diff options
author | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
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committer | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
commit | 880653d31a8f1ff8384fdbc75b84934bceecfdb8 (patch) | |
tree | bdafb71416f176d2a4b73bf716c9dc3f13685a8b /demos/HodglimsNeHe/Lesson11.java |
Initial revision
Diffstat (limited to 'demos/HodglimsNeHe/Lesson11.java')
-rw-r--r-- | demos/HodglimsNeHe/Lesson11.java | 382 |
1 files changed, 382 insertions, 0 deletions
diff --git a/demos/HodglimsNeHe/Lesson11.java b/demos/HodglimsNeHe/Lesson11.java new file mode 100644 index 0000000..ad566ee --- /dev/null +++ b/demos/HodglimsNeHe/Lesson11.java @@ -0,0 +1,382 @@ +/**
+ * Lesson11.java
+ *
+ * Author: Darren Hodges
+ * Date: 23/12/1999
+ *
+ * Port of the NeHe OpenGL Tutorial (Lesson 11: "OpenGL Flag Effect")
+ * to Java using the GL4Java interface to OpenGL.
+ *
+ */
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+
+//GL4Java classes
+import gl4java.GLContext;
+import gl4java.awt.GLAnimCanvas;
+import gl4java.utils.textures.*;
+
+
+public class Lesson11 extends Applet
+{
+ //Our rendering canvas
+ //We are using GLAnimCanvas because we want the canvas
+ //to be constantly redrawn
+ renderCanvas canvas = null;
+
+
+ /**
+ * void init()
+ *
+ * Initialise the applet.
+ */
+ public void init()
+ {
+ //We will use BorderLayout to layout the applet components
+ setLayout(new BorderLayout());
+
+ //Create our canvas and add it to the center of the applet
+ canvas = new renderCanvas(getSize().width, getSize().height);
+ canvas.requestFocus();
+ add("Center", canvas);
+ }
+
+
+ /**
+ * void start()
+ *
+ * Start the applet.
+ */
+ public void start()
+ {
+ //Start animating the canvas
+ canvas.start();
+ }
+
+
+ /**
+ * void stop()
+ *
+ * Stop the applet.
+ */
+ public void stop()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ }
+
+
+ /**
+ * void destroy()
+ *
+ * Destroy the applet.
+ */
+ public void destroy()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ //Destroy the canvas
+ canvas.destroy();
+ }
+
+
+
+ private class renderCanvas extends GLAnimCanvas
+ implements KeyListener, MouseListener
+ {
+ float xrot = 0.0f; //X Rotation
+ float yrot = 0.0f; //Y Rotation
+ float zrot = 0.0f; //Z Rotation
+
+ //The array for the points on the grid of our "wave"
+ float[][][] points = new float[45][45][3];
+
+ int wiggle_count = 0;
+
+ int[] texture = new int[1]; //Storage for one texture
+
+
+ /**
+ * renderCanvas(int w, int h)
+ *
+ * Constructor.
+ */
+ public renderCanvas(int w, int h)
+ {
+ super(w, h);
+
+ //Registers this canvas to process keyboard events
+ addKeyListener(this);
+ addMouseListener(this);
+ }
+
+
+ /**
+ * void preInit()
+ *
+ * Called just BEFORE the GL-Context is created.
+ */
+ public void preInit()
+ {
+ //We want double buffering
+ doubleBuffer = true;
+ //But we dont want stereo view
+ stereoView = false;
+ }
+
+
+ /**
+ * void LoadGLTextures()
+ *
+ * Load textures.
+ */
+ public void LoadGLTextures()
+ {
+ PngTextureLoader texLoader = new PngTextureLoader(gl, glu);
+ texLoader.readTexture(getCodeBase(), "data/tim.png");
+
+ if(texLoader.isOk())
+ {
+ //Create Texture
+ gl.glGenTextures(1, texture);
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ gl.glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ 3,
+ texLoader.getImageWidth(),
+ texLoader.getImageHeight(),
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ texLoader.getTexture());
+ }
+ }
+
+
+ /**
+ * void init()
+ *
+ * Called just AFTER the GL-Context is created.
+ */
+ public void init()
+ {
+ //Load The Texture(s)
+ LoadGLTextures();
+ //Enable Texture Mapping
+ gl.glEnable(GL_TEXTURE_2D);
+
+ //This Will Clear The Background Color To Black
+ gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ //Enables Clearing Of The Depth Buffer
+ gl.glClearDepth(1.0);
+ //The Type Of Depth Test To Do
+ gl.glDepthFunc(GL_LESS);
+ //Enables Depth Testing
+ gl.glEnable(GL_DEPTH_TEST);
+
+ //Enables Smooth Color Shading
+ gl.glShadeModel(GL_SMOOTH);
+ //Select The Projection Matrix
+ gl.glMatrixMode(GL_PROJECTION);
+ //Reset The Projection Matrix
+ gl.glLoadIdentity();
+ //Calculate The Aspect Ratio Of The Window
+ glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f);
+ //Select The Modelview Matrix
+ gl.glMatrixMode(GL_MODELVIEW);
+
+
+ for(float float_x = 0.0f; float_x < 9.0f; float_x += 0.2f)
+ {
+ for(float float_y = 0.0f; float_y < 9.0f; float_y += 0.2f)
+ {
+ points[(int)(float_x * 5)][(int)(float_y * 5)][0] = float_x - 4.4f;
+ points[(int)(float_x * 5)][(int)(float_y * 5)][1] = float_y - 4.4f;
+ points[(int)(float_x * 5)][(int)(float_y * 5)][2] = (float)(Math.sin(((float_x * 5 * 8) / 360) * 3.14159 * 2));
+ }
+ }
+ }
+
+
+ /**
+ * void destroy()
+ *
+ * Destroy the canvas.
+ */
+ public void destroy()
+ {
+ //Destroy the GLContext
+ cvsDispose();
+ }
+
+
+ /**
+ * void reshape(int width, int height)
+ *
+ * Called after the first paint command.
+ */
+ public void reshape(int width, int height)
+ {
+ //Reset The Current Viewport And Perspective Transformation
+ gl.glViewport(0, 0, width, height);
+
+ //Select The Projection Matrix
+ gl.glMatrixMode(GL_PROJECTION);
+ //Reset The Projection Matrix
+ gl.glLoadIdentity();
+ //Calculate The Aspect Ratio Of The Window
+ glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f);
+ //Select The Modelview Matrix
+ gl.glMatrixMode(GL_MODELVIEW);
+ }
+
+
+ /**
+ * void display()
+ *
+ * Draw to the canvas.
+ */
+ public void display()
+ {
+ //Ensure GL is initialised correctly
+ if (glj.gljMakeCurrent(true) == false)
+ return;
+
+ int x, y;
+ float float_x, float_y, float_xb, float_yb;
+
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ gl.glLoadIdentity();
+ gl.glTranslatef(0.0f, 0.0f, -15.0f);
+
+ gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
+ gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
+ gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
+
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+
+ gl.glPolygonMode(GL_BACK, GL_FILL);
+ gl.glPolygonMode(GL_FRONT, GL_LINE);
+
+ gl.glBegin(GL_QUADS);
+
+ for(x = 0; x < 44; x++)
+ {
+ for(y = 0; y < 44; y++)
+ {
+ float_x = (float)x / 44;
+ float_y = (float)y / 44;
+ float_xb = (float)(x + 1) / 44;
+ float_yb = (float)(y + 1) / 44;
+
+ gl.glTexCoord2f(float_x, float_y);
+ gl.glVertex3f(points[x][y][0], points[x][y][1], points[x][y][2]);
+
+ gl.glTexCoord2f(float_x, float_yb);
+ gl.glVertex3f(points[x][y + 1][0], points[x][y + 1][1], points[x][y + 1][2]);
+
+ gl.glTexCoord2f(float_xb, float_yb);
+ gl.glVertex3f(points[x + 1][y + 1][0], points[x + 1][y + 1][1], points[x + 1][y + 1][2]);
+
+ gl.glTexCoord2f(float_xb, float_y);
+ gl.glVertex3f(points[x + 1][y][0], points[x + 1][y][1], points[x + 1][y][2]);
+ }
+ }
+
+ gl.glEnd();
+
+ if(wiggle_count == 2)
+ {
+ for(y = 0; y < 45; y++)
+ {
+ points[44][y][2] = points[0][y][2];
+ }
+
+ for(x = 0; x < 44; x++)
+ {
+ for(y = 0; y < 45; y++)
+ {
+ points[x][y][2] = points[x + 1][y][2];
+ }
+ }
+
+ wiggle_count = 0;
+ }
+
+ wiggle_count++;
+
+ xrot += 0.3f;
+ yrot += 0.2f;
+ zrot += 0.4f;
+
+ //Swap buffers
+ glj.gljSwap();
+ }
+
+
+ /**
+ * void keyTyped(KeyEvent e)
+ *
+ * Invoked when a key has been typed. This event occurs when a key press is followed by a key release.
+ */
+ public void keyTyped(KeyEvent e)
+ {
+ //We are not handling any keyboard events
+ }
+
+
+ /**
+ * void keyPressed(KeyEvent e)
+ *
+ * Invoked when a key has been pressed.
+ */
+ public void keyPressed(KeyEvent e)
+ {
+ //We are not handling any keyboard events
+ }
+
+
+ /**
+ * void keyReleased(KeyEvent e)
+ *
+ * Invoked when a key has been released.
+ */
+ public void keyReleased(KeyEvent e)
+ {
+ //We are not handling any keyboard events
+ }
+
+ // Methods required for the implementation of MouseListener
+ public void mouseEntered( MouseEvent evt )
+ {
+ Component comp = evt.getComponent();
+ if( comp.equals(this ) )
+ {
+ requestFocus();
+ }
+ }
+
+ public void mouseExited( MouseEvent evt )
+ { }
+ public void mousePressed( MouseEvent evt )
+ { }
+ public void mouseReleased( MouseEvent evt )
+ { }
+ public void mouseClicked( MouseEvent evt )
+ {
+ Component comp = evt.getComponent();
+ if( comp.equals(this ) )
+ {
+ requestFocus();
+ }
+ }
+
+ }
+}
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