init
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@@ -0,0 +1,133 @@
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package org.example;
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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.nio.*;
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import java.io.*;
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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.system.MemoryStack.*;
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import static org.lwjgl.system.MemoryUtil.*;
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import com.mokiat.data.front.parser.*;
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import org.lwjgl.system.MemoryStack;
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public class Game
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{
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private long window;
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public void run()
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{
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System.out.println("Running LWJGL Version " + Version.getVersion() + ".");
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init();
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loop();
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// Free the window callbacks and destroy the window
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glfwFreeCallbacks(window);
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glfwDestroyWindow(window);
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// Terminate GLFW and free the error callback
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glfwTerminate();
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glfwSetErrorCallback(null).free();
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}
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public void init()
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{
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GLFWErrorCallback.createPrint(System.err).set();
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if (!glfwInit())
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throw new IllegalStateException("Unable to Initialize GLFW");
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// Configure GLFW
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glfwDefaultWindowHints(); // optional, the current window hints are already the default
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
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// Create the window
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window = glfwCreateWindow(300, 300, "Hello World!", NULL, NULL);
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if ( window == NULL )
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throw new RuntimeException("Failed to create the GLFW window");
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// Setup a key callback. It will be called every time a key is pressed, repeated or released.
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glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
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if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
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glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
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});
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// Get the thread stack and push a new frame
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try ( MemoryStack stack = stackPush() ) {
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IntBuffer pWidth = stack.mallocInt(1); // int*
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IntBuffer pHeight = stack.mallocInt(1); // int*
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// Get the window size passed to glfwCreateWindow
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glfwGetWindowSize(window, pWidth, pHeight);
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// Get the resolution of the primary monitor
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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// Center the window
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glfwSetWindowPos(
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window,
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(vidmode.width() - pWidth.get(0)) / 2,
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(vidmode.height() - pHeight.get(0)) / 2
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);
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} // the stack frame is popped automatically
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// Make the OpenGL context current
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glfwMakeContextCurrent(window);
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// Enable v-sync
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glfwSwapInterval(1);
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// Make the window visible
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glfwShowWindow(window);
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// Load Objects
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try (InputStream in = this.getClass().getResourceAsStream("/objs/cube.obj")) {
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// Create an OBJParser and parse the resource
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final IOBJParser parser = new OBJParser();
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final OBJModel 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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e.printStackTrace();
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System.exit(1);
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}
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}
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private void loop()
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{
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GL.createCapabilities();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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while ( !glfwWindowShouldClose(window) )
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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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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}
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}
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@@ -0,0 +1,80 @@
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package org.example;
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import static org.lwjgl.opengl.GL20.*;
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public class ShaderProgram {
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private final int programId;
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private int vertexShaderId;
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private int fragmentShaderId;
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public ShaderProgram() throws Exception {
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programId = glCreateProgram();
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if (programId == 0) {
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throw new Exception("Could not create Shader");
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}
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}
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public void createVertexShader(String shaderCode) throws Exception {
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vertexShaderId = createShader(shaderCode, GL_VERTEX_SHADER);
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}
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public void createFragmentShader(String shaderCode) throws Exception {
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fragmentShaderId = createShader(shaderCode, GL_FRAGMENT_SHADER);
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}
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protected int createShader(String shaderCode, int shaderType) throws Exception {
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int shaderId = glCreateShader(shaderType);
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if (shaderId == 0) {
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throw new Exception("Error creating shader. Type: " + shaderType);
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}
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glShaderSource(shaderId, shaderCode);
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glCompileShader(shaderId);
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if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) {
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throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024));
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}
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glAttachShader(programId, shaderId);
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return shaderId;
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}
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public void link() throws Exception {
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glLinkProgram(programId);
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if (glGetProgrami(programId, GL_LINK_STATUS) == 0) {
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throw new Exception("Error linking Shader code: " + glGetProgramInfoLog(programId, 1024));
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}
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if (vertexShaderId != 0) {
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glDetachShader(programId, vertexShaderId);
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}
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if (fragmentShaderId != 0) {
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glDetachShader(programId, fragmentShaderId);
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}
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glValidateProgram(programId);
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if (glGetProgrami(programId, GL_VALIDATE_STATUS) == 0) {
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System.err.println("Warning validating Shader code: " + glGetProgramInfoLog(programId, 1024));
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}
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}
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public void bind() {
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glUseProgram(programId);
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}
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public void unbind() {
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glUseProgram(0);
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}
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public void cleanup() {
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unbind();
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if (programId != 0) {
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glDeleteProgram(programId);
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}
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}
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}
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@@ -0,0 +1,221 @@
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# Blender v2.79 (sub 0) OBJ File: 'axis.blend'
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# www.blender.org
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v -11.748000 -0.360000 1.268000
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v -11.276000 -0.360000 1.268000
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v -10.424000 -0.360000 0.228000
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v -9.568000 -0.360000 1.268000
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v -9.092000 -0.360000 1.268000
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v -10.184000 -0.360000 -0.048000
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v -9.008000 -0.360000 -1.460000
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v -9.484000 -0.360000 -1.460000
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v -10.424000 -0.360000 -0.332000
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v -11.352000 -0.360000 -1.460000
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v -11.824000 -0.360000 -1.460000
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v -10.660000 -0.360000 -0.048000
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v -9.484000 0.373033 -1.460000
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v -10.424000 0.373033 -0.332000
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v -11.748000 0.373033 1.268000
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||||
v -10.660000 0.373033 -0.048000
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v -9.568000 0.373033 1.268000
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v -10.184000 0.373033 -0.048000
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v -11.824000 0.373033 -1.460000
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v -9.008000 0.373033 -1.460000
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v -10.424000 0.373033 0.228000
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v -11.352000 0.373033 -1.460000
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||||
v -9.092000 0.373033 1.268000
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||||
v -11.276000 0.373033 1.268000
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||||
v -0.620000 -0.380000 11.376000
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||||
v 1.116000 -0.380000 9.000000
|
||||
v -1.344000 -0.380000 9.000000
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||||
v -1.344000 -0.380000 9.352000
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||||
v 0.392000 -0.380000 9.352000
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||||
v -1.344000 -0.380000 11.728000
|
||||
v 1.008000 -0.380000 11.728000
|
||||
v 1.008000 -0.380000 11.376000
|
||||
v 0.392000 0.384923 9.352000
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||||
v -1.344000 0.384923 11.728000
|
||||
v -0.620000 0.384923 11.376000
|
||||
v -1.344000 0.384923 9.352000
|
||||
v 1.116000 0.384923 9.000000
|
||||
v 1.008000 0.384923 11.728000
|
||||
v 1.008000 0.384923 11.376000
|
||||
v -1.344000 0.384923 9.000000
|
||||
v -0.250000 10.788000 0.104000
|
||||
v -0.250000 11.728000 -0.628000
|
||||
v -0.250000 11.728000 -1.100000
|
||||
v -0.250000 10.444000 -0.088000
|
||||
v -0.250000 9.000000 -0.088000
|
||||
v -0.250000 9.000000 0.304000
|
||||
v -0.250000 10.440000 0.304000
|
||||
v -0.250000 11.728000 1.316000
|
||||
v -0.250000 11.728000 0.844000
|
||||
v 0.304321 9.000000 -0.088000
|
||||
v 0.304321 9.000000 0.304000
|
||||
v 0.304321 10.440000 0.304000
|
||||
v 0.304321 10.444000 -0.088000
|
||||
v 0.304321 11.728000 1.316000
|
||||
v 0.304321 10.788000 0.104000
|
||||
v 0.304321 11.728000 -0.628000
|
||||
v 0.304321 11.728000 -1.100000
|
||||
v 0.304321 11.728000 0.844000
|
||||
v 0.500000 -0.500000 -0.500000
|
||||
v 0.500000 0.500000 -0.500000
|
||||
v 0.500000 -0.500000 0.500000
|
||||
v 0.500000 0.500000 0.500000
|
||||
v -0.500000 -0.500000 -0.500000
|
||||
v -0.500000 0.500000 -0.500000
|
||||
v -0.500000 -0.500000 0.500000
|
||||
v -0.500000 0.500000 0.500000
|
||||
v -8.500000 0.500000 0.500000
|
||||
v -8.500000 -0.500000 0.500000
|
||||
v -8.500000 -0.500000 -0.500000
|
||||
v -8.500000 0.500000 -0.500000
|
||||
v 0.500000 8.500000 -0.500000
|
||||
v 0.500000 8.500000 0.500000
|
||||
v -0.500000 8.500000 0.500000
|
||||
v -0.500000 8.500000 -0.500000
|
||||
v 0.500000 0.500000 8.500000
|
||||
v 0.500000 -0.500000 8.500000
|
||||
v -0.500000 -0.500000 8.500000
|
||||
v -0.500000 0.500000 8.500000
|
||||
s off
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||||
f 6 5 4
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||||
f 6 4 3
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||||
f 3 2 1
|
||||
f 3 1 12
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||||
f 6 3 12
|
||||
f 7 6 12
|
||||
f 7 12 9
|
||||
f 9 12 11
|
||||
f 7 9 8
|
||||
f 10 9 11
|
||||
f 18 17 23
|
||||
f 18 21 17
|
||||
f 21 15 24
|
||||
f 21 16 15
|
||||
f 18 16 21
|
||||
f 20 16 18
|
||||
f 20 14 16
|
||||
f 14 19 16
|
||||
f 20 13 14
|
||||
f 22 19 14
|
||||
f 6 23 5
|
||||
f 9 13 8
|
||||
f 10 14 9
|
||||
f 7 18 6
|
||||
f 1 16 12
|
||||
f 11 22 10
|
||||
f 2 15 1
|
||||
f 5 17 4
|
||||
f 4 21 3
|
||||
f 3 24 2
|
||||
f 8 20 7
|
||||
f 12 19 11
|
||||
f 32 31 30
|
||||
f 32 30 25
|
||||
f 25 30 29
|
||||
f 26 25 29
|
||||
f 26 29 28
|
||||
f 26 28 27
|
||||
f 39 34 38
|
||||
f 39 35 34
|
||||
f 35 33 34
|
||||
f 37 33 35
|
||||
f 37 36 33
|
||||
f 37 40 36
|
||||
f 28 40 27
|
||||
f 25 39 32
|
||||
f 32 38 31
|
||||
f 26 35 25
|
||||
f 29 36 28
|
||||
f 30 33 29
|
||||
f 27 37 26
|
||||
f 31 34 30
|
||||
f 44 42 43
|
||||
f 44 41 42
|
||||
f 41 48 49
|
||||
f 41 47 48
|
||||
f 44 47 41
|
||||
f 45 47 44
|
||||
f 45 46 47
|
||||
f 53 57 56
|
||||
f 53 56 55
|
||||
f 55 58 54
|
||||
f 55 54 52
|
||||
f 53 55 52
|
||||
f 50 53 52
|
||||
f 50 52 51
|
||||
f 58 41 49
|
||||
f 50 46 45
|
||||
f 55 42 41
|
||||
f 54 49 48
|
||||
f 51 47 46
|
||||
f 52 48 47
|
||||
f 56 43 42
|
||||
f 57 44 43
|
||||
f 53 45 44
|
||||
f 60 61 59
|
||||
f 65 78 66
|
||||
f 66 68 65
|
||||
f 64 59 63
|
||||
f 65 59 61
|
||||
f 60 72 62
|
||||
f 67 69 68
|
||||
f 63 70 64
|
||||
f 65 69 63
|
||||
f 64 67 66
|
||||
f 72 74 73
|
||||
f 64 71 60
|
||||
f 62 73 66
|
||||
f 66 74 64
|
||||
f 75 77 76
|
||||
f 61 77 65
|
||||
f 66 75 62
|
||||
f 62 76 61
|
||||
f 6 18 23
|
||||
f 9 14 13
|
||||
f 10 22 14
|
||||
f 7 20 18
|
||||
f 1 15 16
|
||||
f 11 19 22
|
||||
f 2 24 15
|
||||
f 5 23 17
|
||||
f 4 17 21
|
||||
f 3 21 24
|
||||
f 8 13 20
|
||||
f 12 16 19
|
||||
f 28 36 40
|
||||
f 25 35 39
|
||||
f 32 39 38
|
||||
f 26 37 35
|
||||
f 29 33 36
|
||||
f 30 34 33
|
||||
f 27 40 37
|
||||
f 31 38 34
|
||||
f 58 55 41
|
||||
f 50 51 46
|
||||
f 55 56 42
|
||||
f 54 58 49
|
||||
f 51 52 47
|
||||
f 52 54 48
|
||||
f 56 57 43
|
||||
f 57 53 44
|
||||
f 53 50 45
|
||||
f 60 62 61
|
||||
f 65 77 78
|
||||
f 66 67 68
|
||||
f 64 60 59
|
||||
f 65 63 59
|
||||
f 60 71 72
|
||||
f 67 70 69
|
||||
f 63 69 70
|
||||
f 65 68 69
|
||||
f 64 70 67
|
||||
f 72 71 74
|
||||
f 64 74 71
|
||||
f 62 72 73
|
||||
f 66 73 74
|
||||
f 75 78 77
|
||||
f 61 76 77
|
||||
f 66 78 75
|
||||
f 62 75 76
|
||||
@@ -0,0 +1,30 @@
|
||||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 1.000000 1.000000 -1.000000
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
v 1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 -1.000000 1.000000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
s 0
|
||||
f 5//1 3//1 1//1
|
||||
f 3//2 8//2 4//2
|
||||
f 7//3 6//3 8//3
|
||||
f 2//4 8//4 6//4
|
||||
f 1//5 4//5 2//5
|
||||
f 5//6 2//6 6//6
|
||||
f 5//1 7//1 3//1
|
||||
f 3//2 7//2 8//2
|
||||
f 7//3 5//3 6//3
|
||||
f 2//4 4//4 8//4
|
||||
f 1//5 3//5 4//5
|
||||
f 5//6 1//6 2//6
|
||||
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,18 @@
|
||||
# Blender 4.1.1
|
||||
# www.blender.org
|
||||
mtllib tetrahedron.mtl
|
||||
o Tetrahedron
|
||||
v 0.589834 1.455189 -0.731109
|
||||
v -0.654905 0.362953 1.561846
|
||||
v -1.236534 -0.687860 -0.998915
|
||||
v 1.301606 -1.130282 0.168178
|
||||
vn -0.3405 -0.8402 0.4221
|
||||
vn -0.7515 0.6526 -0.0971
|
||||
vn 0.7139 0.3971 0.5767
|
||||
vn 0.3781 -0.2096 -0.9017
|
||||
s 0
|
||||
usemtl
|
||||
f 3//1 4//1 2//1
|
||||
f 2//2 1//2 3//2
|
||||
f 1//3 2//3 4//3
|
||||
f 1//4 4//4 3//4
|
||||
@@ -0,0 +1,52 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
uniform float light_power;
|
||||
uniform vec3 lightColor;
|
||||
uniform vec3 objectColor;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec3 LightPos;
|
||||
|
||||
// const float light_power = 12.0;
|
||||
const float ambientStrength = 0.2;
|
||||
const float shininess = 64.0;
|
||||
const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB color space
|
||||
|
||||
void main()
|
||||
{
|
||||
// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
vec3 lightDir = LightPos - FragPos;
|
||||
float distance = length(lightDir);
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
|
||||
distance = distance * distance;
|
||||
lightDir = normalize(lightDir);
|
||||
|
||||
float lambertian = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = lambertian * lightColor;
|
||||
float specular = 0.0;
|
||||
|
||||
if (lambertian > 0.0)
|
||||
{
|
||||
vec3 viewDir = normalize(-FragPos);
|
||||
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float specAngle = max(dot(halfDir, norm), 0.0);
|
||||
specular = pow(specAngle, shininess);
|
||||
}
|
||||
|
||||
vec3 colorLinear = (ambient + (diffuse * light_power) + (specular * light_power)) * objectColor;
|
||||
|
||||
// vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
|
||||
|
||||
FragColor = vec4(colorLinear, 1.0);
|
||||
|
||||
// vec3 norm = normalize(Normal);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
//layout (location = 1) in vec3 aColor;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform vec3 lightPos;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec3 LightPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
FragPos = vec3(view * model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(view * model))) * aNormal;
|
||||
LightPos = vec3(view * vec4(lightPos, 1.0));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 lightColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(lightColor, 1.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in new issue
Block a user