?? renderer.java
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package demos.nehe.lesson16;
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 light; // Lighting ON/OFF
private float xrot; // X Rotation
private float yrot; // Y Rotation
private float xspeed; // X Rotation Speed
private boolean rotateFasterX;
private boolean rotateSlowerX;
private float yspeed; // Y Rotation Speed
private boolean rotateFasterY;
private boolean rotateSlowerY;
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 int filter; // Which Filter To Use ( new )
private int fogMode[] = {GL.GL_EXP, GL.GL_EXP2, GL.GL_LINEAR}; // Storage For Three Types Of Fog ( new )
private int fogfilter = 0; // Which Fog Mode To Use ( new )
private float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Fog Color ( new )
private int[] textures = new int[3]; // Storage For 3 Textures
private GLU glu = new GLU();
public void toggleLighting() {
light = !light;
}
public void switchFilter() {
filter = (filter + 1) % 3;
}
public void switchFogMode() {
fogfilter = (fogfilter + 1) % 3;
}
public void zoomOut(boolean zoom) {
zoomOut = zoom;
}
public void zoomIn(boolean zoom) {
zoomIn = zoom;
}
public void rotateFasterX(boolean rotate) {
rotateFasterX = rotate;
}
public void rotateSlowerX(boolean rotate) {
rotateSlowerX = rotate;
}
public void rotateFasterY(boolean rotate) {
rotateFasterY = rotate;
}
public void rotateSlowerY(boolean rotate) {
rotateSlowerY = rotate;
}
private void loadGLTextures(GL gl, GLU glu) throws IOException {
TextureReader.Texture texture = TextureReader.readTexture("demos/data/images/crate.png");
//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());
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 drawable) {
GL gl = drawable.getGL();
try {
loadGLTextures(gl, glu);
} catch (IOException e) {
throw new RuntimeException(e);
}
gl.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping
gl.glShadeModel(GL.GL_SMOOTH); //Enables Smooth Color Shading
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); //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.glFogi(GL.GL_FOG_MODE, fogMode[fogfilter]); // Fog Mode
gl.glFogfv(GL.GL_FOG_COLOR, fogColor, 0); // Set Fog Color
gl.glFogf(GL.GL_FOG_DENSITY, 0.35f); // How Dense Will The Fog Be
gl.glHint(GL.GL_FOG_HINT, GL.GL_DONT_CARE); // Fog Hint Value
gl.glFogf(GL.GL_FOG_START, 1.0f); // Fog Start Depth
gl.glFogf(GL.GL_FOG_END, 5.0f); // Fog End Depth
gl.glEnable(GL.GL_FOG); // Enables GL.GL_FOG
}
private void update() {
if (zoomOut)
z -= 0.02f;
if (zoomIn)
z += 0.02f;
if (rotateFasterX)
xspeed += 0.01f;
if (rotateSlowerX)
xspeed -= 0.01f;
if (rotateFasterY)
yspeed += 0.01f;
if (rotateSlowerY)
yspeed -= 0.01f;
}
public void display(GLAutoDrawable drawable) {
update();
GL gl = drawable.getGL();
if (!light)
gl.glDisable(GL.GL_LIGHTING);
else
gl.glEnable(GL.GL_LIGHTING);
gl.glFogi(GL.GL_FOG_MODE, fogMode[fogfilter]);
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;
}
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, .1f, 100);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void displayChanged(GLAutoDrawable drawable,
boolean modeChanged,
boolean deviceChanged) {
}
}
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