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📄 renderer.java

📁 NeHe用java与OpenGL结合教程源码
💻 JAVA
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package demos.nehe.lesson16;

import demos.common.TextureReader;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

import java.io.IOException;

class Renderer implements GLEventListener {
    private boolean light;				// Lighting ON/OFF

    private float xrot;				// X Rotation
    private float yrot;				// Y Rotation
    private float xspeed;				// X Rotation Speed
    private boolean rotateFasterX;
    private boolean rotateSlowerX;

    private float yspeed;				// Y Rotation Speed
    private boolean rotateFasterY;
    private boolean rotateSlowerY;

    private float z = -5.0f;			// Depth Into The Screen
    private boolean zoomIn;
    private boolean zoomOut;

    private float[] LightAmbient = {0.5f, 0.5f, 0.5f, 1.0f};
    private float[] LightDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
    private float[] LightPosition = {0.0f, 0.0f, 2.0f, 1.0f};

    private int filter;				// Which Filter To Use  ( new )

    private int fogMode[] = {GL.GL_EXP, GL.GL_EXP2, GL.GL_LINEAR};	// Storage For Three Types Of Fog ( new )
    private int fogfilter = 0;								// Which Fog Mode To Use      ( new )
    private float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f};		// Fog Color               ( new )

    private int[] textures = new int[3];			// Storage For 3 Textures

    private GLU glu = new GLU();

    public void toggleLighting() {
        light = !light;
    }

    public void switchFilter() {
        filter = (filter + 1) % 3;
    }

    public void switchFogMode() {
        fogfilter = (fogfilter + 1) % 3;
    }

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

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

    public void rotateFasterX(boolean rotate) {
        rotateFasterX = rotate;
    }

    public void rotateSlowerX(boolean rotate) {
        rotateSlowerX = rotate;
    }

    public void rotateFasterY(boolean rotate) {
        rotateFasterY = rotate;
    }

    public void rotateSlowerY(boolean rotate) {
        rotateSlowerY = rotate;
    }

    private void loadGLTextures(GL gl, GLU glu) throws IOException {
        TextureReader.Texture texture = TextureReader.readTexture("demos/data/images/crate.png");
        //Create Nearest Filtered Texture
        gl.glGenTextures(3, textures, 0);
        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);

        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,
                3,
                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[1]);
        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,
                3,
                texture.getWidth(),
                texture.getHeight(),
                0,
                GL.GL_RGB,
                GL.GL_UNSIGNED_BYTE,
                texture.getPixels());

        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[2]);
        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);

        glu.gluBuild2DMipmaps(GL.GL_TEXTURE_2D,
                3,
                texture.getWidth(),
                texture.getHeight(),
                GL.GL_RGB,
                GL.GL_UNSIGNED_BYTE,
                texture.getPixels());
    }

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

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

        gl.glEnable(GL.GL_TEXTURE_2D);							// Enable Texture Mapping
        gl.glShadeModel(GL.GL_SMOOTH);                            //Enables Smooth Color Shading
        gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);               //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
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, LightAmbient, 0);		// Setup The Ambient Light
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, LightDiffuse, 0);		// Setup The Diffuse Light
        gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, LightPosition, 0);	// Position The Light
        gl.glEnable(GL.GL_LIGHT1);								// Enable Light One
        gl.glFogi(GL.GL_FOG_MODE, fogMode[fogfilter]);			// Fog Mode
        gl.glFogfv(GL.GL_FOG_COLOR, fogColor, 0);					// Set Fog Color
        gl.glFogf(GL.GL_FOG_DENSITY, 0.35f);						// How Dense Will The Fog Be
        gl.glHint(GL.GL_FOG_HINT, GL.GL_DONT_CARE);					// Fog Hint Value
        gl.glFogf(GL.GL_FOG_START, 1.0f);							// Fog Start Depth
        gl.glFogf(GL.GL_FOG_END, 5.0f);							// Fog End Depth
        gl.glEnable(GL.GL_FOG);									// Enables GL.GL_FOG
    }

    private void update() {
        if (zoomOut)
            z -= 0.02f;

        if (zoomIn)
            z += 0.02f;

        if (rotateFasterX)
            xspeed += 0.01f;

        if (rotateSlowerX)
            xspeed -= 0.01f;

        if (rotateFasterY)
            yspeed += 0.01f;

        if (rotateSlowerY)
            yspeed -= 0.01f;
    }

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

        if (!light)
            gl.glDisable(GL.GL_LIGHTING);
        else
            gl.glEnable(GL.GL_LIGHTING);

        gl.glFogi(GL.GL_FOG_MODE, fogMode[fogfilter]);

        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.glTranslatef(0.0f, 0.0f, z);

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

        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[filter]);

        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);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        // Back Face
        gl.glNormal3f(0.0f, 0.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        // Top Face
        gl.glNormal3f(0.0f, 1.0f, 0.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        // Bottom Face
        gl.glNormal3f(0.0f, -1.0f, 0.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);
        // Right face
        gl.glNormal3f(1.0f, 0.0f, 0.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        // Left Face
        gl.glNormal3f(-1.0f, 0.0f, 0.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glEnd();

        xrot += xspeed;
        yrot += yspeed;

    }

    public void reshape(GLAutoDrawable drawable,
                        int xstart,
                        int ystart,
                        int width,
                        int height) {
        GL gl = drawable.getGL();

        height = (height == 0) ? 1 : height;

        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();

        glu.gluPerspective(45, (float) width / height, .1f, 100);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void displayChanged(GLAutoDrawable drawable,
                               boolean modeChanged,
                               boolean deviceChanged) {
    }


}

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