Package episode_27

Source Code of episode_27.VBOModels

/*
* Copyright (c) 2013, Oskar Veerhoek
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
*    list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
*    this list of conditions and the following disclaimer in the documentation
*    and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
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* either expressed or implied, of the FreeBSD Project.
*/

package episode_27;

import org.lwjgl.LWJGLException;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import utility.*;

import java.io.File;
import java.io.FileNotFoundException;
import java.io.IOException;

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.glDeleteProgram;
import static org.lwjgl.opengl.GL20.glUseProgram;

public class VBOModels {

    private static EulerCamera cam;
    private static int shaderProgram;
    private static int vboVertexHandle;
    private static int vboNormalHandle;

    private static Model model;

    private static final String MODEL_LOCATION = "res/models/bunny.obj";
    private static final String VERTEX_SHADER_LOCATION = "res/shaders/vertex_phong_lighting.vs";
    private static final String FRAGMENT_SHADER_LOCATION = "res/shaders/vertex_phong_lighting.fs";

    public static void main(String[] args) {
        setUpDisplay();
        setUpVBOs();
        setUpCamera();
        setUpShaders();
        setUpLighting();
        while (!Display.isCloseRequested()) {
            render();
            checkInput();
            Display.update();
            Display.sync(60);
        }
        cleanUp();
        System.exit(0);
    }

    private static void checkInput() {
        cam.processMouse(1, 80, -80);
        cam.processKeyboard(16, 1, 1, 1);
        if (Mouse.isButtonDown(0)) {
            Mouse.setGrabbed(true);
        } else if (Mouse.isButtonDown(1)) {
            Mouse.setGrabbed(false);
        }
    }

    private static void cleanUp() {
        glDeleteProgram(shaderProgram);
        glDeleteBuffers(vboVertexHandle);
        glDeleteBuffers(vboNormalHandle);
        Display.destroy();
    }

    private static void render() {
        glLoadIdentity();
        cam.applyTranslations();

        glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(cam.x(), cam.y(), cam.z(), 1));

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLES, 0, model.getFaces().size() * 3);
    }

    private static void setUpLighting() {
        glShadeModel(GL_SMOOTH);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glLightModel(GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[]{0.05f, 0.05f, 0.05f, 1f}));
        glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[]{0, 0, 0, 1}));
        glEnable(GL_CULL_FACE);
        glCullFace(GL_BACK);
        glMaterialf(GL_FRONT, GL_SHININESS, 120);
        glMaterial(GL_FRONT, GL_DIFFUSE, BufferTools.asFlippedFloatBuffer(0.4f, 0.27f, 0.17f, 0));
    }

    private static void setUpVBOs() {
        int[] vbos;
        try {
            model = OBJLoader.loadModel(new File(MODEL_LOCATION));
            vbos = OBJLoader.createVBO(model);
            vboVertexHandle = vbos[0];
            vboNormalHandle = vbos[1];
            glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
            glVertexPointer(3, GL_FLOAT, 0, 0L);
            glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
            glNormalPointer(GL_FLOAT, 0, 0L);
            glEnableClientState(GL_VERTEX_ARRAY);
            glEnableClientState(GL_NORMAL_ARRAY);
        } catch (FileNotFoundException e) {
            e.printStackTrace();
            cleanUp();
            System.exit(1);
        } catch (IOException e) {
            e.printStackTrace();
            cleanUp();
            System.exit(1);
        }
        //    vboVertexHandle = glGenBuffers();
        //    vboNormalHandle = glGenBuffers();
        //    model = null;
        //    try {
        //      model = OBJLoader.loadModel(new File(MODEL_LOCATION));
        //    } catch (FileNotFoundException e){
        //      e.printStackTrace();
        //      cleanUp();
        //      System.exit(1);
        //    } catch (IOException e) {
        //      e.printStackTrace();
        //      cleanUp();
        //      System.exit(1);
        //    }
        //    FloatBuffer vertices = reserveData(model.faces.size() * 9);
        //    FloatBuffer normals = reserveData(model.faces.size() * 9);
        //    for (Face face : model.faces) {
        //      vertices.put(asFloats(model.vertices.get((int) face.vertex.x - 1)));
        //      vertices.put(asFloats(model.vertices.get((int) face.vertex.y - 1)));
        //      vertices.put(asFloats(model.vertices.get((int) face.vertex.z - 1)));
        //      normals.put(asFloats(model.normals.get((int) face.normal.x - 1)));
        //      normals.put(asFloats(model.normals.get((int) face.normal.y - 1)));
        //      normals.put(asFloats(model.normals.get((int) face.normal.z - 1)));
        //    }
        //    vertices.flip();
        //    normals.flip();
        //    glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
        //    glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
        //    glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
        //    glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
        //    glBindBuffer(GL_ARRAY_BUFFER, 0);
    }

    private static void setUpShaders() {
        shaderProgram = ShaderLoader.loadShaderPair(VERTEX_SHADER_LOCATION, FRAGMENT_SHADER_LOCATION);
        glUseProgram(shaderProgram);
    }

    private static void setUpCamera() {
        cam = new EulerCamera((float) Display.getWidth() / (float) Display.getHeight(), -2.19f, 1.36f, 11.45f);
        cam.setFieldOfView(70);
        cam.applyPerspectiveMatrix();
    }

    private static void setUpDisplay() {
        try {
            Display.setDisplayMode(new DisplayMode(640, 480));
            Display.setVSyncEnabled(true);
            Display.setTitle("VBO Model Demo");
            Display.create();
        } catch (LWJGLException e) {
            System.err.println("The display wasn't initialized correctly. :(");
            Display.destroy();
            System.exit(1);
        }
    }
}
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