?? renderer.java
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package demos.nehe.lesson45;
import demos.common.GLDisplay;
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 javax.swing.*;
import java.io.IOException;
import java.nio.FloatBuffer;
import com.sun.opengl.util.BufferUtil;
class Renderer implements GLEventListener {
// Mesh Generation Paramaters
private static final float MESH_RESOLUTION = 4.0f; // Pixels Per Vertex
private static final float MESH_HEIGHTSCALE = 1.0f; // Mesh Height Scale
private Mesh mesh = null; // Mesh Data
private float yRotation = 0.0f; // Rotation
private long previousTime = System.currentTimeMillis();
private GLDisplay glDisplay;
private GLU glu = new GLU();
public Renderer(GLDisplay glDisplay) {
this.glDisplay = glDisplay;
}
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
// Check For VBO support
final boolean VBOsupported = gl.isFunctionAvailable("glGenBuffersARB") &&
gl.isFunctionAvailable("glBindBufferARB") &&
gl.isFunctionAvailable("glBufferDataARB") &&
gl.isFunctionAvailable("glDeleteBuffersARB");
// Load The Mesh Data
mesh = new Mesh(); // Instantiate Our Mesh
try {
mesh.loadHeightmap(gl, "demos/data/images/terrain.bmp", // Load Our Heightmap
MESH_HEIGHTSCALE,
MESH_RESOLUTION,
VBOsupported);
} catch (IOException e) {
e.printStackTrace();
throw new RuntimeException(e);
}
SwingUtilities.invokeLater(new Runnable() {
public void run() {
String title = glDisplay.getTitle() + " - " + mesh.getVertexCount() / 3 + " triangles";
if (VBOsupported) {
title += ", using VBO";
} else {
title += ", not using VBO";
}
glDisplay.setTitle(title);
}
});
// Setup GL States
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
gl.glClearDepth(1.0f); // Depth Buffer Setup
gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
gl.glEnable(GL.GL_DEPTH_TEST); // Enable Depth Testing
gl.glShadeModel(GL.GL_SMOOTH); // Select Smooth Shading
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Set Perspective Calculations To Most Accurate
gl.glEnable(GL.GL_TEXTURE_2D); // Enable Textures
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // Set The Color To White
}
private void update(long milliseconds) { // Perform Motion Updates Here
yRotation += (float) (milliseconds) / 1000.0f * 25.0f; // Consistantly Rotate The Scenery
}
public void display(GLAutoDrawable drawable) {
long time = System.currentTimeMillis();
update(time - previousTime);
previousTime = time;
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
gl.glLoadIdentity(); // Reset The Modelview Matrix
// Move The Camera
gl.glTranslatef(0, -220 * MESH_HEIGHTSCALE, 0); // Move above the terrain
gl.glRotatef(10.0f, 1.0f, 0.0f, 0.0f); // Look Down Slightly
gl.glRotatef(yRotation, 0.0f, 1.0f, 0.0f); // Rotate The Camera
// Render the mesh
mesh.render(gl);
}
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) {
}
private class Mesh {
// Mesh Data
private int vertexCount; // Vertex Count
private FloatBuffer vertices; // Vertex Data
private FloatBuffer texCoords; // Texture Coordinates
private int[] textureId = new int[1]; // Texture ID
// Vertex Buffer Object Names
private int[] VBOVertices = new int[1]; // Vertex VBO Name
private int[] VBOTexCoords = new int[1]; // Texture Coordinate VBO Name
private boolean fUseVBO;
public int getVertexCount() {
return vertexCount;
}
public boolean loadHeightmap(GL gl, String szPath, float flHeightScale, float flResolution, boolean useVBO) throws IOException {
TextureReader.Texture texture = null;
texture = TextureReader.readTexture(szPath);
// Generate Vertex Field
vertexCount = (int) (texture.getWidth() * texture.getHeight() * 6 / (flResolution * flResolution));
vertices = BufferUtil.newFloatBuffer(vertexCount * 3); // Allocate Vertex Data
texCoords = BufferUtil.newFloatBuffer(vertexCount * 2); // Allocate Tex Coord Data
for (int nZ = 0; nZ < texture.getHeight(); nZ += (int) flResolution) {
for (int nX = 0; nX < texture.getWidth(); nX += (int) flResolution) {
for (int nTri = 0; nTri < 6; nTri++) {
// Using This Quick Hack, Figure The X,Z Position Of The Point
float flX = (float) nX + ((nTri == 1 || nTri == 2 || nTri == 5) ? flResolution : 0.0f);
float flZ = (float) nZ + ((nTri == 2 || nTri == 4 || nTri == 5) ? flResolution : 0.0f);
// Set The Data, Using PtHeight To Obtain The Y Value
vertices.put(flX - (texture.getWidth() / 2f));
vertices.put(pointHeight(texture, (int) flX, (int) flZ) * flHeightScale);
vertices.put(flZ - (texture.getHeight() / 2f));
// Stretch The Texture Across The Entire Mesh
texCoords.put(flX / texture.getWidth());
texCoords.put(flZ / texture.getHeight());
}
}
}
vertices.flip();
texCoords.flip();
// Load The Texture Into OpenGL
gl.glGenTextures(1, textureId, 0); // Get An Open ID
gl.glBindTexture(GL.GL_TEXTURE_2D, textureId[0]); // Bind The Texture
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, 3, texture.getWidth(), texture.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, texture.getPixels());
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);
if (useVBO) {
// Load Vertex Data Into The Graphics Card Memory
buildVBOs(gl); // Build The VBOs
}
return true;
}
public void render(GL gl) {
// Enable Pointers
gl.glEnableClientState(GL.GL_VERTEX_ARRAY); // Enable Vertex Arrays
gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); // Enable Texture Coord Arrays
// Set Pointers To Our Data
if (fUseVBO) {
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mesh.VBOTexCoords[0]);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, 0); // Set The TexCoord Pointer To The TexCoord Buffer
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mesh.VBOVertices[0]);
gl.glVertexPointer(3, GL.GL_FLOAT, 0, 0); // Set The Vertex Pointer To The Vertex Buffer
} else {
gl.glVertexPointer(3, GL.GL_FLOAT, 0, mesh.vertices); // Set The Vertex Pointer To Our Vertex Data
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, mesh.texCoords); // Set The Vertex Pointer To Our TexCoord Data
}
// Render
gl.glDrawArrays(GL.GL_TRIANGLES, 0, mesh.vertexCount); // Draw All Of The Triangles At Once
// Disable Pointers
gl.glDisableClientState(GL.GL_VERTEX_ARRAY); // Disable Vertex Arrays
gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY); // Disable Texture Coord Arrays
}
private float pointHeight(TextureReader.Texture texture, int nX, int nY) {
// Calculate The Position In The Texture, Careful Not To Overflow
int nPos = ((nX % texture.getWidth()) + ((nY % texture.getHeight()) * texture.getWidth())) * 3;
float flR = unsignedByteToInt(texture.getPixels().get(nPos)); // Get The Red Component
float flG = unsignedByteToInt(texture.getPixels().get(nPos + 1)); // Get The Green Component
float flB = unsignedByteToInt(texture.getPixels().get(nPos + 2)); // Get The Blue Component
return (0.299f * flR + 0.587f * flG + 0.114f * flB); // Calculate The Height Using The Luminance Algorithm
}
private int unsignedByteToInt(byte b) {
return (int) b & 0xFF;
}
private void buildVBOs(GL gl) {
// Generate And Bind The Vertex Buffer
gl.glGenBuffersARB(1, VBOVertices, 0); // Get A Valid Name
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, VBOVertices[0]); // Bind The Buffer
// Load The Data
gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB, vertexCount * 3 * BufferUtil.SIZEOF_FLOAT, vertices, GL.GL_STATIC_DRAW_ARB);
// Generate And Bind The Texture Coordinate Buffer
gl.glGenBuffersARB(1, VBOTexCoords, 0); // Get A Valid Name
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, VBOTexCoords[0]); // Bind The Buffer
// Load The Data
gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, texCoords, GL.GL_STATIC_DRAW_ARB);
// Our Copy Of The Data Is No Longer Necessary, It Is Safe In The Graphics Card
vertices = null;
texCoords = null;
fUseVBO = true;
}
}
}
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