aboutsummaryrefslogtreecommitdiffstats
path: root/demos/HodglimsNeHe/Lesson7.java
blob: d6f65f4768ca39370eb18f463d89d7897e03df1e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
/**
 * Lesson7.java
 *
 * Author: Darren Hodges
 * Date: 17/12/1999
 *
 * Port of the NeHe OpenGL Tutorial (Lesson 7: "Texture Filters, Lighting & Keyboard Control")
 * 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 Lesson7 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?

   		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/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 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();
        }
        
        // 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();
	    }
	}

        
        /**
     	 * 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;
				}
				
				//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;
				}
			}
		}
    }
}