osekour
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@@ -26,11 +26,13 @@ dependencies {
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implementation "org.lwjgl:lwjgl:$lwjgl_version"
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implementation "org.lwjgl:lwjgl-opengl:$lwjgl_version"
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implementation "org.lwjgl:lwjgl-glfw:$lwjgl_version"
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implementation "org.lwjgl:lwjgl-assimp:$lwjgl_version"
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implementation "org.joml:joml:1.10.8"
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implementation "org.lwjgl:lwjgl::$lwjgl_natives"
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implementation "org.lwjgl:lwjgl-opengl::$lwjgl_natives"
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implementation "org.lwjgl:lwjgl-glfw::$lwjgl_natives"
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implementation "org.lwjgl:lwjgl-assimp::$lwjgl_natives"
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}
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application {
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141
app/src/main/java/chess/view/DDDrender/ModelLoader.java
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141
app/src/main/java/chess/view/DDDrender/ModelLoader.java
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@@ -0,0 +1,141 @@
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package chess.view.DDDrender;
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import java.io.IOException;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.stream.IntStream;
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import org.lwjgl.PointerBuffer;
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import org.lwjgl.assimp.AIFace.Buffer;
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import org.lwjgl.assimp.AIMesh;
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import org.lwjgl.assimp.AINode;
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import org.lwjgl.assimp.AIScene;
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import org.lwjgl.assimp.AIVector3D;
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import org.lwjgl.assimp.Assimp;
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import org.lwjgl.system.MemoryUtil;
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import chess.view.AssetManager;
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public class ModelLoader {
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private static final int VERTEX_SIZE = 3;
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private static final int UV_SIZE = 2;
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private static final int VERTEX_POSITION_INDEX = 0;
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private static final int VERTEX_UV_INDEX = 1;
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private static final int VERTEX_NORMAL_INDEX = 2;
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private static float[] toFloatArray(List<Float> list) {
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float[] result = new float[list.size()];
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for (int i = 0; i < list.size(); i++) {
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result[i] = list.get(i);
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}
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return result;
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}
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private static int[] toIntArray(List<Integer> list) {
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int[] result = new int[list.size()];
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for (int i = 0; i < list.size(); i++) {
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result[i] = list.get(i);
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}
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return result;
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}
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private static VertexArray processMesh(AIMesh mesh, AIScene scene) {
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List<Float> positions = new ArrayList<>();
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List<Float> textureCoords = new ArrayList<>();
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List<Float> normals = new ArrayList<>();
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List<Integer> indicies = new ArrayList<>();
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Buffer faces = mesh.mFaces();
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int faceNumber = mesh.mNumFaces();
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for (int i = 0; i < faceNumber; i++) {
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int offset = indicies.size();
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int numIndices = faces.get(i).mNumIndices();
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IntBuffer faceIndicies = faces.get(i).mIndices();
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// IntStream.of(faceIndicies.array()).forEach(indicies::add);
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for (int j = 0; j < faceIndicies.capacity(); j++) {
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indicies.add(faceIndicies.get(j));
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}
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}
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int vertNumber = mesh.mNumVertices();
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org.lwjgl.assimp.AIVector3D.Buffer vertecies = mesh.mVertices();
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for (int i = 0; i < vertNumber; i++) {
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AIVector3D vertex = vertecies.get(i);
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positions.add(vertex.x());
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positions.add(vertex.y());
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positions.add(vertex.z());
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}
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org.lwjgl.assimp.AIVector3D.Buffer vertexNormals = mesh.mNormals();
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for (int i = 0; i < vertNumber; i++) {
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AIVector3D normal = vertexNormals.get(i);
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normals.add(normal.x());
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normals.add(normal.y());
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normals.add(normal.z());
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}
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PointerBuffer vertexTexture = mesh.mTextureCoords();
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for (int i = 0; i < vertNumber; i++) {
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// PointerBuffer buff = mesh.mTextureCoords();
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// textureCoords.add(buff.get(i).x());
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// textureCoords.add(buff.get(i).y());
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}
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VertexBuffer positionVBO = new VertexBuffer(toFloatArray(positions), vertNumber);
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positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
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VertexBuffer textureVBO = new VertexBuffer(toFloatArray(positions), vertNumber);
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textureVBO.AddVertexAttribPointer(VERTEX_UV_INDEX, UV_SIZE, 0);
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VertexBuffer normalVBO = new VertexBuffer(toFloatArray(positions), vertNumber);
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normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
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VertexArray vao = new VertexArray(new ElementBuffer(toIntArray(indicies)));
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vao.Bind();
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vao.BindVertexBuffer(positionVBO);
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vao.BindVertexBuffer(textureVBO);
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vao.BindVertexBuffer(normalVBO);
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vao.Unbind();
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return vao;
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}
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private static void processNode(AINode node, AIScene scene, List<VertexArray> meshes) {
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for (int i = 0; i < node.mNumChildren(); i++) {
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AINode child = AINode.create(node.mChildren().get(i));
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processNode(child, scene, meshes);
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}
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for (int i = 0; i < node.mNumMeshes(); i++) {
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AIMesh mesh = AIMesh.create(scene.mMeshes().get(node.mMeshes().get(i)));
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meshes.add(processMesh(mesh, scene));
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}
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}
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public static List<VertexArray> loadModel(String filename) throws IOException {
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InputStream input = AssetManager.getResource(filename);
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byte[] buffer = input.readAllBytes();
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ByteBuffer data = MemoryUtil.memCalloc(buffer.length);
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data.put(buffer);
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data.flip();
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AIScene scene = Assimp.aiImportFileFromMemory(
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data,
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Assimp.aiProcess_Triangulate | Assimp.aiProcess_PreTransformVertices |
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Assimp.aiProcess_ValidateDataStructure,
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"");
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List<VertexArray> vertecies = new ArrayList<>();
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processNode(scene.mRootNode(), scene, vertecies);
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MemoryUtil.memFree(data);
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return vertecies;
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}
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}
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@@ -5,6 +5,7 @@ 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.io.IOException;
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import java.nio.*;
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import static org.lwjgl.glfw.Callbacks.*;
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@@ -24,6 +25,11 @@ public class Window {
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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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try {
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ModelLoader.loadModel("3d/bishop.glb");
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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public static void main(String[] args) {
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