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📄 renderer.java

📁 NeHe用java与OpenGL结合教程源码
💻 JAVA
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        int bytesPerPixel,                                         // Holds Number Of Bytes Per Pixel Used In The TGA File
                imageSize,                                             // Used To Store The Image Size When Setting Aside Ram
                type = GL.GL_RGBA;                                      // Set The Default GL Mode To RBGA (32 BPP)

        ReadableByteChannel file = null;

        try {
            file = Channels.newChannel(ResourceRetriever.getResourceAsStream(filename));
            readBuffer(file, TGAcompare);
            readBuffer(file, header);

            for (int i = 0; i < TGAcompare.capacity(); i++)                      // Does The Header Match What We Want?
                if (TGAcompare.get(i) != TGAheader[i]) {
                    throw new IOException("Invalid TGA header");
                }

            texture.width = header.get(1) << 8 | header.get(0);                   // Determine The TGA Width(highbyte*256+lowbyte)
            texture.height = header.get(3) << 8 | header.get(2);                   // Determine The TGA Height(highbyte*256+lowbyte)

            if (texture.width <= 0) {// Is The Width Less Than Or Equal To Zero
                throw new IOException("Image has negative width");
            }
            if (texture.height <= 0) {// Is The Height Less Than Or Equal To Zero
                throw new IOException("Image has negative height");
            }
            if (header.get(4) != 24 && header.get(4) != 32) {                        // Is The TGA 24 or 32 Bit?
                throw new IOException("Image is not 24 or 32-bit");
            }

            texture.bpp = header.get(4);                                  // Grab The TGA's Bits Per Pixel (24 or 32)
            bytesPerPixel = texture.bpp / 8;                             // Divide By 8 To Get The Bytes Per Pixel
            imageSize = texture.width * texture.height * bytesPerPixel; // Calculate The Memory Required For The TGA Data

            texture.imageData = BufferUtil.newByteBuffer(imageSize);                     // Reserve Memory To Hold The TGA Data

            readBuffer(file, texture.imageData);

            for (int i = 0; i < imageSize; i += bytesPerPixel) {                 // Loop Through The Image Data
                // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
                byte temp = texture.imageData.get(i);                               // Temporarily Store The Value At Image Data 'i'
                texture.imageData.put(i, texture.imageData.get(i + 2));           // Set The 1st Byte To The Value Of The 3rd Byte
                texture.imageData.put(i + 2, temp);                             // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
            }

            // Build A Texture From The Data
            gl.glGenTextures(1, texture.texID, 0);                                // Generate OpenGL texture IDs
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture.texID[0]);              // Bind Our Texture
            gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); // Linear Filtered
            gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); // Linear Filtered

            if (texture.bpp == 24)   // Was The TGA 24 Bits
                type = GL.GL_RGB;   // If So Set The 'type' To GL_RGB

            gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, type, texture.width, texture.height, 0, type, GL.GL_UNSIGNED_BYTE, texture.imageData);
        } finally {
            if (file != null) {
                try {
                    file.close();
                } catch (IOException n) {
                }
            }
        }
    }

    private static void readBuffer(ReadableByteChannel in, ByteBuffer buffer) throws IOException {
        while (buffer.hasRemaining()) {
            in.read(buffer);
        }
        buffer.flip();
    }

    private void buildFont(GL gl) {                                           // Build Our Font Display List

        base = gl.glGenLists(256);                                // Creating 256 Display Lists

        for (int loop1 = 0; loop1 < 256; loop1++) {                     // Loop Through All 256 Lists

            float cx = (float) (loop1 % 16) / 16.0f;                     // X Position Of Current Character
            float cy = (float) (loop1 / 16) / 16.0f;                     // Y Position Of Current Character

            gl.glNewList(base + loop1, GL.GL_COMPILE);                 // Start Building A List
            gl.glBegin(GL.GL_QUADS);                                // Use A Quad For Each Character
            gl.glTexCoord2f(cx, 1.0f - cy - 0.0625f);                  // Texture Coord (Bottom Left)
            gl.glVertex2d(0, 16);                                  // Vertex Coord (Bottom Left)
            gl.glTexCoord2f(cx + 0.0625f, 1.0f - cy - 0.0625f);          // Texture Coord (Bottom Right)
            gl.glVertex2i(16, 16);                                 // Vertex Coord (Bottom Right)
            gl.glTexCoord2f(cx + 0.0625f, 1.0f - cy - 0.001f);           // Texture Coord (Top Right)
            gl.glVertex2i(16, 0);                                  // Vertex Coord (Top Right)
            gl.glTexCoord2f(cx, 1.0f - cy - 0.001f);                   // Texture Coord (Top Left)
            gl.glVertex2i(0, 0);                                   // Vertex Coord (Top Left)
            gl.glEnd();                                             // Done Building Our Quad (Character)
            gl.glTranslated(14, 0, 0);                                // Move To The Right Of The Character
            gl.glEndList();                                         // Done Building The Display List
        }                                                         // Loop Until All 256 Are Built
    }

    private void glPrint(GL gl, int x, int y, int set, String fmt) {           // Where The Printing Happens

        if (fmt == null)                                           // If There's No Text
            return;

        if (set > 1)                                                 // Did User Choose An Invalid Character Set?
            set = 1;                                                  // If So, Select Set 1 (Italic)

        gl.glEnable(GL.GL_TEXTURE_2D);                            // Enable Texture Mapping
        gl.glLoadIdentity();                                      // Reset The Modelview Matrix
        gl.glTranslated(x, y, 0);                                   // Position The Text (0,0 - Top Left)
        gl.glListBase(base - 32 + (128 * set));                         // Choose The Font Set (0 or 1)
        gl.glScalef(1.0f, 2.0f, 1.0f);                              // Make The Text 2X Taller


        if (stringBuffer.capacity() < fmt.length()) {
            stringBuffer = BufferUtil.newByteBuffer(fmt.length());
        }

        stringBuffer.clear();
        stringBuffer.put(fmt.getBytes());
        stringBuffer.flip();
        gl.glCallLists(fmt.length(), GL.GL_UNSIGNED_BYTE, stringBuffer);    // Write The Text To The Screen
        gl.glDisable(GL.GL_TEXTURE_2D);                           // Disable Texture Mapping
    }

    private class TextureImage {                                // Create A Structure
        ByteBuffer imageData;              // Image Data (Up To 32 Bits)
        int bpp;                      // Image Color Depth In Bits Per Pixel.
        int width;                    // Image Width
        int height;                   // Image Height
        int texID[] = new int[1];     // Texture ID Used To Select A Texture

        public void printInfo() {
            System.out.println("Byte per Pixel: " + bpp + "\n" +
                    "Image Width: " + width + "\n" +
                    "Image Height:" + height + "\n");
        }
    }
}

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