?? renderer.java
字號(hào):
package demos.nehe.lesson11;
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 {
float[][][] points = new float[45][45][3]; // The Array For The Points On The Grid Of Our "Wave"
int wiggle_count = 0; // Counter Used To Control How Fast Flag Waves
float xrot; // X Rotation ( NEW )
float yrot; // Y Rotation ( NEW )
float zrot; // Z Rotation ( NEW )
float hold;
int[] textures = new int[1]; //Storage for one texture ( NEW )
private GLU glu = new GLU();
private void loadGLTextures(GLAutoDrawable gldrawable) throws IOException {
TextureReader.Texture texture = null;
texture = TextureReader.readTexture("demos/data/images/tim.png");
GL gl = gldrawable.getGL();
//Create Nearest Filtered Texture
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);
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());
}
public void init(GLAutoDrawable glDrawable) {
try {
loadGLTextures(glDrawable);
} catch (IOException e) {
System.out.println("Failed to load Textures,Bailing!");
throw new RuntimeException(e);
}
GL gl = glDrawable.getGL();
gl.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
for (int x = 0; x < 45; x++) {
for (int y = 0; y < 45; y++) {
points[x][y][0] = ((x / 5.0f) - 4.5f);
points[x][y][1] = ((y / 5.0f) - 4.5f);
points[x][y][2] = (float) (Math.sin((((x / 5.0f) * 40.0f) / 360.0f) * 3.141592654 * 2.0f));
}
}
}
public void display(GLAutoDrawable glDrawable) {
GL gl = glDrawable.getGL();
int x, y;
float float_x, float_y, float_xb, float_yb;
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, -12.0f);
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);
gl.glBegin(GL.GL_QUADS);
for (x = 0; x < 44; x++) {
for (y = 0; y < 44; y++) {
float_x = (float) (x) / 44.0f;
float_y = (float) (y) / 44.0f;
float_xb = (float) (x + 1) / 44.0f;
float_yb = (float) (y + 1) / 44.0f;
gl.glTexCoord2f(float_x, float_y);
gl.glVertex3f(points[x][y][0], points[x][y][1], points[x][y][2]);
gl.glTexCoord2f(float_x, float_yb);
gl.glVertex3f(points[x][y + 1][0], points[x][y + 1][1], points[x][y + 1][2]);
gl.glTexCoord2f(float_xb, float_yb);
gl.glVertex3f(points[x + 1][y + 1][0], points[x + 1][y + 1][1], points[x + 1][y + 1][2]);
gl.glTexCoord2f(float_xb, float_y);
gl.glVertex3f(points[x + 1][y][0], points[x + 1][y][1], points[x + 1][y][2]);
}
}
gl.glEnd();
if (wiggle_count == 2) {
for (y = 0; y < 45; y++) {
hold = points[0][y][2];
for (x = 0; x < 44; x++) {
points[x][y][2] = points[x + 1][y][2];
}
points[44][y][2] = hold;
}
wiggle_count = 0;
}
wiggle_count++;
xrot += 0.3f;
yrot += 0.2f;
zrot += 0.4f;
}
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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