/** * Lesson8.java * * Author: Darren Hodges * Date: 21/12/1999 * * Port of the NeHe OpenGL Tutorial (Lesson 8: "Blending") * to Java using the GL4Java interface to OpenGL. * * Note: The MipMapping code is only available in GL4Java 2.1.2.1 and later! * */ import java.applet.*; import java.awt.*; import java.awt.event.*; //GL4Java classes import gl4java.GLContext; import gl4java.awt.GLAnimCanvas; import gl4java.utils.textures.*; public class Lesson8 extends Applet { //Our rendering canvas //We are using GLAnimCanvas because we want the canvas //to be constantly redrawn renderCanvas canvas = null; /** * void init() * * Initialise the applet. */ public void init() { //We will use BorderLayout to layout the applet components setLayout(new BorderLayout()); //Create our canvas and add it to the center of the applet canvas = new renderCanvas(getSize().width, getSize().height); canvas.requestFocus(); add("Center", canvas); } /** * void start() * * Start the applet. */ public void start() { //Start animating the canvas canvas.start(); } /** * void stop() * * Stop the applet. */ public void stop() { //Stop animating the canvas canvas.stop(); } /** * void destroy() * * Destroy the applet. */ public void destroy() { //Stop animating the canvas canvas.stop(); //Destroy the canvas canvas.destroy(); } private class renderCanvas extends GLAnimCanvas implements KeyListener, MouseListener { boolean light = true; //Lighting ON/OFF boolean lp = false; //L Pressed? boolean fp = false; //F Pressed? boolean blend = true; //Blending ON/OFF boolean bp = false; //B Pressed? float xrot = 0.0f; //X Rotation float yrot = 0.0f; //Y Rotation float xspeed = 0.0f; //X Rotation Speed float yspeed = 0.0f; //Y Rotation Speed float z = -8.0f; //Depth Into The Screen //Ambient light float[] LightAmbient = { 0.5f, 0.5f, 0.5f, 1.0f }; //Diffuse light float[] LightDiffuse = { 1.0f, 1.0f, 1.0f, 1.0f }; //Light position float[] LightPosition = { 0.0f, 0.0f, 2.0f, 1.0f }; int filter = 0; //Which Filter To Use int[] texture = new int[3]; //Storage for 3 textures /** * renderCanvas(int w, int h) * * Constructor. */ public renderCanvas(int w, int h) { super(w, h); //Registers this canvas to process keyboard events addKeyListener(this); addMouseListener(this); } /** * void preInit() * * Called just BEFORE the GL-Context is created. */ public void preInit() { //We want double buffering doubleBuffer = true; //But we dont want stereo view stereoView = false; } /** * void LoadGLTextures() * * Load textures. */ public void LoadGLTextures() { PngTextureLoader texLoader = new PngTextureLoader(gl, glu); texLoader.readTexture(getCodeBase(), "data/glass.png"); //Full Brightness, 50% Alpha gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); //Blending Function For Translucency Based On Source Alpha Value gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE); if(texLoader.isOk()) { //Create Nearest Filtered Texture gl.glGenTextures(3, texture); gl.glBindTexture(GL_TEXTURE_2D, texture[0]); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.glTexImage2D(GL_TEXTURE_2D, 0, 3, texLoader.getImageWidth(), texLoader.getImageHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, texLoader.getTexture()); //Create Linear Filtered Texture gl.glBindTexture(GL_TEXTURE_2D, texture[1]); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl.glTexImage2D(GL_TEXTURE_2D, 0, 3, texLoader.getImageWidth(), texLoader.getImageHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, texLoader.getTexture()); //Create MipMapped Texture (Only with GL4Java 2.1.2.1 and later!) gl.glBindTexture(GL_TEXTURE_2D, texture[2]); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glu.gluBuild2DMipmaps(GL_TEXTURE_2D, 3, texLoader.getImageWidth(), texLoader.getImageHeight(), GL_RGB, GL_UNSIGNED_BYTE, texLoader.getTexture()); } } /** * void init() * * Called just AFTER the GL-Context is created. */ public void init() { //Load The Texture(s) LoadGLTextures(); //Enable Texture Mapping gl.glEnable(GL_TEXTURE_2D); //This Will Clear The Background Color To Black gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Enables Clearing Of The Depth Buffer gl.glClearDepth(1.0); //The Type Of Depth Test To Do gl.glDepthFunc(GL_LESS); //Enables Depth Testing gl.glEnable(GL_DEPTH_TEST); //Enables Smooth Color Shading gl.glShadeModel(GL_SMOOTH); //Select The Projection Matrix gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); //Calculate The Aspect Ratio Of The Window glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f); //Select The Modelview Matrix gl.glMatrixMode(GL_MODELVIEW); //Lights gl.glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); gl.glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); gl.glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); //Enable light gl.glEnable(GL_LIGHT1); gl.glEnable(GL_LIGHTING); } /** * void destroy() * * Destroy the canvas. */ public void destroy() { //Destroy the GLContext cvsDispose(); } /** * void reshape(int width, int height) * * Called after the first paint command. */ public void reshape(int width, int height) { //Reset The Current Viewport And Perspective Transformation gl.glViewport(0, 0, width, height); //Select The Projection Matrix gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); //Calculate The Aspect Ratio Of The Window glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f); //Select The Modelview Matrix gl.glMatrixMode(GL_MODELVIEW); } /** * void display() * * Draw to the canvas. */ public void display() { //Ensure GL is initialised correctly if (glj.gljMakeCurrent(true) == false) return; //Clear The Screen And The Depth Buffer gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Reset The View gl.glLoadIdentity(); //Move into the screen gl.glTranslatef(0.0f, 0.0f, z); //Rotate On The X Axis gl.glRotatef(xrot,1.0f, 0.0f, 0.0f); //Rotate On The Y Axis gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Select texture gl.glBindTexture(GL_TEXTURE_2D, texture[filter]); gl.glBegin(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); //Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Top Left Of The Texture and Quad //Back Face gl.glNormal3f(0.0f, 0.0f, -1.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Bottom Left Of The Texture and Quad //Top Face gl.glNormal3f(0.0f, 1.0f, 0.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad //Bottom Face gl.glNormal3f(0.0f, -1.0f, 0.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad //Right face gl.glNormal3f(1.0f, 0.0f, 0.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); //Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); //Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); //Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); //Bottom Left Of The Texture and Quad //Left Face gl.glNormal3f(-1.0f, 0.0f, 0.0f); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); //Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); //Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); //Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); //Top Left Of The Texture and Quad gl.glEnd(); //X Axis Rotation xrot += xspeed; //Y Axis Rotation yrot += yspeed; //Swap buffers glj.gljSwap(); } /** * void keyTyped(KeyEvent e) * * Invoked when a key has been typed. This event occurs when a key press is followed by a key release. */ public void keyTyped(KeyEvent e) { } /** * void keyPressed(KeyEvent e) * * Invoked when a key has been pressed. */ public void keyPressed(KeyEvent e) { switch(e.getKeyCode()) { //Switch ON/OFF light when L is pressed case KeyEvent.VK_L: { if(!lp) { lp = true; //Toggle light light = !light; if(!light) gl.glDisable(GL_LIGHTING); else gl.glEnable(GL_LIGHTING); } break; } //Switch filter when F is pressed case KeyEvent.VK_F: { if(!fp) { fp = true; //Change filter filter += 1; if(filter > 2) filter = 0; } break; } //Switch blending when B is pressed case KeyEvent.VK_B: { if(!bp) { bp = true; //Toggle blending blend = !blend; if(blend) { gl.glEnable(GL_BLEND); //Turn Blending On gl.glDisable(GL_DEPTH_TEST); //Turn Depth Testing Off } else { gl.glDisable(GL_BLEND); //Turn Blending Off gl.glEnable(GL_DEPTH_TEST); //Turn Depth Testing On } } break; } //Move cube back when user presses PG_UP case KeyEvent.VK_PAGE_UP: { z -= 0.2f; break; } //Move cube forwards when user presses PG_DOWN case KeyEvent.VK_PAGE_DOWN: { z += 0.2f; break; } //Increase X rotation speed when user presses UP case KeyEvent.VK_UP: { xspeed += 0.2f; break; } //Decrease X rotation speed when user presses DOWN case KeyEvent.VK_DOWN: { xspeed -= 0.2f; break; } //Increase Y rotation speed when user presses RIGHT case KeyEvent.VK_RIGHT: { yspeed += 0.2f; break; } //Decrease Y rotation speed when user presses LEFT case KeyEvent.VK_LEFT: { yspeed -= 0.2f; break; } } } /** * void keyReleased(KeyEvent e) * * Invoked when a key has been released. */ public void keyReleased(KeyEvent e) { switch(e.getKeyCode()) { //Key has been released case KeyEvent.VK_L: { lp = false; break; } //Key has been released case KeyEvent.VK_F: { fp = false; break; } //Key has been released case KeyEvent.VK_B: { bp = false; break; } } } // Methods required for the implementation of MouseListener public void mouseEntered( MouseEvent evt ) { Component comp = evt.getComponent(); if( comp.equals(this ) ) { requestFocus(); } } public void mouseExited( MouseEvent evt ) { } public void mousePressed( MouseEvent evt ) { } public void mouseReleased( MouseEvent evt ) { } public void mouseClicked( MouseEvent evt ) { Component comp = evt.getComponent(); if( comp.equals(this ) ) { requestFocus(); } } } }