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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.lesson33;

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 float spin;													// Spin Variable
    private Texture[] texture = new Texture[2];												// Storage For 2 Textures ( NEW )
    private GLU glu = new GLU();

    public Renderer() {
    }

    private void loadGLTextures(GL gl) throws IOException											// Load Bitmaps And Convert To Textures
    {
        texture[0] = new Texture();
        texture[1] = new Texture();
        // Load The Bitmap, Check For Errors.
        TGALoader.loadTGA(texture[0], "demos/data/images/uncompressed.tga");
        TGALoader.loadTGA(texture[1], "demos/data/images/compressed.tga");
        for (int loop = 0; loop < 2; loop++)						// Loop Through Both Textures
        {
            // Typical Texture Generation Using Data From The TGA ( CHANGE )
            gl.glGenTextures(1, texture[loop].texID, 0);				// Create The Texture ( CHANGE )
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture[loop].texID[0]);
            gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL.GL_UNSIGNED_BYTE, texture[loop].imageData);
            gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
            gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
        }
    }

    public void init(GLAutoDrawable glDrawable) {
        GL gl = glDrawable.getGL();
        try {
            loadGLTextures(gl);										// Jump To Texture Loading Routine ( NEW )
        } catch (IOException e) {
            throw new RuntimeException(e);
        }

        gl.glEnable(GL.GL_TEXTURE_2D);									// Enable Texture Mapping ( NEW )
        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
    }

    public void display(GLAutoDrawable glDrawable) {
        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 Modelview Matrix
        gl.glTranslatef(0.0f, 0.0f, -10.0f);								// Translate 20 Units Into The Screen

        spin += 0.05f;												// Increase Spin

        for (int loop = 0; loop < 20; loop++)							// Loop Of 20
        {
            gl.glPushMatrix();											// Push The Matrix
            gl.glRotatef(spin + loop * 18.0f, 1.0f, 0.0f, 0.0f);				// Rotate On The X-Axis (Up - Down)
            gl.glTranslatef(-2.0f, 2.0f, 0.0f);							// Translate 2 Units Left And 2 Up

            gl.glBindTexture(GL.GL_TEXTURE_2D, texture[0].texID[0]);			// ( CHANGE )
            gl.glBegin(GL.GL_QUADS);										// Draw Our Quad
            gl.glTexCoord2f(0.0f, 1.0f);
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);
            gl.glTexCoord2f(1.0f, 1.0f);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);
            gl.glTexCoord2f(1.0f, 0.0f);
            gl.glVertex3f(1.0f, -1.0f, 0.0f);
            gl.glTexCoord2f(0.0f, 0.0f);
            gl.glVertex3f(-1.0f, -1.0f, 0.0f);
            gl.glEnd();												// Done Drawing The Quad
            gl.glPopMatrix();											// Pop The Matrix

            gl.glPushMatrix();											// Push The Matrix
            gl.glTranslatef(2.0f, 0.0f, 0.0f);							// Translate 2 Units To The Right
            gl.glRotatef(spin + loop * 36.0f, 0.0f, 1.0f, 0.0f);				// Rotate On The Y-Axis (Left - Right)
            gl.glTranslatef(1.0f, 0.0f, 0.0f);							// Move One Unit Right

            gl.glBindTexture(GL.GL_TEXTURE_2D, texture[1].texID[0]);			// ( CHANGE )
            gl.glBegin(GL.GL_QUADS);										// Draw Our Quad
            gl.glTexCoord2f(0.0f, 0.0f);
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);
            gl.glTexCoord2f(1.0f, 0.0f);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);
            gl.glTexCoord2f(1.0f, 1.0f);
            gl.glVertex3f(1.0f, -1.0f, 0.0f);
            gl.glTexCoord2f(0.0f, 1.0f);
            gl.glVertex3f(-1.0f, -1.0f, 0.0f);
            gl.glEnd();												// Done Drawing The Quad
            gl.glPopMatrix();											// Pop The Matrix
        }
    }

    public void reshape(GLAutoDrawable glDrawable, int x, int y, int w, int h) {
        if (h == 0) h = 1;
        GL gl = glDrawable.getGL();

        gl.glViewport(0, 0, w, h);                       // Reset The Current Viewport And Perspective Transformation
        gl.glMatrixMode(GL.GL_PROJECTION);                           // Select The Projection Matrix
        gl.glLoadIdentity();                                      // Reset The Projection Matrix
        glu.gluPerspective(45.0f, (float) w / (float) h, 0.1f, 100.0f);  // Calculate The Aspect Ratio Of The Window
        gl.glMatrixMode(GL.GL_MODELVIEW);                            // Select The Modelview Matrix
        gl.glLoadIdentity();                                      // Reset The ModalView Matrix
    }

    public void displayChanged(GLAutoDrawable glDrawable, boolean b, boolean b1) {
    }
}

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