📄 joglcamera.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.renderer.jogl;
import java.nio.FloatBuffer;
import javax.media.opengl.GL;
import javax.media.opengl.glu.GLU;
import com.jme.renderer.AbstractCamera;
import com.jme.scene.state.jogl.records.RendererRecord;
import com.jme.system.DisplaySystem;
import com.jme.util.geom.BufferUtils;
/**
* <code>JOGLCamera</code> defines a concrete implementation of a
* <code>AbstractCamera</code> using the JOGL library for view port setting.
* Most functionality is provided by the <code>AbstractCamera</code> class with
* this class handling the OpenGL specific calls to set the frustum and
* viewport.
*
* @author Mark Powell
* @author Steve Vaughan - JOGL port
*/
public class JOGLCamera extends AbstractCamera {
private static final long serialVersionUID = 1L;
private static final FloatBuffer tmp_FloatBuffer = BufferUtils.createFloatBuffer(16);
public JOGLCamera() {}
/**
* Constructor instantiates a new <code>JOGLCamera</code> object. The
* width and height are provided, which corresponds to either the
* width and height of the rendering window, or the resolution of the
* fullscreen display.
* @param width the width/resolution of the display.
* @param height the height/resolution of the display.
*/
public JOGLCamera(int width, int height) {
super();
this.width = width;
this.height = height;
update();
}
/**
* Constructor instantiates a new <code>JOGLCamera</code> object. The
* width and height are provided, which corresponds to either the
* width and height of the rendering window, or the resolution of the
* fullscreen display.
* @param width the width/resolution of the display.
* @param height the height/resolution of the display.
*/
public JOGLCamera(int width, int height, boolean dataOnly) {
super(dataOnly);
this.width = width;
this.height = height;
setDataOnly(dataOnly);
update();
}
/**
* @return the width/resolution of the display.
*/
public int getHeight() {
return height;
}
/**
* @return the height/resolution of the display.
*/
public int getWidth() {
return width;
}
/**
* Resizes this camera's view with the given width and height. This is
* similar to constructing a new camera, but reusing the same Object. This
* method is called by an associated renderer to notify the camera of
* changes in the display dimensions.
*
* @param width
* the view width
* @param height
* the view height
*/
public void resize(final int width, final int height) {
this.width = width;
this.height = height;
onViewPortChange();
}
/**
* Resizes this camera's view with the given width and height. This is
* similar to constructing a new camera, but reusing the same Object. This
* method is called by an associated renderer to notify the camera of
* changes in the display dimensions. A renderer can use the forceDirty
* parameter for a newly associated camera to ensure that the settings for a
* previously used camera will be part of the next rendering phase.
*
* @param width
* the view width
* @param height
* the view height
* @param forceDirty
* <code>true</code> if camera settings should be treated as
* changed
*/
void resize(final int width, final int height, final boolean forceDirty) {
// Only override dirty flags when forceDirty is true.
if (forceDirty) {
frustumDirty = true;
viewPortDirty = true;
frameDirty = true;
}
resize(width, height);
}
private boolean frustumDirty;
private boolean viewPortDirty;
private boolean frameDirty;
public void apply() {
if ( frustumDirty ) {
doFrustumChange();
frustumDirty = false;
}
if ( viewPortDirty ) {
doViewPortChange();
viewPortDirty = false;
}
if ( frameDirty ) {
doFrameChange();
frameDirty = false;
}
}
@Override
public void onFrustumChange() {
super.onFrustumChange();
frustumDirty = true;
}
public void onViewPortChange() {
viewPortDirty = true;
}
@Override
public void onFrameChange() {
super.onFrameChange();
frameDirty = true;
}
/**
* Sets the OpenGL frustum.
* @see com.jme.renderer.Camera#onFrustumChange()
*/
protected void doFrustumChange() {
final GL gl = GLU.getCurrentGL();
if (!isDataOnly()) {
// set projection matrix
RendererRecord matRecord = (RendererRecord) DisplaySystem.getDisplaySystem().getCurrentContext().getRendererRecord();
matRecord.switchMode(GL.GL_PROJECTION);
tmp_FloatBuffer.rewind();
getProjectionMatrix().fillFloatBuffer(tmp_FloatBuffer);
tmp_FloatBuffer.rewind();
gl.glLoadMatrixf(tmp_FloatBuffer);
}
}
/**
* Sets OpenGL's viewport.
* @see com.jme.renderer.Camera#onViewPortChange()
*/
protected void doViewPortChange() {
final GL gl = GLU.getCurrentGL();
if (!isDataOnly()) {
// set view port
int x = (int) (viewPortLeft * width);
int y = (int) (viewPortBottom * height);
int w = (int) ((viewPortRight - viewPortLeft) * width);
int h = (int) ((viewPortTop - viewPortBottom) * height);
gl.glViewport(x, y, w, h);
}
}
/**
* Uses GLU's lookat function to set the OpenGL frame.
* @see com.jme.renderer.Camera#onFrameChange()
*/
protected void doFrameChange() {
final GL gl = GLU.getCurrentGL();
if (!isDataOnly()) {
// set view matrix
RendererRecord matRecord = (RendererRecord) DisplaySystem.getDisplaySystem().getCurrentContext().getRendererRecord();
matRecord.switchMode(GL.GL_MODELVIEW);
tmp_FloatBuffer.rewind();
getModelViewMatrix().fillFloatBuffer(tmp_FloatBuffer);
tmp_FloatBuffer.rewind();
gl.glLoadMatrixf(tmp_FloatBuffer);
}
}
}
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