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/**
* Lesson18.java
*
* by Lapo Luchini <lapo@lapo.it>
* Based on Lesson 7 by Darren Hodges
* Date: 23/08/2000
*
* Port of the NeHe OpenGL Tutorial (Lesson 18: "Quadratics")
* to Java using the GL4Java interface to OpenGL.
*
* Note: The MipMapping code is only available in GL4Java 2.1.2.1 and later!
*
*/
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 Lesson18 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 light = true; //Lighting ON/OFF
boolean lp = false; //L Pressed?
boolean fp = false; //F Pressed?
boolean sp = false; //Spacebar Pressed?
float xrot = 0.0f; //X Rotation
float yrot = 0.0f; //Y Rotation
float xspeed = 0.0f; //X Rotation Speed
float yspeed = 0.0f; //Y Rotation Speed
float z = -5.0f; //Depth Into The Screen
//Ambient light
float[] LightAmbient = { 0.5f, 0.5f, 0.5f, 1.0f };
//Diffuse light
float[] LightDiffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
//Light position
float[] LightPosition = { 0.0f, 0.0f, 2.0f, 1.0f };
int filter = 0; //Which Filter To Use
int[] texture = new int[3]; //Storage for 3 textures
int part1; // Start Of Disc
int part2; // End Of Disc
int p1=0; // Increase 1
int p2=1; // Increase 2
long quadratic; // Storage For Our Quadratic Objects
int object=0; // Which Object To Draw
public renderCanvas(int w, int h) {
super(w, h);
//Registers this canvas to process keyboard events
addKeyListener(this);
addMouseListener(this);
}
public void preInit() {
//We want double buffering
doubleBuffer = true;
//But we dont want stereo view
stereoView = false;
}
public void LoadTextures() {
PngTextureLoader texLoader=new PngTextureLoader(gl, glu);
// catch exception if executed by command-line
try {
texLoader.readTexture(getCodeBase(), "data/crate.png");
} catch(NullPointerException e) {
texLoader.readTexture("data/crate.png");
}
if(texLoader.isOk()) {
gl.glGenTextures(3, texture);
gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.glTexImage2D(GL_TEXTURE_2D,
0,
3,
texLoader.getImageWidth(),
texLoader.getImageHeight(),
0,
GL_RGB,
GL_UNSIGNED_BYTE,
texLoader.getTexture());
//Create Linear Filtered Texture
gl.glBindTexture(GL_TEXTURE_2D, texture[1]);
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());
//Create MipMapped Texture (Only with GL4Java 2.1.2.1 and later!)
gl.glBindTexture(GL_TEXTURE_2D, texture[2]);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glu.gluBuild2DMipmaps(GL_TEXTURE_2D,
3,
texLoader.getImageWidth(),
texLoader.getImageHeight(), GL_RGB,
GL_UNSIGNED_BYTE,
texLoader.getTexture());
}
}
public void init() {
LoadTextures();
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 Lesson18 To Do
gl.glDepthFunc(GL_LESS);
//Enables Depth Lesson18ing
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(45.0, (float)getSize().width / (float)getSize().height, 0.1, 100.0);
//Select The Modelview Matrix
gl.glMatrixMode(GL_MODELVIEW);
//Lights
gl.glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
gl.glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
gl.glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
//Enable light
gl.glEnable(GL_LIGHT1);
gl.glEnable(GL_LIGHTING);
quadratic=glu.gluNewQuadric(); // Create A Pointer To The Quadric Object ( NEW )
glu.gluQuadricNormals(quadratic, GLU_SMOOTH); // Create Smooth Normals ( NEW )
glu.gluQuadricTexture(quadratic, GL_TRUE); // Create Texture Coords ( NEW )
}
public void destroy() {
//Destroy the GLContext
cvsDispose();
}
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(45.0, getSize().width/(float)getSize().height, 0.1, 100.0);
//Select The Modelview Matrix
gl.glMatrixMode(GL_MODELVIEW);
}
private void DrawCube() {
gl.glBegin(GL_QUADS);
//Front Face
gl.glNormal3f(0.0f, 0.0f, 1.0f);
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.glNormal3f(0.0f, 0.0f, -1.0f);
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
//Top Face
gl.glNormal3f(0.0f, 1.0f, 0.0f);
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
//Bottom Face
gl.glNormal3f(0.0f, -1.0f, 0.0f);
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
//Right face
gl.glNormal3f(1.0f, 0.0f, 0.0f);
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.glNormal3f(-1.0f, 0.0f, 0.0f);
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();
}
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();
//Move into the screen
gl.glTranslatef(0.0f, 0.0f, z);
//Rotate On The X Axis
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
//Rotate On The Y Axis
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glBindTexture(GL_TEXTURE_2D, texture[filter]); // Select A Filtered Texture
switch(object) { // Check object To Find Out What To Draw
case 0: // Drawing Object 1
DrawCube(); // Draw Our Cube
break; // Done
case 1: // Drawing Object 2
gl.glTranslatef(0.0f,0.0f,-1.5f); // Center The Cylinder
glu.gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32); // Draw Our Cylinder
break; // Done
case 2: // Drawing Object 3
glu.gluDisk(quadratic,0.5f,1.5f,32,32); // Draw A Disc (CD Shape)
break; // Done
case 3: // Drawing Object 4
glu.gluSphere(quadratic,1.3f,32,32); // Draw A Sphere
break; // Done
case 4: // Drawing Object 5
gl.glTranslatef(0.0f,0.0f,-1.5f); // Center The Cone
glu.gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32); // A Cone With A Bottom Radius Of .5 And A Height Of 2
break; // Done
case 5: // Drawing Object 6
part1+=p1; // Increase Start Angle
part2+=p2; // Increase Sweep Angle
if(part1>359) { // 360 Degrees
p1=0; // Stop Increasing Start Angle
part1=0; // Set Start Angle To Zero
p2=1; // Start Increasing Sweep Angle
part2=0; // Start Sweep Angle At Zero
}
if(part2>359) { // 360 Degrees
p1=1; // Start Increasing Start Angle
p2=0; // Stop Increasing Sweep Angle
}
glu.gluPartialDisk(quadratic,0.5f,1.5f,32,32,part1,part2-part1); // A Disk Like The One Before
break; // Done
};
xrot+=xspeed; // Increase Rotation On X Axis
yrot+=yspeed; // Increase Rotation On Y Axis
//Swap buffers
glj.gljSwap();
glj.gljFree();
}
public void keyTyped(KeyEvent e) {
//We are not handling any keyboard events yet
}
public void keyPressed(KeyEvent e) {
//Ensure GL is initialised correctly
if (glj.gljMakeCurrent(true) == false)
return;
switch(e.getKeyCode()) {
//Switch ON/OFF light when L is pressed
case KeyEvent.VK_L:
if(!lp) {
lp = true;
//Toggle light
light = !light;
if(!light)
gl.glDisable(GL_LIGHTING);
else
gl.glEnable(GL_LIGHTING);
}
break;
//Switch filter when F is pressed
case KeyEvent.VK_F:
if(!fp) {
fp = true;
//Change filter
filter += 1;
if(filter > 2)
filter = 0;
}
break;
//Move cube back when user presses PG_UP
case KeyEvent.VK_PAGE_UP:
z -= 0.2f;
break;
//Move cube forwards when user presses PG_DOWN
case KeyEvent.VK_PAGE_DOWN:
z += 0.2f;
break;
//Increase X rotation speed when user presses UP
case KeyEvent.VK_UP:
xspeed += 0.2f;
break;
//Decrease X rotation speed when user presses DOWN
case KeyEvent.VK_DOWN:
xspeed -= 0.2f;
break;
//Increase Y rotation speed when user presses RIGHT
case KeyEvent.VK_RIGHT:
yspeed += 0.2f;
break;
//Decrease Y rotation speed when user presses LEFT
case KeyEvent.VK_LEFT:
yspeed -= 0.2f;
break;
//Switch filter when F is pressed
case KeyEvent.VK_SPACE:
if(!sp) {
sp = true;
//Change filter
object += 1;
if(object > 5)
object = 0;
}
break;
}
glj.gljFree();
}
public void keyReleased(KeyEvent e) {
switch(e.getKeyCode()) {
//Key has been released
case KeyEvent.VK_L:
lp = false;
break;
//Key has been released
case KeyEvent.VK_F:
fp = false;
break;
case KeyEvent.VK_SPACE:
sp = 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();
}
}
}
static class MyAdapter extends WindowAdapter {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
}
public static void main(String as[]) {
GLContext.gljNativeDebug = true;
GLContext.gljThreadDebug = false;
GLContext.gljClassDebug = true;
Frame f=new Frame("Lesson18");
Lesson18 a=new Lesson18();
a.init();
a.start();
f.add("Center", a);
f.setSize(400, 400);
f.show();
f.addWindowListener(new MyAdapter());
}
}
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