📄 renderer.java
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package demos.nehe.lesson08;
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 lightingEnabled; // Lighting ON/OFF
private boolean lightingChanged = false; // Lighting changed
private boolean blendingEnabled; // Blending OFF/ON
private boolean blendingChanged = false; // Blending changed
private int filter; // Which texture to use
private int[] textures = new int[3]; // Storage For 3 Textures
private float xrot; // X Rotation
private float yrot; // Y Rotation
private float xspeed = 0.5f; // X Rotation Speed
private boolean increaseX;
private boolean decreaseX;
private float yspeed = 0.3f; // Y Rotation Speed
private boolean increaseY;
private boolean decreaseY;
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 GLU glu = new GLU();
public void toggleBlending() {
blendingEnabled = !blendingEnabled;
blendingChanged = true;
}
public void toggleLighting() {
lightingEnabled = !lightingEnabled;
lightingChanged = true;
}
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) % textures.length;
}
private void loadGLTextures(GLAutoDrawable gldrawable) throws IOException {
TextureReader.Texture texture = TextureReader.readTexture("demos/data/images/glass.png");
GL gl = gldrawable.getGL();
//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());
//Create MipMapped Texture (Only with GL4Java 2.1.2.1 and later!)
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 glDrawable) {
try {
loadGLTextures(glDrawable);
} catch (IOException e) {
System.out.println("Unable to load textures,Bailing!");
throw new RuntimeException(e);
}
GL gl = glDrawable.getGL();
gl.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping
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
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.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full Brightness. 50% Alpha (new )
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE); // Set The Blending Function For Translucency (new )
}
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.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;
// toggle lighting
if (lightingChanged) {
if (lightingEnabled)
gl.glEnable(GL.GL_LIGHTING);
else
gl.glDisable(GL.GL_LIGHTING);
lightingChanged = false;
}
// toggle blending
if (blendingChanged) {
if (blendingEnabled) {
gl.glEnable(GL.GL_BLEND); // Turn Blending On
gl.glDisable(GL.GL_DEPTH_TEST); // Turn Depth Testing Off
} else {
gl.glDisable(GL.GL_BLEND); // Turn Blending Off
gl.glEnable(GL.GL_DEPTH_TEST); // Turn Depth Testing On
}
blendingChanged = false;
}
}
public void reshape(GLAutoDrawable glDrawable, int x, int y, int w, int h) {
final GL gl = glDrawable.getGL();
if (h <= 0) // avoid a divide by zero error!
h = 1;
final float a = (float) w / (float) h;
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, a, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity(); // Reset The ModalView Matrix
}
public void displayChanged(GLAutoDrawable glDrawable, boolean b, boolean b1) {
}
}
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