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Diffstat (limited to 'demos/HodglimsNeHe/Lesson6.java')
-rw-r--r-- | demos/HodglimsNeHe/Lesson6.java | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/demos/HodglimsNeHe/Lesson6.java b/demos/HodglimsNeHe/Lesson6.java new file mode 100644 index 0000000..ae85d76 --- /dev/null +++ b/demos/HodglimsNeHe/Lesson6.java @@ -0,0 +1,357 @@ +/**
+ * Lesson6.java
+ *
+ * Author: Darren Hodges
+ * Date: 16/12/1999
+ *
+ * Port of the NeHe OpenGL Tutorial (Lesson 6: "Texture Mapping")
+ * 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 Lesson6 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
+
+ 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/nehe.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);
+ }
+
+
+ /**
+ * 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;
+
+ //Clear The Screen And The Depth Buffer
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ //Reset The View
+ gl.glLoadIdentity();
+
+ //Move into the screen
+ gl.glTranslatef(0.0f, 0.0f, -8.0f);
+
+ //Rotate On The X Axis
+ gl.glRotatef(xrot,1.0f, 0.0f, 0.0f);
+ //Rotate On The Y Axis
+ gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
+ //Rotate On The Z Axis
+ gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
+
+ //Select texture
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+
+ gl.glBegin(GL_QUADS);
+ //Front Face
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); //Bottom Left Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Top Right Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Top Left Of The Texture and Quad
+ //Back Face
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Bottom Right Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Bottom Left Of The Texture and Quad
+ //Top Face
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Bottom Left Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Bottom Right Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad
+ //Bottom Face
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Top Right Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Top Left Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Left Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad
+ //Right face
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Bottom Right Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Top Left Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Left Of The Texture and Quad
+ //Left Face
+ gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Bottom Left Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad
+ gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Top Right Of The Texture and Quad
+ gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad
+ gl.glEnd();
+
+ //X Axis Rotation
+ xrot += 0.3f;
+ //Y Axis Rotation
+ yrot += 0.2f;
+ //Z Axis Rotation
+ 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 yet
+ }
+
+
+ /**
+ * void keyPressed(KeyEvent e)
+ *
+ * Invoked when a key has been pressed.
+ */
+ public void keyPressed(KeyEvent e)
+ {
+ //We are not handling any keyboard events yet
+ }
+
+
+ /**
+ * void keyReleased(KeyEvent e)
+ *
+ * Invoked when a key has been released.
+ */
+ public void keyReleased(KeyEvent e)
+ {
+ //We are not handling any keyboard events yet
+ }
+
+ // 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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