change project structure
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135
app/src/main/java/chess/view/render/Window.java
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135
app/src/main/java/chess/view/render/Window.java
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package chess.view.render;
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import org.lwjgl.*;
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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 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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public class Window {
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// The window handle
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private long window;
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private Renderer renderer;
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private Camera cam;
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public Window() {
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this.renderer = new Renderer();
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this.cam = new Camera();
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}
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public void run() {
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System.out.println("LWJGL " + 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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private void init() {
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// Setup an error callback. The default implementation
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// will print the error message in System.err.
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GLFWErrorCallback.createPrint(System.err).set();
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// Initialize GLFW. Most GLFW functions will not work before doing this.
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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(1000, 1000, "3DChess", 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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// 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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} // 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 render() {
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cam.rotate(0.01f, 0.01f);
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renderer.Render(cam);
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}
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private void loop() {
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// This line is critical for LWJGL's interoperation with GLFW's
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// OpenGL context, or any context that is managed externally.
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// LWJGL detects the context that is current in the current thread,
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// creates the GLCapabilities instance and makes the OpenGL
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// bindings available for use.
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GL.createCapabilities();
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renderer.Init();
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// Set the clear color
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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while (!glfwWindowShouldClose(window)) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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render();
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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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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glViewport(0, 0, pWidth.get(), pHeight.get());
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} // the stack frame is popped automatically
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}
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}
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}
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