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  JavaGaming.org - Pastebin



Author: Jay_PC (posted 2012-08-02 17:40:09, viewed 89 times)

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package liquid.org.util.model;


import static org.lwjgl.opengl.GL11.*;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector2f;
import org.lwjgl.util.vector.Vector3f;

import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;

public class GLModelLoader{
   
   public static GLTexturedModel getTexturedModel(String modelLocation, String textureLocation) throws IOException{
        BufferedReader reader = new BufferedReader(new FileReader(modelLocation));
      GLTexturedModel loadedModel = new GLTexturedModel();
      
      
       GLTexture modelTexture = new GLTexture(textureLocation);
       loadedModel.setTexture(modelTexture);
       
       
      String line;
        while ((line = reader.readLine()) != null) {
            if (line.startsWith("v ")) {
               //lines Starting with v are Vertex Points
                float x = Float.valueOf(line.split(" ")[1]);
                float y = Float.valueOf(line.split(" ")[2]);
                float z = Float.valueOf(line.split(" ")[3]);
                loadedModel.vertex_points.add(new Vector3f(x, y, z));
                
            } else if (line.startsWith("vn ")) {
               
               //Lines Starting with vn are Vertex Normals
                float x = Float.valueOf(line.split(" ")[1]);
                float y = Float.valueOf(line.split(" ")[2]);
                float z = Float.valueOf(line.split(" ")[3]);
                loadedModel.vertex_normals.add(new Vector3f(x, y, z));
                
                
            } else if (line.startsWith("vt ")) {
               //LinesStarting with vt are vertex texture coordinates
               float x = Float.valueOf(line.split(" ")[1]);
                float y = Float.valueOf(line.split(" ")[2]);
                loadedModel.texture_coordinates.add(new Vector2f(x, y));
                

            } else if (line.startsWith("f ")) {
               //loads the indexes of the above Points Normals and Texture vertexes. 
                Vector3f vertexIndices = new Vector3f(
                      Float.valueOf(line.split(" ")[1].split("/")[0]),
                        Float.valueOf(line.split(" ")[2].split("/")[0]),
                        Float.valueOf(line.split(" ")[3].split("/")[0]));
                Vector3f textureIndices = new Vector3f(
                      Float.valueOf(line.split(" ")[2].split("/")[1]),
                        Float.valueOf(line.split(" ")[2].split("/")[1]),
                        Float.valueOf(line.split(" ")[2].split("/")[1])
                      );
                Vector3f normalIndices = new Vector3f(
                      Float.valueOf(line.split(" ")[1].split("/")[2]),
                        Float.valueOf(line.split(" ")[2].split("/")[2]),
                        Float.valueOf(line.split(" ")[3].split("/")[2]));
                
                loadedModel.gLTexturedFaces.add(new GLTexturedFace(vertexIndices, textureIndices, normalIndices));
                
            }
        }
        
        reader.close();
        
        //create the display list right after the model was loaded
        createDisplayListFromModel(loadedModel);
      return loadedModel;
   }
   
   
   
   public static int createDisplayListFromModel(GLTexturedModel model){
       int displayList = glGenLists(1);
           glNewList(displayList, GL_COMPILE);
           {
               glColor3f(1.0f, 1.0f, 1.0f);
               glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().texture.getTextureID());
               glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
               glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
               glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
               glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
               glBegin(GL_TRIANGLES);
               for (GLTexturedFace face : model.gLTexturedFaces) {

                  Vector3f n1 = model.vertex_normals.get((int) face.vertex_normal_index.x - 1);
                   glNormal3f(n1.x, n1.y, n1.z);
                   Vector3f v1 = model.vertex_points.get((int) face.vertex_point_index.x - 1);
                   glVertex3f(v1.x, v1.y, v1.z);
                   Vector2f vt1 = model.texture_coordinates.get((int) face.texture_coordinate_index.x - 1);
                   glTexCoord2f(vt1.x, vt1.y);
                   
                   Vector3f n2 = model.vertex_normals.get((int) face.vertex_normal_index.x - 1);
                   glNormal3f(n2.x, n2.y, n2.z);
                   Vector3f v2 = model.vertex_points.get((int) face.vertex_point_index.x - 1);
                   glVertex3f(v2.x, v2.y, v2.z);
                   Vector2f vt2 = model.texture_coordinates.get((int) face.texture_coordinate_index.x - 1);
                   glTexCoord2f(vt2.x, vt2.y);
                   
                   Vector3f n3 = model.vertex_normals.get((int) face.vertex_normal_index.x - 1);
                   glNormal3f(n3.x, n3.y, n3.z);
                   Vector3f v3 = model.vertex_points.get((int) face.vertex_point_index.x - 1);
                   glVertex3f(v3.x, v3.y, v3.z);
                   Vector2f vt3 = model.texture_coordinates.get((int) face.texture_coordinate_index.x - 1);
                   glTexCoord2f(vt3.x, vt3.y);

               }
               glEnd();
           }
           glEndList();
           
           
           return displayList;
   }

}





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