149 lines
4.5 KiB
Java
149 lines
4.5 KiB
Java
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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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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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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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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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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}
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private void loop()
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{
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// Setup world
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World world = new World();
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// Do open gl stuff
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GL.createCapabilities();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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}
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} |