/** * Lesson12.java * * Author: Darren Hodges * Date: 05/01/2000 * * Port of the NeHe OpenGL Tutorial (Lesson 12: "Display Lists") * 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 Lesson12 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 { int[] texture = new int[1]; //Storage for one texture int cube = 0; //Storage For The Display List int top = 0; //Storage For The Second Display List int xloop = 0; //Loop For X Axis int yloop = 0; //Loop For Y Axis float xrot = 0.0f; //X Rotation float yrot = 0.0f; //Y Rotation //Box colours float boxcol[][] = { {1.0f,0.0f,0.0f},{1.0f,0.5f,0.0f},{1.0f,1.0f,0.0f},{0.0f,1.0f,0.0f},{0.0f,1.0f,1.0f} }; //Box top colours float topcol[][] = { {0.5f,0.0f,0.0f},{0.5f,0.25f,0.0f},{0.5f,0.5f,0.0f},{0.0f,0.5f,0.0f},{0.0f,0.5f,0.5f} }; /** * 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 BuildList() * * Builds our display lists */ public void BuildList() { //Create display list for cube cube = gl.glGenLists(2); gl.glNewList(cube, GL_COMPILE); gl.glBegin(GL_QUADS); //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 //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 //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(); gl.glEndList(); //Create display list for cube top top = cube + 1; gl.glNewList(top, GL_COMPILE); gl.glBegin(GL_QUADS); //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 gl.glEnd(); gl.glEndList(); } /** * void LoadGLTextures() * * Load textures. */ public void LoadGLTextures() { PngTextureLoader texLoader = new PngTextureLoader(gl, glu); texLoader.readTexture(getCodeBase(), "data/cube.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(); //Build display lists BuildList(); //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); //Enable 3D cards default light gl.glEnable(GL_LIGHT0); gl.glEnable(GL_LIGHTING); //Enable coloured textures gl.glEnable(GL_COLOR_MATERIAL); } /** * 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 texture gl.glBindTexture(GL_TEXTURE_2D, texture[0]); for(yloop = 1; yloop < 6; yloop++) { for(xloop = 0; xloop < yloop; xloop++) { //Reset The View gl.glLoadIdentity(); gl.glTranslatef(1.4f + ((float)xloop * 2.8f) - ((float)yloop * 1.4f),((6.0f - (float)yloop) * 2.4f) -7.0f, -20.0f); gl.glRotatef(45.0f - (2.0f * yloop) + xrot, 1.0f, 0.0f, 0.0f); gl.glRotatef(45.0f + yrot, 0.0f, 1.0f, 0.0f); //Select color gl.glColor3fv(boxcol[yloop - 1]); //Draw cube gl.glCallList(cube); //Select color gl.glColor3fv(topcol[yloop - 1]); //Draw top gl.glCallList(top); } } //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()) { //Rotate cubes when user presses UP case KeyEvent.VK_UP: { xrot -= 0.2f; break; } //Rotate cubes when user presses DOWN case KeyEvent.VK_DOWN: { xrot += 0.2f; break; } //Rotate cubes when user presses RIGHT case KeyEvent.VK_RIGHT: { yrot += 0.2f; break; } //Rotate cubes when user presses LEFT case KeyEvent.VK_LEFT: { yrot -= 0.2f; break; } } } /** * void keyReleased(KeyEvent e) * * Invoked when a key has been released. */ public void keyReleased(KeyEvent e) { } // 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(); } } } }