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/**
* Lesson9.java
*
* Author: Darren Hodges
* Date: 21/12/1999
*
* Port of the NeHe OpenGL Tutorial (Lesson 9: "Moving Bitmaps In 3D Space")
* 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 Lesson9 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
{
boolean twinkle = true; //Twinkling stars
boolean tp = false; //T Pressed?
final int NUM = 50; //NUMber of stars to draw
Star[] star = new Star[NUM]; //Array of stars
float zoom = -15.0f; //Viewing Distance Away From Stars
float tilt = 90.0f; //Tilt The View
float spin = 0.0f; //Spin Twinkling Stars
int loop = 0; //General loop Variable
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/star.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);
//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);
//Set The Blending Function For Translucency
gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//Enable Blending
gl.glEnable(GL_BLEND);
//Create A Loop That Goes Through All The Stars
for(loop = 0; loop < NUM; loop++)
{
star[loop] = new Star();
star[loop].angle = 0.0f; //Start All The Stars At Angle Zero
star[loop].dist = ((float)(loop) / NUM) * 5.0f; //Calculate Distance From The Center
star[loop].r = (byte)(256 * Math.random()); //Give star[loop] A Random Red Intensity
star[loop].g = (byte)(256 * Math.random()); //Give star[loop] A Random Green Intensity
star[loop].b = (byte)(256 * Math.random()); //Give star[loop] A Random Blue Intensity
}
}
/**
* 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);
//Select Our Texture
gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
//Loop Through All The Stars
for(loop = 0; loop < NUM; loop++)
{
gl.glLoadIdentity(); //Reset The View Before We Draw Each Star
gl.glTranslatef(0.0f, 0.0f, zoom); //Zoom Into The Screen (Using The Value In 'zoom')
gl.glRotatef(tilt, 1.0f, 0.0f, 0.0f); //Tilt The View (Using The Value In 'tilt')
gl.glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); //Rotate To The Current Stars Angle
gl.glTranslatef(star[loop].dist, 0.0f, 0.0f); //Move Forward On The X Plane
gl.glRotatef(-star[loop].angle, 0.0f, 1.0f, 0.0f); //Cancel The Current Stars Angle
gl.glRotatef(-tilt, 1.0f, 0.0f, 0.0f); //Cancel The Screen Tilt
//Twinkling Stars Enabled
if(twinkle)
{
//Assign A Color Using Bytes
gl.glColor4ub(star[(NUM - loop) - 1].r, star[(NUM - loop) - 1].g, star[(NUM - loop) - 1].b, (byte)255);
gl.glBegin(GL_QUADS); //Begin Drawing The Textured Quad
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(1.0f, -1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 0.0f);
gl.glEnd(); //Done Drawing The Textured Quad
}
gl. glRotatef(spin,0.0f,0.0f,1.0f); //Rotate The Star On The Z Axis
//Assign A Color Using Bytes
gl.glColor4ub(star[loop].r, star[loop].g, star[loop].b, (byte)255);
gl.glBegin(GL_QUADS); //Begin Drawing The Textured Quad
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(1.0f,-1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 0.0f);
gl.glEnd(); //Done Drawing The Textured Quad
spin += 0.01f; //Used To Spin The Stars
star[loop].angle += (float)(loop / (float)NUM); //Changes The Angle Of A Star
star[loop].dist -= 0.01f; //Changes The Distance Of A Star
//Is The Star In The Middle Yet?
if(star[loop].dist < 0.0f)
{
star[loop].dist += 5.0f; //Move The Star 5 Units From The Center
star[loop].r = (byte)(256 * Math.random()); //Give It A New Red Value
star[loop].g = (byte)(256 * Math.random()); //Give It A New Green Value
star[loop].b = (byte)(256 * Math.random()); //Give It A New Blue Value
}
}
//Swap buffers
glj.gljSwap();
glj.gljFree();
}
/**
* 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)
{
}
/**
* void keyPressed(KeyEvent e)
*
* Invoked when a key has been pressed.
*/
public void keyPressed(KeyEvent e)
{
switch(e.getKeyCode())
{
//Switch ON/OFF twinkle when T is pressed
case KeyEvent.VK_T:
{
if(!tp)
{
tp = true;
//Toggle twinkle
twinkle = !twinkle;
}
break;
}
//Tilt screen up when user presses UP
case KeyEvent.VK_UP:
{
//Tilt The Screen Up
tilt -= 0.5f;
break;
}
//Tilt screen down when user presses DOWN
case KeyEvent.VK_DOWN:
{
//Tilt The Screen Down
tilt += 0.5f;
break;
}
//Zoom out when user presses PG_UP
case KeyEvent.VK_PAGE_UP:
{
//Zoom out
zoom -= 0.2f;
break;
}
//Zoom in when user presses PG_DOWN
case KeyEvent.VK_PAGE_DOWN:
{
//Zoom in
zoom += 0.2f;
break;
}
}
}
/**
* void keyReleased(KeyEvent e)
*
* Invoked when a key has been released.
*/
public void keyReleased(KeyEvent e)
{
switch(e.getKeyCode())
{
//Key has been released
case KeyEvent.VK_T:
{
tp = false;
break;
}
}
}
// 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();
}
}
}
public class Star
{
byte r, g, b; //Stars colour
float dist; //Stars distance from center
float angle; //Stars current angle
/**
* Star()
*
* Constructor.
*/
public Star()
{
r = g = b = 0;
dist = angle = 0.0f;
}
}
}
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