gl_Color * diffuse; //Vertex color + light color
}
My end result: