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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.lesson48;

import javax.media.opengl.*;
import javax.media.opengl.glu.GLUquadric;
import javax.media.opengl.glu.GLU;

import java.awt.*;

class Renderer implements GLEventListener {
    // User Defined Variables
    private GLUquadric quadratic;                                            // Used For Our Quadric
    private GLU glu = new GLU();

    private Matrix4f LastRot = new Matrix4f();
    private Matrix4f ThisRot = new Matrix4f();
    private final Object matrixLock = new Object();
    private float[] matrix = new float[16];

    private ArcBall arcBall = new ArcBall(640.0f, 480.0f);                                // NEW: ArcBall Instance

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

        gl.glViewport(0, 0, width, height);                // Reset The Current Viewport
        gl.glMatrixMode(GL.GL_PROJECTION);                                        // Select The Projection Matrix
        gl.glLoadIdentity();                                                    // Reset The Projection Matrix
        glu.gluPerspective(45.0f, (float) (width) / (float) (height),            // Calculate The Aspect Ratio Of The Window
                1.0f, 100.0f);
        gl.glMatrixMode(GL.GL_MODELVIEW);                                        // Select The Modelview Matrix
        gl.glLoadIdentity();                                                    // Reset The Modelview Matrix

        arcBall.setBounds((float) width, (float) height);                 //*NEW* Update mouse bounds for arcball
    }

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

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

        // Start Of User Initialization
        LastRot.setIdentity();                                // Reset Rotation
        ThisRot.setIdentity();                                // Reset Rotation
        ThisRot.get(matrix);

        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                            // Black Background
        gl.glClearDepth(1.0f);                                            // Depth Buffer Setup
        gl.glDepthFunc(GL.GL_LEQUAL);                                        // The Type Of Depth Testing (Less Or Equal)
        gl.glEnable(GL.GL_DEPTH_TEST);                                        // Enable Depth Testing
        gl.glShadeModel(GL.GL_FLAT);                                            // Select Flat Shading (Nice Definition Of Objects)
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);                // Set Perspective Calculations To Most Accurate

        quadratic = glu.gluNewQuadric();                                        // Create A Pointer To The Quadric Object
        glu.gluQuadricNormals(quadratic, GLU.GLU_SMOOTH);                        // Create Smooth Normals
        glu.gluQuadricTexture(quadratic, true);                            // Create Texture Coords

        gl.glEnable(GL.GL_LIGHT0);                                            // Enable Default Light
        gl.glEnable(GL.GL_LIGHTING);                                            // Enable Lighting

        gl.glEnable(GL.GL_COLOR_MATERIAL);                                    // Enable Color Material
    }

    void reset() {
        synchronized(matrixLock) {
            LastRot.setIdentity();                                // Reset Rotation
            ThisRot.setIdentity();                                // Reset Rotation
        }
    }

    void startDrag( Point MousePt ) {
        synchronized(matrixLock) {
            LastRot.set( ThisRot );                                        // Set Last Static Rotation To Last Dynamic One
        }
        arcBall.click( MousePt );                                 // Update Start Vector And Prepare For Dragging
    }

    void drag( Point MousePt )                                    // Perform Motion Updates Here
    {
        Quat4f ThisQuat = new Quat4f();

        arcBall.drag( MousePt, ThisQuat);                         // Update End Vector And Get Rotation As Quaternion
        synchronized(matrixLock) {
            ThisRot.setRotation(ThisQuat);     // Convert Quaternion Into Matrix3fT
            ThisRot.mul( ThisRot, LastRot);                // Accumulate Last Rotation Into This One
        }
    }

    void torus(GL gl, float MinorRadius, float MajorRadius)                    // Draw A Torus With Normals
    {
        int i, j;
        gl.glBegin(GL.GL_TRIANGLE_STRIP);                                    // Start A Triangle Strip
        for (i = 0; i < 20; i++)                                        // Stacks
        {
            for (j = -1; j < 20; j++)                                    // Slices
            {
                float wrapFrac = (j % 20) / (float) 20;
                double phi = Math.PI * 2.0 * wrapFrac;
                float sinphi = (float) (Math.sin(phi));
                float cosphi = (float) (Math.cos(phi));

                float r = MajorRadius + MinorRadius * cosphi;

                gl.glNormal3d(
                        (Math.sin(Math.PI * 2.0 * (i % 20 + wrapFrac) / (float) 20)) * cosphi,
                        sinphi,
                        (Math.cos(Math.PI * 2.0 * (i % 20 + wrapFrac) / (float) 20)) * cosphi);
                gl.glVertex3d(
                        (Math.sin(Math.PI * 2.0 * (i % 20 + wrapFrac) / (float) 20)) * r,
                        MinorRadius * sinphi,
                        (Math.cos(Math.PI * 2.0 * (i % 20 + wrapFrac) / (float) 20)) * r);

                gl.glNormal3d(
                        (Math.sin(Math.PI * 2.0 * (i + 1 % 20 + wrapFrac) / (float) 20)) * cosphi,
                        sinphi,
                        (Math.cos(Math.PI * 2.0 * (i + 1 % 20 + wrapFrac) / (float) 20)) * cosphi);
                gl.glVertex3d(
                        (Math.sin(Math.PI * 2.0 * (i + 1 % 20 + wrapFrac) / (float) 20)) * r,
                        MinorRadius * sinphi,
                        (Math.cos(Math.PI * 2.0 * (i + 1 % 20 + wrapFrac) / (float) 20)) * r);
            }
        }
        gl.glEnd();                                                        // Done Torus
    }

    public void display(GLAutoDrawable drawable) {
        synchronized(matrixLock) {
            ThisRot.get(matrix);
        }

        GL gl = drawable.getGL();

        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);                // Clear Screen And Depth Buffer
        gl.glLoadIdentity();                                                // Reset The Current Modelview Matrix
        gl.glTranslatef(-1.5f, 0.0f, -6.0f);                                    // Move Left 1.5 Units And Into The Screen 6.0

        gl.glPushMatrix();                                                    // NEW: Prepare Dynamic Transform
        gl.glMultMatrixf(matrix, 0);                                        // NEW: Apply Dynamic Transform
        gl.glColor3f(0.75f, 0.75f, 1.0f);
        torus(gl, 0.30f, 1.00f);
        gl.glPopMatrix();                                                    // NEW: Unapply Dynamic Transform

        gl.glLoadIdentity();                                                // Reset The Current Modelview Matrix
        gl.glTranslatef(1.5f, 0.0f, -6.0f);                                    // Move Right 1.5 Units And Into The Screen 7.0

        gl.glPushMatrix();                                                    // NEW: Prepare Dynamic Transform
        gl.glMultMatrixf(matrix, 0);                                        // NEW: Apply Dynamic Transform
        gl.glColor3f(1.0f, 0.75f, 0.75f);
        glu.gluSphere(quadratic, 1.3f, 20, 20);
        gl.glPopMatrix();                                                    // NEW: Unapply Dynamic Transform

        gl.glFlush();                                                        // Flush The GL Rendering Pipeline
    }
}

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