started rewriting rendering and window handling
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@@ -12,36 +12,13 @@ import java.util.Scanner;
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public class Entity
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{
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OBJModel model;
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Mesh mesh;
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public ShaderProgram shader;
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private final int vaoId;
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private final int vboId;
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public Entity(String object_file_path, String fragment_shader_path, String vertex_shader_path)
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{
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// Load Object
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try (InputStream in = this.getClass().getResourceAsStream(object_file_path)) {
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// Create an OBJParser and parse the resource
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final IOBJParser parser = new OBJParser();
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this.model = parser.parse(in);
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// Use the model representation to get some basic info
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System.out.println(MessageFormat.format(
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"OBJ model has {0} vertices, {1} normals, {2} texture coordinates, and {3} objects.",
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model.getVertices().size(),
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model.getNormals().size(),
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model.getTexCoords().size(),
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model.getObjects().size()));
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} catch (Exception e) {
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System.out.println("ERROR Parsing obj");
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e.printStackTrace();
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System.exit(1);
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}
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vaoId = 0;
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vboId = 0;
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this.mesh = new Mesh(object_file_path);
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// Load Shaders
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try {
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@@ -68,12 +45,4 @@ public class Entity
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e.printStackTrace();
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}
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}
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public int getVaoId() {
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return vaoId;
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}
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public int getVboId() {
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return vboId;
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}
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}
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@@ -1,11 +1,13 @@
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package org.example;
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import org.joml.*;
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import org.lwjgl.*;
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import org.lwjgl.Version;
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import org.lwjgl.glfw.*;
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import org.lwjgl.opengl.*;
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import org.lwjgl.system.*;
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import java.lang.Math;
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import java.nio.*;
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import java.io.*;
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import java.text.MessageFormat;
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@@ -13,6 +15,9 @@ import java.text.MessageFormat;
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import static org.lwjgl.glfw.Callbacks.*;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.opengl.GL15.*;
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import static org.lwjgl.opengl.GL20.*;
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import static org.lwjgl.opengl.GL30.*;
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import static org.lwjgl.system.MemoryStack.*;
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import static org.lwjgl.system.MemoryUtil.*;
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@@ -21,7 +26,11 @@ import org.lwjgl.system.MemoryStack;
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public class Game
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{
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public static final float Z_FAR = 1000.0f;
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public static final float Z_NEAR = 0.1f;
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public static final float FOV = (float) Math.toRadians(90.0f);
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private long window;
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private Matrix4f projection_matrix;
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public void run()
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{
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@@ -102,6 +111,12 @@ public class Game
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// Add stuff to world
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world.addEntity(new Entity("/objs/cube.obj", "/shaders/shader.frag", "/shaders/shader.vert"));
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// Calculate Perspective Matrix
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int w, h;
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glfwGetWindowSize(window, w, h);
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float aspect_ratio = (float) ;
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this.projection_matrix = new Matrix4f().perspective(FOV, )
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// Main loop or something
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while ( !glfwWindowShouldClose(window) )
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{
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@@ -109,10 +124,22 @@ public class Game
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glfwSwapBuffers(window);
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for (Entity entity : world.entities)
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render(entity);
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glfwPollEvents();
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}
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}
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public void render(Entity entity) {
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entity.shader.bind();
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glBindVertexArray(entity.mesh.vao_id);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawElements(GL_TRIANGLES, entity.mesh.vertex_count, GL_UNSIGNED_INT, 0);
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}
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public static void main(String[] args)
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{
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new Game().run();
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@@ -1,24 +1,44 @@
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package org.example;
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import org.apache.commons.lang3.ArrayUtils;
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import org.lwjgl.system.MemoryUtil;
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import java.io.File;
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import java.io.FileNotFoundException;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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import java.util.Scanner;
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public class Mesh {
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private final int vaoId;
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private final int vboId;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.opengl.GL15.*;
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import static org.lwjgl.opengl.GL20.*;
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import static org.lwjgl.opengl.GL30.*;
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public Mesh() {
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this.vaoId = 0;
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this.vboId = 0;
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public class Mesh {
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public int vertex_count;
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public int vao_id;
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public int vbo_id;
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Float[] vertices;
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Float[] normals;
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Integer[] vertice_indices;
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Integer[] normal_indices;
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// Creates a new Mesh object from an wavefront .obj file
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public Mesh(String obj_file_path) {
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this.loadObj(obj_file_path);
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}
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public void loadObj(String file_path) {
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ArrayList<Float> temp_vertices = new ArrayList<>();
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ArrayList<Float> temp_normals = new ArrayList<>();
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ArrayList<Integer> temp_vertice_indices = new ArrayList<>();
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ArrayList<Integer> temp_normal_indices = new ArrayList<>();
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Scanner scanner;
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File obj;
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ArrayList<Float> vertices = new ArrayList<>();
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ArrayList<Float> normals = new ArrayList<>();
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String line;
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String[] face_data_temp;
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@@ -42,9 +62,73 @@ public class Mesh {
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switch (data[0]) {
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case "v":
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vertices.add(Float.valueOf(data[1]));
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temp_vertices.add(Float.valueOf(data[1]));
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temp_vertices.add(Float.valueOf(data[2]));
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temp_vertices.add(Float.valueOf(data[3]));
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break;
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case "vn":
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temp_normals.add(Float.valueOf(data[1]));
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temp_normals.add(Float.valueOf(data[2]));
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temp_normals.add(Float.valueOf(data[3]));
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break;
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case "f":
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// Sample face data : "f 5//1 3//1 1//1" where each thing is v//normal_v
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for (i = 1; i < 4; i++) {
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face_data_temp = data[i].split("//");
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temp_vertice_indices.add(Integer.parseInt(face_data_temp[0]));
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if (face_data_temp.length > 1)
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temp_normal_indices.add(Integer.parseInt(face_data_temp[1]));
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}
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break;
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}
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}
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this.vertices = temp_vertices.toArray(Float[]::new);
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this.normals = temp_normals.toArray(Float[]::new);
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this.vertice_indices = temp_vertice_indices.toArray(Integer[]::new);
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this.normal_indices = temp_normal_indices.toArray(Integer[]::new);
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// OBJ File has been read, setup openGL buffers
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init();
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}
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private void init() {
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FloatBuffer vertices_buffer = null;
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try {
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vertices_buffer = MemoryUtil.memAllocFloat(this.vertices.length);
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vertex_count = this.vertices.length / 3;
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// Convert from our object list to the primitive float array
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vertices_buffer.put(ArrayUtils.toPrimitive(this.vertices)).flip();
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this.vao_id = glGenVertexArrays();
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glBindVertexArray(this.vao_id);
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this.vbo_id = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, this.vbo_id);
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glBufferData(GL_ARRAY_BUFFER, vertices_buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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} finally {
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if (vertices_buffer != null) {
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MemoryUtil.memFree(vertices_buffer);
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}
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}
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}
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public void cleanUp() {
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glDisableVertexAttribArray(0);
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// Delete the VBO
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(this.vbo_id);
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// Delete the VAO
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glBindVertexArray(0);
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glDeleteVertexArrays(this.vao_id);
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}
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}
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@@ -0,0 +1,24 @@
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package org.example;
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import org.lwjgl.glfw.*;
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import org.lwjgl.system.MemoryUtil;
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import java.util.concurrent.Callable;
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import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.system.MemoryUtil.NULL;
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public class Window {
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public long window_handle;
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public int height;
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public int width;
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private Callable<Void> resize_func;
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public Window(String title, Callable<Void> resize_func) {
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}
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}
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