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package org.exampl
import org.lwjgl.glfw.GLFW.*
import org.lwjgl.opengl.GL
import org.lwjgl.opengl.GL20.*
import org.lwjgl.opengl.GL30.*
import org.lwjgl.system.MemoryUtil.*
import java.nio.FloatBuffer
import kotlin.math.*
class AtomModelShader {
private var window: Long = 0
private var isRunning = false
private var shaderProgram = 0
private var vao = 0
private var vbo = 0
// Параметры камеры
private var cameraDistance = 15.0f
private var cameraAngleX = 30.0f
private var cameraAngleY = 45.0f
// Параметры атома
private val nucleusRadius = 1.2f
private val electronRadius = 0.4f
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private val protonRadius = 0.5f // Протоны немного больше электронов
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private val orbitRadii = floatArrayOf(4.0f, 6.0f, 8.0f)
private var rotationAngle = 0.0f
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private var nucleusRotationAngle = 0.0f
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private val electronSpeeds = floatArrayOf(1.0f, 1.3f, 0.8f)
private val protonSpeeds = floatArrayOf(0.7f, 1.1f, 0.9f)
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fun run() {
init()
loop()
cleanup()
}
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private fun loop() {
var lastTime = glfwGetTime()
while (isRunning && !glfwWindowShouldClose(window)) {
val currentTime = glfwGetTime()
val deltaTime = (currentTime - lastTime).toFloat()
lastTime = currentTime
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
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// Обновление углов вращения
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nucleusRotationAngle += 0.5f * deltaTime
rotationAngle += 0.6f * deltaTime
// Активация шейдера
glUseProgram(shaderProgram)
// Настройка камеры
val view = createViewMatrix()
val projection = createProjectionMatrix()
// Установка uniform-переменных
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), false, view)
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), false, projection)
glUniform3f(glGetUniformLocation(shaderProgram, "lightPos"), 10f, 10f, 10f)
glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1f, 1f, 1f)
glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"),
0f, 0f, cameraDistance)
// Отрисовка ядра с вращением
drawNucleus()
// Отрисовка электронов и протонов
drawParticles()
glfwSwapBuffers(window)
glfwPollEvents()
}
}
private fun drawNucleus() {
val model = org.joml.Matrix4f()
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.rotateY(nucleusRotationAngle)
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.scale(nucleusRadius)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, floatArrayToBuffer(model.get(FloatArray(16))))
glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), 1.0f, 1.0f, 0.0f)
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLES, 0, 32 * 32 * 6)
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glBindVertexArray(0)
}
private fun drawParticles() {
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// Красный цвет для электронов
val electronColor = floatArrayOf(1f, 0.0f, 0.0f)
// Синий цвет для протонов
val protonColor = floatArrayOf(0.0f, 0.0f, 1f)
// Отрисовка электронов (красные)
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for (i in 0 until 3) {
val angle = rotationAngle * electronSpeeds[i]
val x = orbitRadii[i] * cos(angle.toDouble()).toFloat()
val z = orbitRadii[i] * sin(angle.toDouble()).toFloat()
val y = orbitRadii[i] * 0.3f * sin(angle.toDouble() * 1.5).toFloat()
val model = org.joml.Matrix4f()
.translate(x, y, z)
.scale(electronRadius)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, floatArrayToBuffer(model.get(FloatArray(16))))
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glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"),
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electronColor[0], electronColor[1], electronColor[2])
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLES, 0, 32 * 32 * 6)
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glBindVertexArray(0)
}
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// Отрисовка протонов (синие)
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for (i in 0 until 3) {
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val angle = rotationAngle * protonSpeeds[i] + PI.toFloat()
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val x = (orbitRadii[i] + 1.5f) * cos(angle.toDouble()).toFloat()
val z = (orbitRadii[i] + 1.5f) * sin(angle.toDouble()).toFloat()
val y = (orbitRadii[i] + 1.5f) * 0.3f * cos(angle.toDouble() * 1.2).toFloat()
val model = org.joml.Matrix4f()
.translate(x, y, z)
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.scale(protonRadius)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, floatArrayToBuffer(model.get(FloatArray(16))))
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glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"),
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protonColor[0], protonColor[1], protonColor[2])
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLES, 0, 32 * 32 * 6)
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glBindVertexArray(0)
}
}
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private fun init() {
if (!glfwInit()) throw IllegalStateException("Unable to initialize GLFW")
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE)
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
window = glfwCreateWindow(1000, 800, "3D Atom Model with Shaders", NULL, NULL)
?: throw RuntimeException("Failed to create GLFW window")
glfwMakeContextCurrent(window)
GL.createCapabilities()
initShaders()
initBuffers()
glEnable(GL_DEPTH_TEST)
glClearColor(0.1f, 0.1f, 0.15f, 1.0f)
glfwSetFramebufferSizeCallback(window) { _, width, height ->
glViewport(0, 0, width, height)
}
glfwShowWindow(window)
isRunning = true
setupControls()
}
private fun initShaders() {
val vertexShader = """
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
}
""".trimIndent()
val fragmentShader = """
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 objectColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
void main() {
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}
""".trimIndent()
shaderProgram = glCreateProgram()
val vs = compileShader(vertexShader, GL_VERTEX_SHADER)
val fs = compileShader(fragmentShader, GL_FRAGMENT_SHADER)
glAttachShader(shaderProgram, vs)
glAttachShader(shaderProgram, fs)
glLinkProgram(shaderProgram)
if (glGetProgrami(shaderProgram, GL_LINK_STATUS) == GL_FALSE) {
throw RuntimeException("Shader linking failed: ${glGetProgramInfoLog(shaderProgram)}")
}
glDeleteShader(vs)
glDeleteShader(fs)
}
private fun compileShader(source: String, type: Int): Int {
val shader = glCreateShader(type)
glShaderSource(shader, source)
glCompileShader(shader)
if (glGetShaderi(shader, GL_COMPILE_STATUS) == GL_FALSE) {
throw RuntimeException("Shader compilation failed: ${glGetShaderInfoLog(shader)}")
}
return shader
}
private fun initBuffers() {
vao = glGenVertexArrays()
vbo = glGenBuffers()
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
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// Создаем сферу с треугольниками для более качественного отображения
val sphereData = createSolidSphereData(1.0f, 32, 32)
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glBufferData(GL_ARRAY_BUFFER, sphereData, GL_STATIC_DRAW)
// Позиции вершин (0)
glVertexAttribPointer(0, 3, GL_FLOAT, false, 6 * Float.SIZE_BYTES, 0)
glEnableVertexAttribArray(0)
// Нормали (1)
glVertexAttribPointer(1, 3, GL_FLOAT, false, 6 * Float.SIZE_BYTES, 3 * Float.SIZE_BYTES.toLong())
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
}
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private fun createSolidSphereData(radius: Float, sectors: Int, stacks: Int): FloatBuffer {
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val vertices = mutableListOf<Float>()
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val sectorStep = 2 * PI.toFloat() / sectors
val stackStep = PI.toFloat() / stacks
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for (i in 0 until stacks) {
val stackAngle1 = PI.toFloat() / 2 - i * stackStep
val stackAngle2 = PI.toFloat() / 2 - (i + 1) * stackStep
val xy1 = radius * cos(stackAngle1)
val z1 = radius * sin(stackAngle1)
val xy2 = radius * cos(stackAngle2)
val z2 = radius * sin(stackAngle2)
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for (j in 0..sectors) {
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val sectorAngle1 = j * sectorStep
val sectorAngle2 = (j + 1) * sectorStep
// Вершины для двух треугольников, образующих квад
for (k in 0..1) {
val sa = if (k == 0) sectorAngle1 else sectorAngle2
val stackAngle = if (k == 0) stackAngle1 else stackAngle2
val xy = if (k == 0) xy1 else xy2
val z = if (k == 0) z1 else z2
val x = xy * cos(sa)
val y = xy * sin(sa)
val nx = x / radius
val ny = y / radius
val nz = z / radius
vertices.add(x)
vertices.add(y)
vertices.add(z)
vertices.add(nx)
vertices.add(ny)
vertices.add(nz)
}
// Вторая пара вершин для завершения квада
val x1 = xy1 * cos(sectorAngle1)
val y1 = xy1 * sin(sectorAngle1)
val x2 = xy2 * cos(sectorAngle1)
val y2 = xy2 * sin(sectorAngle1)
val x3 = xy1 * cos(sectorAngle2)
val y3 = xy1 * sin(sectorAngle2)
val x4 = xy2 * cos(sectorAngle2)
val y4 = xy2 * sin(sectorAngle2)
// Первый треугольник
addVertexWithNormal(vertices, x1, y1, z1, radius)
addVertexWithNormal(vertices, x2, y2, z2, radius)
addVertexWithNormal(vertices, x3, y3, z1, radius)
// Второй треугольник
addVertexWithNormal(vertices, x2, y2, z2, radius)
addVertexWithNormal(vertices, x4, y4, z2, radius)
addVertexWithNormal(vertices, x3, y3, z1, radius)
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}
}
val buffer = org.lwjgl.BufferUtils.createFloatBuffer(vertices.size)
vertices.forEach { buffer.put(it) }
buffer.flip()
return buffer
}
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private fun addVertexWithNormal(vertices: MutableList<Float>, x: Float, y: Float, z: Float, radius: Float) {
vertices.add(x)
vertices.add(y)
vertices.add(z)
vertices.add(x / radius)
vertices.add(y / radius)
vertices.add(z / radius)
}
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private fun setupControls() {
glfwSetKeyCallback(window) { _, key, _, action, _ ->
when {
key == GLFW_KEY_ESCAPE && action == GLFW_PRESS -> glfwSetWindowShouldClose(window, true)
action == GLFW_PRESS || action == GLFW_REPEAT -> handleKeyPress(key)
}
}
glfwSetScrollCallback(window) { _, _, yOffset ->
cameraDistance = (cameraDistance - yOffset).coerceIn(5.0, 30.0).toFloat()
}
glfwSetCursorPosCallback(window) { _, xPos, yPos ->
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
cameraAngleY += xPos.toFloat() * 0.2f
cameraAngleX = (cameraAngleX + yPos.toFloat() * 0.1f).coerceIn(5f, 85f)
}
}
}
private fun handleKeyPress(key: Int) {
when (key) {
GLFW_KEY_W -> cameraAngleX -= 2f
GLFW_KEY_S -> cameraAngleX += 2f
GLFW_KEY_A -> cameraAngleY -= 2f
GLFW_KEY_D -> cameraAngleY += 2f
GLFW_KEY_Q -> cameraDistance += 0.5f
GLFW_KEY_E -> cameraDistance -= 0.5f
}
}
private fun createViewMatrix(): FloatBuffer {
val matrix = org.joml.Matrix4f()
matrix.rotateX(cameraAngleX * (PI.toFloat() / 180f))
matrix.rotateY(cameraAngleY * (PI.toFloat() / 180f))
matrix.translate(0f, 0f, -cameraDistance)
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return floatArrayToBuffer(matrix.get(FloatArray(16)))
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}
private fun createProjectionMatrix(): FloatBuffer {
val matrix = org.joml.Matrix4f()
matrix.perspective(45f * (PI.toFloat() / 180f), 1000f / 800f, 0.1f, 100f)
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return floatArrayToBuffer(matrix.get(FloatArray(16)))
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}
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// Добавляем вспомогательную функцию для преобразования FloatArray в FloatBuffer
private fun floatArrayToBuffer(array: FloatArray): FloatBuffer {
val buffer = org.lwjgl.BufferUtils.createFloatBuffer(array.size)
buffer.put(array)
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buffer.flip()
return buffer
}
private fun cleanup() {
glDeleteVertexArrays(vao)
glDeleteBuffers(vbo)
glDeleteProgram(shaderProgram)
glfwDestroyWindow(window)
glfwTerminate()
}
}
fun main() {
AtomModelShader().run()
}