From 880653d31a8f1ff8384fdbc75b84934bceecfdb8 Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Sat, 18 Nov 2000 06:43:49 +0000 Subject: Initial revision --- demos/HodglimsNeHe/Lesson6.java | 357 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 357 insertions(+) create mode 100644 demos/HodglimsNeHe/Lesson6.java (limited to 'demos/HodglimsNeHe/Lesson6.java') 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(); + } + } + + } +} -- cgit v1.2.3