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/**
* 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();
}
}
}
}
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