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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.lesson18;

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 {
    private boolean lightingEnabled;                          // Lighting ON/OFF

    private float[] lightPosition = {0.0f, 0.0f, 2.0f, 1.0f};
    private float[] lightAmbient = {0.5f, 0.5f, 0.5f, 1.0f};
    private float[] lightDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};

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

    private float yspeed;                         // Y Rotation Speed
    private boolean increaseY;
    private boolean decreaseY;

    private float xrot;                           // X Rotation
    private float yrot;
    private float z = -5f;                           // Y Rotation
    private boolean zoomIn;
    private boolean zoomOut;

    private int[] textures = new int[3];         // Storage For 3 Textures
    private int object;                         // Which Object To Draw (NEW)
    private int filter;                         // Which Filter To Use
    private int part1;                         // Start Of Disc ( NEW )
    private int part2;                          // End Of Disc ( NEW )
    private int p1 = 0;                           // Increase 1 ( NEW )
    private int p2 = 1;                           // Increase 2 ( NEW )
    private GLU glu = new GLU();

    private GLUquadric quadric;

    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 zoomIn(boolean zoom) {
        zoomIn = zoom;
    }

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

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

    public void switchObject() {
        object = (object + 1) % 6;
    }

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

    private void loadGLTextures(GL gl, GLU glu) {                            // Load image And Convert To Textures
        TextureReader.Texture texture;
        try {
            texture = TextureReader.readTexture("demos/data/images/wall.bmp");
        } catch (IOException e) {
            e.printStackTrace();
            throw new RuntimeException(e);
        }
        gl.glGenTextures(3, textures, 0);                  // Create Three Textures
        // Create Nearest Filtered Texture
        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());

        // Create MipMapped Texture
        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();

        gl.glEnable(GL.GL_TEXTURE_2D);                             // Enable Texture Mapping
        gl.glShadeModel(GL.GL_SMOOTH);                             // Enable Smooth Shading
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                   // Black Background
        gl.glClearDepth(1.0f);                                     // Depth Buffer Setup
        gl.glEnable(GL.GL_DEPTH_TEST);                             // Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);                              // The Type Of Depth Testing 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

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

        loadGLTextures(gl, glu);
    }

    private void glDrawCube(GL gl) {

        gl.glBegin(GL.GL_QUADS);

        gl.glNormal3f(0.0f, 0.0f, 1.0f);               // Front Face
        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.glNormal3f(0.0f, 0.0f, -1.0f);                // Back Face
        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);

        gl.glNormal3f(0.0f, 1.0f, 0.0f);                 // Top Face
        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);

        gl.glNormal3f(0.0f, -1.0f, 0.0f);              // Bottom Face
        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);

        gl.glNormal3f(1.0f, 0.0f, 0.0f);               // Right Face
        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);

        gl.glNormal3f(-1.0f, 0.0f, 0.0f);               // Left Face
        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();
    }

    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 drawable) {
        update();
        GL gl = drawable.getGL();

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

        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        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]);

        switch (object) {

            case 0:
                glDrawCube(gl);
                break;
            case 1:
                gl.glTranslatef(0.0f, 0.0f, -1.5f);                   // Center The Cylinder
                glu.gluCylinder(quadric, 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.gluDisk(quadric, 0.5f, 1.5f, 32, 32);             // Draw A Disc (CD Shape) With An Inner Radius Of 0.5, And An Outer Radius Of 2.  Plus A Lot Of Segments ;)
                break;
            case 3:
                glu.gluSphere(quadric, 1.3f, 32, 32);                // Draw A Sphere With A Radius Of 1 And 16 Longitude And 16 Latitude Segments
                break;
            case 4:
                gl.glTranslatef(0.0f, 0.0f, -1.5f);                   // Center The Cone
                glu.gluCylinder(quadric, 1.0f, 0.0f, 3.0f, 32, 32);    // A Cone With A Bottom Radius Of .5 And A Height Of 2
                break;
            case 5:
                part1 += p1;
                part2 += p2;

                if (part1 > 359) {                                     // 360 Degrees
                    p1 = 0;
                    part1 = 0;
                    p2 = 1;
                    part2 = 0;
                }

                if (part2 > 359) {                                     // 360 Degrees
                    p1 = 1;
                    p2 = 0;
                }
                glu.gluPartialDisk(quadric, 0.5f, 1.5f, 32, 32, part1, part2 - part1);	// A Disk Like The One Before
                break;
        }

        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, 1, 1000);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

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

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