massive refactor
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package org.xfe.engine;
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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.io.InputStream;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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import java.util.Scanner;
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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 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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public int ebo_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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InputStream obj;
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String line;
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String[] face_data_temp;
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int[] face_data = new int[3];
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int i;
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// Try to open the file
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try {
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obj = this.getClass().getResourceAsStream(file_path);
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scanner = new Scanner(obj);
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} catch (Exception e) {
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System.out.println("ERROR: OBJ File \"" + file_path + "\" not found.");
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e.printStackTrace();
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return;
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}
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while (scanner.hasNextLine()) {
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line = scanner.nextLine();
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String[] data = line.split(" ");
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switch (data[0]) {
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case "v":
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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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// Bind our vertices into the VBO
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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));
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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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// Bind indices in EBO
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if (this.vertice_indices.length > 0)
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{
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// TODO : @0x01fe probably should free this (memory leaks are like bad or smthng)
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IntBuffer indice_buffer = MemoryUtil.memAllocInt(vertice_indices.length);
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indice_buffer.put(ArrayUtils.toPrimitive(vertice_indices));
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ebo_id = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indice_buffer, GL_STATIC_DRAW);
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}
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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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