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/**
* 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();
}
}
}
}
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