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/**
* Lesson16.java
*
* Author: Darren Hodges
* Date: 19/01/2000
*
* Port of the NeHe OpenGL Tutorial (Lesson 16: "Cool Looking Fog")
* 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 Lesson16 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 gp = false; //G 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
//Fog
int[] fogMode = { GL_EXP, GL_EXP2, GL_LINEAR }; //Storage For Three Types Of Fog
int fogfilter = 0; //Which Fog To Use
float[] fogColor = { 0.5f, 0.5f, 0.5f, 1.0f }; //Fog Color
/**
* 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/crate.png");
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 Color Of Fog
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
//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);
//Enables GL_FOG
gl.glEnable(GL_FOG);
//Fog Mode
gl.glFogi(GL_FOG_MODE, fogMode[fogfilter]);
//Set Fog Color
gl.glFogfv(GL_FOG_COLOR, fogColor);
//How Dense Will The Fog Be
gl.glFogf(GL_FOG_DENSITY, 0.35f);
//Fog Hint Value
gl.glHint(GL_FOG_HINT, GL_DONT_CARE);
//Fog Start Depth
gl.glFogf(GL_FOG_START, 1.0f);
//Fog End Depth
gl.glFogf(GL_FOG_END, 5.0f);
}
/**
* 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 fog mode when G is pressed
case KeyEvent.VK_G:
{
if(!gp)
{
gp = true;
//Toggle fog
fogfilter += 1;
if(fogfilter > 2)
fogfilter = 0;
gl.glFogi(GL_FOG_MODE, fogMode[fogfilter]); //Fog Mode
}
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_G:
{
gp = 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();
}
}
}
}
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