/** * Lesson1.java * * Author: Darren Hodges * Date: 16/12/1999 * * Port of the NeHe OpenGL Tutorial (Lesson 1: "Setting Up OpenGL In Windows") * to Java using the GL4Java interface to OpenGL. * Although the title "Setting Up OpenGL In Windows" doesn't really apply * to Java because it is a multi-platform language. * */ import java.applet.*; import java.awt.*; import java.awt.event.*; //GL4Java classes import gl4java.GLContext; import gl4java.awt.GLAnimCanvas; public class Lesson1 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(); } public static void main( String args[] ) { Lesson1 applet = new Lesson1(); Frame f = new Frame("Lesson1"); GLContext.gljNativeDebug = true; GLContext.gljThreadDebug = false; GLContext.gljClassDebug = true; f.addWindowListener( new WindowAdapter() { public void windowClosed(WindowEvent e) { System.exit(0); } public void windowClosing(WindowEvent e) { windowClosed(e); } } ); f.setLayout(new BorderLayout()); f.add("Center", applet); applet.setSize(500,300); applet.init(); applet.start(); Dimension ps = applet.getPreferredSize(); f.setBounds(-100,-100,99,99); f.setVisible(true); f.setVisible(false); f.setVisible(true); Insets i = f.getInsets(); f.setBounds(0,0, ps.width+i.left+i.right, ps.height+i.top+i.bottom); f.setVisible(true); } private class renderCanvas extends GLAnimCanvas implements KeyListener, MouseListener { /** * 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 init() * * Called just AFTER the GL-Context is created. */ public void init() { //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(); //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) { //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(); } } } }