⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 renderer.java

📁 NeHe用java与OpenGL结合教程源码
💻 JAVA
字号:
package demos.nehe.lesson23;

import demos.common.TextureReader;
import javax.media.opengl.*;
import javax.media.opengl.glu.GLUquadric;
import javax.media.opengl.glu.GLU;

import java.io.IOException;

class Renderer implements GLEventListener {
    // settings such as light/filters/objects
    private int filter = 0;
    private int curObject = 0;

    private float xrot = 0f;				// X Rotation
    private float yrot = 0f;				// Y Rotation
    private float yspeed;                                // Y Rotation Speed
    private boolean increaseY;
    private boolean decreaseY;

    private float xspeed;                                // X Rotation Speed
    private boolean increaseX;
    private boolean decreaseX;

    private float z = -10;                                // Depth Into The Screen
    private boolean zoomIn;
    private boolean zoomOut;

    private int textures[] = new int[6];													// Storage For 6 Textures (Modified)

    private float lightAmbient[] = {0.2f, 0.2f, 0.2f};						// Ambient Light is 20% white
    private float lightDiffuse[] = {1.0f, 1.0f, 1.0f};						// Diffuse Light is white
    private float lightPosition[] = {0.0f, 0.0f, 2.0f};						// Position is somewhat in front of screen

    private GLUquadric quadratic;	         // Storage For Our Quadratic Objects
    private GLU glu = new GLU();

    public Renderer() {
    }

    public void increaseXspeed(boolean increase) {
        increaseX = increase;
    }

    public void decreaseXspeed(boolean decrease) {
        decreaseX = decrease;
    }

    public void increaseYspeed(boolean increase) {
        increaseY = increase;
    }

    public void decreaseYspeed(boolean decrease) {
        decreaseY = decrease;
    }

    public void zoomOut(boolean zoom) {
        zoomOut = zoom;
    }

    public void zoomIn(boolean zoom) {
        zoomIn = zoom;
    }

    public void switchFilter() {
        filter = (filter + 1) % 2;
    }

    public void switchObject() {
        curObject = (curObject + 1) % 4;
    }

    public void loadGLTextures(GL gl) throws IOException {
        String[] textureNames = new String[]{
            "demos/data/images/bg.png",
            "demos/data/images/reflect.png"
        };

        //Create Textures
        gl.glGenTextures(6, textures, 0); // 6 textures

        for (int textureIndex = 0; textureIndex < textureNames.length; textureIndex++) {
            String textureName = textureNames[textureIndex];
            TextureReader.Texture texture = TextureReader.readTexture(textureName);
            for (int loop = 0; loop <= 1; loop++) {
                // Create Nearest Filtered Texture
                gl.glBindTexture(GL.GL_TEXTURE_2D, textures[loop]);// Gen Tex 0 and 1
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
                gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, texture.getWidth(), texture.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, texture.getPixels());

                // Create Linear Filtered Texture
                gl.glBindTexture(GL.GL_TEXTURE_2D, textures[loop + 2]);// Gen Tex 2 and 3
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
                gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, texture.getWidth(), texture.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, texture.getPixels());

                // Create MipMapped Texture
                gl.glBindTexture(GL.GL_TEXTURE_2D, textures[loop + 4]);// Gen Tex 4 and 5
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
                gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_NEAREST);
                gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, texture.getWidth(), texture.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, texture.getPixels());
            }
        }
    }

    private void initLights(GL gl) {
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightAmbient, 0);				// Load Light-Parameters Into GL.GL_LIGHT1
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, lightDiffuse, 0);
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPosition, 0);

        gl.glEnable(GL.GL_LIGHT1);
    }


    public void init(GLAutoDrawable glDrawable) {
        GL gl = glDrawable.getGL();

        try {
            loadGLTextures(gl);
        } catch (IOException e) {
            throw new RuntimeException(e);
        }

        gl.glEnable(GL.GL_TEXTURE_2D);						          // Enable Texture Mapping ( NEW )
        gl.glShadeModel(GL.GL_SMOOTH);                            //Enables Smooth Color Shading
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);               //This Will Clear The Background Color To Black
        gl.glClearDepth(1.0);                                  //Enables Clearing Of The Depth Buffer
        gl.glEnable(GL.GL_DEPTH_TEST);                            //Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);                             //The Type Of Depth Test To Do
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);  // Really Nice Perspective Calculations
        initLights(gl);										             // Initialize OpenGL Light

        quadratic = glu.gluNewQuadric();							// Create A Pointer To The Quadric Object (Return 0 If No Memory)
        glu.gluQuadricNormals(quadratic, GLU.GLU_SMOOTH);			// Create Smooth Normals
        glu.gluQuadricTexture(quadratic, true);				// Create Texture Coords

        gl.glTexGeni(GL.GL_S, GL.GL_TEXTURE_GEN_MODE, GL.GL_SPHERE_MAP); // Set The Texture Generation Mode For S To Sphere Mapping (NEW)
        gl.glTexGeni(GL.GL_T, GL.GL_TEXTURE_GEN_MODE, GL.GL_SPHERE_MAP); // Set The Texture Generation Mode For T To Sphere Mapping (NEW)
    }

    private void glDrawCube(GL gl) {
        gl.glBegin(GL.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();
    }

    private void update() {
        if (zoomOut)
            z -= 0.02f;
        if (zoomIn)
            z += 0.02f;
        if (decreaseX)
            xspeed -= 0.01f;
        if (increaseX)
            xspeed += 0.01f;
        if (increaseY)
            yspeed += 0.01f;
        if (decreaseY)
            yspeed -= 0.01f;
    }

    public void display(GLAutoDrawable glDrawable) {
        update();
        GL gl = glDrawable.getGL();

        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);       //Clear The Screen And The Depth Buffer
        gl.glLoadIdentity();                                         //Reset The View

        gl.glEnable(GL.GL_TEXTURE_GEN_S);							// Enable Texture Coord Generation For S (NEW)
        gl.glEnable(GL.GL_TEXTURE_GEN_T);							// Enable Texture Coord Generation For T (NEW)

        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[filter + (filter + 1)]); // This Will Select The Sphere Map
        gl.glPushMatrix();

        gl.glTranslatef(0.0f, 0.0f, z);
        gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
        gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);

        switch (curObject) {
            case 0:
                glDrawCube(gl);
                break;
            case 1:
                gl.glTranslatef(0.0f, 0.0f, -1.5f);					// Center The Cylinder
                glu.gluCylinder(quadratic, 1.0f, 1.0f, 3.0f, 32, 32);	// A Cylinder With A Radius Of 0.5 And A Height Of 2
                break;
            case 2:
                glu.gluSphere(quadratic, 1.3f, 32, 32);				// Draw A Sphere With A Radius Of 1 And 16 Longitude And 16 Latitude Segments
                break;
            case 3:
                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;
        }

        gl.glPopMatrix();
        gl.glDisable(GL.GL_TEXTURE_GEN_S);
        gl.glDisable(GL.GL_TEXTURE_GEN_T);

        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[filter * 2]);	// This Will Select The BG Maps...
        gl.glPushMatrix();
        gl.glTranslatef(0.0f, 0.0f, -24.0f);
        gl.glBegin(GL.GL_QUADS);
        gl.glNormal3f(0.0f, 0.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-13.3f, -10.0f, 10.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(13.3f, -10.0f, 10.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(13.3f, 10.0f, 10.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-13.3f, 10.0f, 10.0f);
        gl.glEnd();
        gl.glPopMatrix();

        xrot += xspeed;
        yrot += yspeed;
    }

    public void reshape(GLAutoDrawable glDrawable, int x, int y, int w, int h) {
        if (h == 0) h = 1;
        GL gl = glDrawable.getGL();

        gl.glViewport(0, 0, w, h);                       // Reset The Current Viewport And Perspective Transformation
        gl.glMatrixMode(GL.GL_PROJECTION);                           // Select The Projection Matrix
        gl.glLoadIdentity();                                      // Reset The Projection Matrix
        glu.gluPerspective(45.0f, (float) w / (float) h, 0.1f, 100.0f);  // Calculate The Aspect Ratio Of The Window
        gl.glMatrixMode(GL.GL_MODELVIEW);                            // Select The Modelview Matrix
        gl.glLoadIdentity();                                      // Reset The ModalView Matrix
    }

    public void displayChanged(GLAutoDrawable glDrawable, boolean b, boolean b1) {
    }
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -