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📄 jogltrianglemeshrenderer.java

📁 基于java的3d开发库。对坐java3d的朋友有很大的帮助。
💻 JAVA
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//===========================================================================//=-------------------------------------------------------------------------=//= Module history:                                                         =//= - August 8 2005 - David Diaz, Lina Rojas, Gabriel Sarmiento: Original   =//=                                                            base version =//= - August 7 2006 - Oscar Chavarro: re-structured and tested              =//= - November 13 2006 - Oscar Chavarro: re-structured and tested           =//===========================================================================package vsdk.toolkit.render.jogl;// Basic Java classesimport java.util.ArrayList;// JOGL classesimport javax.media.opengl.GL;// VitralSDK classesimport vsdk.toolkit.common.ColorRgb;import vsdk.toolkit.common.VSDK;import vsdk.toolkit.common.Vertex;import vsdk.toolkit.common.Vector3D;import vsdk.toolkit.common.RendererConfiguration;import vsdk.toolkit.media.Image;import vsdk.toolkit.environment.geometry.TriangleMesh;import vsdk.toolkit.environment.Material;public class JoglTriangleMeshRenderer extends JoglRenderer {    /**    @todo program this!    */    public static void drawWithSelection(GL gl, TriangleMesh mesh,                                         RendererConfiguration quality,                                          boolean flip,                                         ArrayList<int[]> selectedTriangles) {        draw(gl, mesh, quality, flip);    }    /**    Generate OpenGL/JOGL primitives needed for the rendering of recieved    Geometry object.    @todo Handle PHONG and BUMPMAPPING cases, via vertex/program shaders    */    public static void    draw(GL gl, TriangleMesh mesh, RendererConfiguration quality, boolean flip) {        boolean withTextures = false;        if ( mesh.getTextures() != null && mesh.getTextures().length > 0 ) {            withTextures = true;        }        gl.glEnable(gl.GL_NORMALIZE);        //-----------------------------------------------------------------        if ( quality.isBumpMapSet() ) {            // Prepare bump mapping and shaders...            ;        }        if ( quality.isSurfacesSet() ) {            // This line doesn't make sense (as it will later reactivated),            // but it is needed in some graphics cards/driver/os combinations            // like AMD Athlon64 running 32 bit Fedora Core 6 with Nvidia C51            gl.glDisable(gl.GL_LIGHTING);            //            JoglGeometryRenderer.prepareSurfaceQuality(gl, quality);            gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL);            gl.glPolygonOffset(0.0f, 0.0f);            if ( quality.isTextureSet() && withTextures ) {                // drawSurfacesWithTexture can enable GL_TEXTURE_2D                drawSurfacesWithTexture(gl, mesh, flip);              }              else {                drawSurfacesWithoutTexture(gl, mesh, flip);            }        }        if ( quality.isWiresSet() ) {            gl.glDisable(gl.GL_LIGHTING);            gl.glDisable(gl.GL_CULL_FACE);            gl.glShadeModel(gl.GL_FLAT);            gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE);            gl.glEnable(gl.GL_POLYGON_OFFSET_LINE);            gl.glPolygonOffset(-0.5f, 0.0f);            gl.glLineWidth(1.0f);            // Warning: Change with configured color for borders            ColorRgb c = quality.getWireColor();            gl.glColor3d(c.r, c.g, c.b);            gl.glDisable(gl.GL_TEXTURE_2D);            // Warning: pending definition of this behavior...            drawSurfacesWithoutTexture(gl, mesh, flip);/*            if ( quality.isTextureSet() && withTextures ) {                // drawSurfacesWithTexture can enable GL_TEXTURE_2D                drawSurfacesWithTexture(gl, mesh, flip);              }              else {                drawSurfacesWithoutTexture(gl, mesh, flip);            }*/        }        //- Drawing control of elements with no surface -------------------        if ( quality.isPointsSet() ) {            drawPoints(gl, mesh);        }        if ( quality.isNormalsSet() ) {            drawVertexNormals(gl, mesh);        }        if ( quality.isTrianglesNormalsSet() ) {            drawTriangleNormals(gl, mesh);        }        if ( quality.isBoundingVolumeSet() ) {            JoglGeometryRenderer.drawMinMaxBox(gl, mesh, quality);        }        if ( quality.isSelectionCornersSet() ) {            JoglGeometryRenderer.drawSelectionCorners(gl, mesh, quality);        }    }    private static void drawPoints(GL gl, TriangleMesh mesh) {        gl.glDisable(gl.GL_LIGHTING);        gl.glDisable(gl.GL_TEXTURE_2D);        // Warning: Change with configured color for point        gl.glColor3d(1, 0, 0);        gl.glPointSize(2.0f);        gl.glBegin(gl.GL_POINTS);        for ( int i = 0; i < mesh.getVertexes().length; i++ ) {            gl.glVertex3d(mesh.getVertexAt(i).getPosition().x,                          mesh.getVertexAt(i).getPosition().y,                          mesh.getVertexAt(i).getPosition().z);        }        gl.glEnd();    }    private static void drawVertexNormals(GL gl, TriangleMesh mesh) {        gl.glDisable(gl.GL_LIGHTING);        gl.glDisable(gl.GL_TEXTURE_2D);        // Warning: Change with configured color for vertex normals        gl.glColor3d(1, 1, 0);        gl.glLineWidth(1.0f);        gl.glBegin(gl.GL_LINES);        for ( int i = 0; i < mesh.getTriangles().length; i++ ) {            Vertex vertex = mesh.getVertexAt(mesh.getTriangleAt(i).getPoint0());            JoglGeometryRenderer.drawVertexNormal(gl, vertex);            vertex = mesh.getVertexAt(mesh.getTriangleAt(i).getPoint1());            JoglGeometryRenderer.drawVertexNormal(gl, vertex);            vertex = mesh.getVertexAt(mesh.getTriangleAt(i).getPoint2());            JoglGeometryRenderer.drawVertexNormal(gl, vertex);        }        gl.glEnd();    }    private static void drawTriangleNormals(GL gl, TriangleMesh m) {        double l = 0.15;        gl.glDisable(gl.GL_LIGHTING);        gl.glDisable(gl.GL_TEXTURE_2D);        // Warning: Change with configured color for surface normals        gl.glColor3d(0.9, 0.9, 0.5);        gl.glLineWidth(2.0f);        gl.glBegin(gl.GL_LINES);        for ( int i = 0; i < m.getTriangles().length; i++ ) {            double cx = m.getVertexAt(m.getTriangleAt(i).getPoint0()).getPosition().x;            cx += m.getVertexAt(m.getTriangleAt(i).getPoint1()).getPosition().x;            cx += m.getVertexAt(m.getTriangleAt(i).getPoint2()).getPosition().x;            double cy = m.getVertexAt(m.getTriangleAt(i).getPoint0()).getPosition().y;            cy += m.getVertexAt(m.getTriangleAt(i).getPoint1()).getPosition().y;            cy += m.getVertexAt(m.getTriangleAt(i).getPoint2()).getPosition().y;            double cz = m.getVertexAt(m.getTriangleAt(i).getPoint0()).getPosition().z;            cz += m.getVertexAt(m.getTriangleAt(i).getPoint1()).getPosition().z;            cz += m.getVertexAt(m.getTriangleAt(i).getPoint2()).getPosition().z;            cx /= 3;            cy /= 3;            cz /= 3;            gl.glVertex3d(cx, cy, cz);            gl.glVertex3d(cx + m.getTriangleAt(i).normal.x * l,                          cy + m.getTriangleAt(i).normal.y * l,                          cz + m.getTriangleAt(i).normal.z * l);        }        gl.glEnd();    }    private static void drawSurfacesWithoutTexture(GL gl,                                      TriangleMesh mesh, boolean flipNormals) {        //-----------------------------------------------------------------        // Warning: Shoult this be here? or not ...        // Just in case using external texture...        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.glTexParameterf(gl.GL_TEXTURE_2D,            gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT);        gl.glTexParameterf(gl.GL_TEXTURE_2D,            gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT);        gl.glTexEnvf(gl.GL_TEXTURE_ENV,            gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);        //-----------------------------------------------------------------        if ( mesh.getTriangles() == null ) {            VSDK.reportMessage(null, VSDK.WARNING,                 "JoglTriangleMeshRenderer.activate",                               "Trying to draw mesh without triangles?");

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