📄 renderer.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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