2025-05-12 09:30:37 +03:00
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package org.exampl
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import org.lwjgl.glfw.GLFW.*
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import org.lwjgl.opengl.GL
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import org.lwjgl.opengl.GL20.*
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import org.lwjgl.opengl.GL30.*
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import org.lwjgl.system.MemoryUtil.*
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import java.nio.FloatBuffer
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import kotlin.math.*
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class AtomModelShader {
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private var window: Long = 0
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private var isRunning = false
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private var shaderProgram = 0
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private var vao = 0
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private var vbo = 0
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// Параметры камеры
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private var cameraDistance = 15.0f
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private var cameraAngleX = 30.0f
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private var cameraAngleY = 45.0f
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// Параметры атома
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private val nucleusRadius = 1.2f
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private val electronRadius = 0.4f
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private val orbitRadii = floatArrayOf(4.0f, 6.0f, 8.0f)
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private var rotationAngle = 0.0f
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2025-05-12 13:02:47 +03:00
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private var nucleusRotationAngle = 0.0f
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private val electronSpeeds = floatArrayOf(1.0f, 1.3f, 0.8f) // Разные скорости для электронов
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private val protonSpeeds = floatArrayOf(0.7f, 1.1f, 0.9f) // Скорости для протонов
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2025-05-12 09:30:37 +03:00
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fun run() {
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init()
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loop()
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cleanup()
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}
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2025-05-12 13:02:47 +03:00
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// ... (init(), initShaders(), initBuffers() остаются без изменений)
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private fun loop() {
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var lastTime = glfwGetTime()
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while (isRunning && !glfwWindowShouldClose(window)) {
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val currentTime = glfwGetTime()
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val deltaTime = (currentTime - lastTime).toFloat()
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lastTime = currentTime
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
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// Обновление углов вращения с учетом deltaTime
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nucleusRotationAngle += 0.5f * deltaTime
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rotationAngle += 0.6f * deltaTime
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// Активация шейдера
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glUseProgram(shaderProgram)
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// Настройка камеры
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val view = createViewMatrix()
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val projection = createProjectionMatrix()
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// Установка uniform-переменных
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), false, view)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), false, projection)
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glUniform3f(glGetUniformLocation(shaderProgram, "lightPos"), 10f, 10f, 10f)
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glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1f, 1f, 1f)
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glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"),
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0f, 0f, cameraDistance)
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// Отрисовка ядра с вращением
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drawNucleus()
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// Отрисовка электронов и протонов
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drawParticles()
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glfwSwapBuffers(window)
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glfwPollEvents()
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}
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}
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private fun drawNucleus() {
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val model = org.joml.Matrix4f()
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.rotateY(nucleusRotationAngle) // Вращение ядра
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.scale(nucleusRadius)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, model.get(FloatArray(16)).toFloatBuffer())
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glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), 0.3f, 0.5f, 1.0f)
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 32 * 32 * 6)
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glBindVertexArray(0)
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}
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private fun drawParticles() {
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// Цвета для частиц
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val electronColors = arrayOf(
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floatArrayOf(1f, 0.2f, 0.2f), // Красный
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floatArrayOf(0.2f, 1f, 0.2f), // Зеленый
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floatArrayOf(0.4f, 0.4f, 1f) // Синий
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)
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val protonColors = arrayOf(
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floatArrayOf(1f, 0.5f, 0.5f), // Светло-красный
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floatArrayOf(0.5f, 1f, 0.5f), // Светло-зеленый
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floatArrayOf(0.7f, 0.7f, 1f) // Светло-синий
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)
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// Отрисовка электронов
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for (i in 0 until 3) {
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val angle = rotationAngle * electronSpeeds[i]
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val x = orbitRadii[i] * cos(angle.toDouble()).toFloat()
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val z = orbitRadii[i] * sin(angle.toDouble()).toFloat()
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val y = orbitRadii[i] * 0.3f * sin(angle.toDouble() * 1.5).toFloat()
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val model = org.joml.Matrix4f()
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.translate(x, y, z)
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.scale(electronRadius)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, model.get(FloatArray(16)).toFloatBuffer())
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glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"),
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electronColors[i][0], electronColors[i][1], electronColors[i][2])
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 32 * 32 * 6)
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glBindVertexArray(0)
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}
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// Отрисовка протонов (на других орбитах)
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for (i in 0 until 3) {
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val angle = rotationAngle * protonSpeeds[i] + PI.toFloat() // Смещение на 180 градусов
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val x = (orbitRadii[i] + 1.5f) * cos(angle.toDouble()).toFloat()
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val z = (orbitRadii[i] + 1.5f) * sin(angle.toDouble()).toFloat()
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val y = (orbitRadii[i] + 1.5f) * 0.3f * cos(angle.toDouble() * 1.2).toFloat()
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val model = org.joml.Matrix4f()
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.translate(x, y, z)
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.scale(electronRadius * 0.8f) // Протоны немного меньше
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, model.get(FloatArray(16)).toFloatBuffer())
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glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"),
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protonColors[i][0], protonColors[i][1], protonColors[i][2])
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glBindVertexArray(vao)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 32 * 32 * 6)
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glBindVertexArray(0)
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}
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}
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2025-05-12 09:30:37 +03:00
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private fun init() {
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if (!glfwInit()) throw IllegalStateException("Unable to initialize GLFW")
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE)
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
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window = glfwCreateWindow(1000, 800, "3D Atom Model with Shaders", NULL, NULL)
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?: throw RuntimeException("Failed to create GLFW window")
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glfwMakeContextCurrent(window)
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GL.createCapabilities()
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// Инициализация шейдеров
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initShaders()
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initBuffers()
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glEnable(GL_DEPTH_TEST)
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glClearColor(0.1f, 0.1f, 0.15f, 1.0f)
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glfwSetFramebufferSizeCallback(window) { _, width, height ->
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glViewport(0, 0, width, height)
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}
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glfwShowWindow(window)
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isRunning = true
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setupControls()
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}
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private fun initShaders() {
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// Вершинный шейдер
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val vertexShader = """
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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out vec3 Normal;
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out vec3 FragPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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}
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""".trimIndent()
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// Фрагментный шейдер
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val fragmentShader = """
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 objectColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 viewPos;
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void main() {
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// Ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// Diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// Specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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""".trimIndent()
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shaderProgram = glCreateProgram()
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val vs = compileShader(vertexShader, GL_VERTEX_SHADER)
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val fs = compileShader(fragmentShader, GL_FRAGMENT_SHADER)
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glAttachShader(shaderProgram, vs)
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glAttachShader(shaderProgram, fs)
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glLinkProgram(shaderProgram)
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if (glGetProgrami(shaderProgram, GL_LINK_STATUS) == GL_FALSE) {
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throw RuntimeException("Shader linking failed: ${glGetProgramInfoLog(shaderProgram)}")
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}
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glDeleteShader(vs)
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glDeleteShader(fs)
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}
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private fun compileShader(source: String, type: Int): Int {
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val shader = glCreateShader(type)
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glShaderSource(shader, source)
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glCompileShader(shader)
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if (glGetShaderi(shader, GL_COMPILE_STATUS) == GL_FALSE) {
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throw RuntimeException("Shader compilation failed: ${glGetShaderInfoLog(shader)}")
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}
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return shader
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}
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private fun initBuffers() {
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vao = glGenVertexArrays()
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vbo = glGenBuffers()
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glBindVertexArray(vao)
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glBindBuffer(GL_ARRAY_BUFFER, vbo)
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// Создаем сферу для ядра и электронов
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val sphereData = createSphereData(1.0f, 32, 32)
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glBufferData(GL_ARRAY_BUFFER, sphereData, GL_STATIC_DRAW)
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// Позиции вершин (0)
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glVertexAttribPointer(0, 3, GL_FLOAT, false, 6 * Float.SIZE_BYTES, 0)
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glEnableVertexAttribArray(0)
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// Нормали (1)
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glVertexAttribPointer(1, 3, GL_FLOAT, false, 6 * Float.SIZE_BYTES, 3 * Float.SIZE_BYTES.toLong())
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glEnableVertexAttribArray(1)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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}
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private fun createSphereData(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
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val stackStep = PI.toFloat() / stacks
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for (i in 0..stacks) {
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val stackAngle = PI.toFloat() / 2 - i * stackStep
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val xy = radius * cos(stackAngle)
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val z = radius * sin(stackAngle)
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for (j in 0..sectors) {
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val sectorAngle = j * sectorStep
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val x = xy * cos(sectorAngle)
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val y = xy * sin(sectorAngle)
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// Нормаль
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val nx = x / radius
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val ny = y / radius
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val nz = z / radius
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vertices.add(x)
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vertices.add(y)
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vertices.add(z)
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vertices.add(nx)
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vertices.add(ny)
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vertices.add(nz)
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}
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}
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val buffer = org.lwjgl.BufferUtils.createFloatBuffer(vertices.size)
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vertices.forEach { buffer.put(it) }
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buffer.flip()
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return buffer
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|
}
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|
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|
|
private fun setupControls() {
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|
|
|
|
glfwSetKeyCallback(window) { _, key, _, action, _ ->
|
|
|
|
|
when {
|
|
|
|
|
key == GLFW_KEY_ESCAPE && action == GLFW_PRESS -> glfwSetWindowShouldClose(window, true)
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|
|
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|
action == GLFW_PRESS || action == GLFW_REPEAT -> handleKeyPress(key)
|
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|
|
|
}
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|
|
|
|
}
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|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
return matrix.get(FloatArray(16)).toFloatBuffer()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private fun createProjectionMatrix(): FloatBuffer {
|
|
|
|
|
val matrix = org.joml.Matrix4f()
|
|
|
|
|
matrix.perspective(45f * (PI.toFloat() / 180f), 1000f / 800f, 0.1f, 100f)
|
|
|
|
|
return matrix.get(FloatArray(16)).toFloatBuffer()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private fun drawElectrons() {
|
|
|
|
|
val colors = arrayOf(
|
|
|
|
|
floatArrayOf(1f, 0.2f, 0.2f), // Красный
|
|
|
|
|
floatArrayOf(0.2f, 1f, 0.2f), // Зеленый
|
|
|
|
|
floatArrayOf(0.4f, 0.4f, 1f) // Синий
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
for (i in 0 until 3) {
|
|
|
|
|
val angle = rotationAngle * (1 + i * 0.3f)
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), false, model.get(FloatArray(16)).toFloatBuffer())
|
|
|
|
|
glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), colors[i][0], colors[i][1], colors[i][2])
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(vao)
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 32 * 32 * 6)
|
|
|
|
|
glBindVertexArray(0)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private fun FloatArray.toFloatBuffer(): FloatBuffer {
|
|
|
|
|
val buffer = org.lwjgl.BufferUtils.createFloatBuffer(size)
|
|
|
|
|
buffer.put(this)
|
|
|
|
|
buffer.flip()
|
|
|
|
|
return buffer
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private fun cleanup() {
|
|
|
|
|
glDeleteVertexArrays(vao)
|
|
|
|
|
glDeleteBuffers(vbo)
|
|
|
|
|
glDeleteProgram(shaderProgram)
|
|
|
|
|
glfwDestroyWindow(window)
|
|
|
|
|
glfwTerminate()
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fun main() {
|
|
|
|
|
AtomModelShader().run()
|
|
|
|
|
}
|