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This example shows how to implement blending in JOGL.
This is the Java port of the one of the NeHe OpenGL tutorials.
You can get complete IntelliJ IDEA project structure (all source, resources, build script, …) by downloading the source distribution from here.
The original post of the programmer who ported the examples can be found here.
package demos.nehe.lesson08;
import demos.common.GLDisplay;
/**
* @author Pepijn Van Eeckhoudt
*/
public class Lesson08 {
public static void main(String[] args) {
GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 08: Blending");
Renderer renderer = new Renderer();
InputHandler inputHandler = new InputHandler(renderer, neheGLDisplay);
neheGLDisplay.addGLEventListener(renderer);
neheGLDisplay.addKeyListener(inputHandler);
neheGLDisplay.start();
}
}
package demos.nehe.lesson08;
import demos.common.GLDisplay;
import javax.swing.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
class InputHandler extends KeyAdapter {
private Renderer renderer;
public InputHandler(Renderer renderer, GLDisplay glDisplay) {
this.renderer = renderer;
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_L, 0), "Toggle lighting");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_F, 0), "Switch texture filter");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_B, 0), "Toggle blending");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_PAGE_UP, 0), "Zoom in");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_PAGE_DOWN, 0), "Zoom out");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), "Rotate slower along X-axis");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "Rotate faster along X-axis");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "Rotate slower along Y-axis");
glDisplay.registerKeyStrokeForHelp(
KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "Rotate faster along Y-axis");
}
public void keyPressed(KeyEvent e) {
processKeyEvent(e, true);
}
public void keyReleased(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_L:
renderer.toggleLighting();
break;
case KeyEvent.VK_F:
renderer.switchFilter();
break;
case KeyEvent.VK_B:
renderer.toggleBlending();
break;
default:
processKeyEvent(e, false);
}
}
private void processKeyEvent(KeyEvent e, boolean pressed) {
switch (e.getKeyCode()) {
case KeyEvent.VK_PAGE_UP:
renderer.zoomIn(pressed);
break;
case KeyEvent.VK_PAGE_DOWN:
renderer.zoomOut(pressed);
break;
case KeyEvent.VK_UP:
renderer.increaseXspeed(pressed);
break;
case KeyEvent.VK_DOWN:
renderer.decreaseXspeed(pressed);
break;
case KeyEvent.VK_RIGHT:
renderer.increaseYspeed(pressed);
break;
case KeyEvent.VK_LEFT:
renderer.decreaseYspeed(pressed);
break;
}
}
}
package demos.nehe.lesson08;
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 lightingEnabled; // Lighting ON/OFF
private boolean lightingChanged = false; // Lighting changed
private boolean blendingEnabled; // Blending OFF/ON
private boolean blendingChanged = false; // Blending changed
private int filter; // Which texture to use
private int[] textures = new int[3]; // Storage For 3 Textures
private float xrot; // X Rotation
private float yrot; // Y Rotation
private float xspeed = 0.5f; // X Rotation Speed
private boolean increaseX;
private boolean decreaseX;
private float yspeed = 0.3f; // Y Rotation Speed
private boolean increaseY;
private boolean decreaseY;
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 GLU glu = new GLU();
public void toggleBlending() {
blendingEnabled = !blendingEnabled;
blendingChanged = true;
}
public void toggleLighting() {
lightingEnabled = !lightingEnabled;
lightingChanged = true;
}
public void increaseXspeed(boolean increase) {
increaseX = increase;
}
public void decreaseXspeed(boolean decrease) {
decreaseX = decrease;
}
public void increaseYspeed(boolean increase) {
increaseY = increase;
}
public void decreaseYspeed(boolean decrease) {
decreaseY = decrease;
}
public void zoomIn(boolean zoom) {
zoomIn = zoom;
}
public void zoomOut(boolean zoom) {
zoomOut = zoom;
}
public void switchFilter() {
filter = (filter + 1) % textures.length;
}
private void loadGLTextures(GLAutoDrawable gldrawable) throws IOException {
TextureReader.Texture texture =
TextureReader.readTexture("demos/data/images/glass.png");
GL gl = gldrawable.getGL();
//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());
//Create MipMapped Texture (Only with GL4Java 2.1.2.1 and later!)
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 glDrawable) {
try {
loadGLTextures(glDrawable);
} catch (IOException e) {
System.out.println("Unable to load textures,Bailing!");
throw new RuntimeException(e);
}
GL gl = glDrawable.getGL();
gl.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping
gl.glShadeModel(GL.GL_SMOOTH); // Enables Smooth Color Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 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
// Really Nice Perspective Calculations
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
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.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full Brightness. 50% Alpha (new )
// Set The Blending Function For Translucency (new )
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
}
private void update() {
if (zoomOut)
z -= 0.02f;
if (zoomIn)
z += 0.02f;
if (decreaseX)
xspeed -= 0.01f;
if (increaseX)
xspeed += 0.01f;
if (increaseY)
yspeed += 0.01f;
if (decreaseY)
yspeed -= 0.01f;
}
public void display(GLAutoDrawable glDrawable) {
update();
GL gl = glDrawable.getGL();
//Clear The Screen And The Depth Buffer
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
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;
// toggle lighting
if (lightingChanged) {
if (lightingEnabled)
gl.glEnable(GL.GL_LIGHTING);
else
gl.glDisable(GL.GL_LIGHTING);
lightingChanged = false;
}
// toggle blending
if (blendingChanged) {
if (blendingEnabled) {
gl.glEnable(GL.GL_BLEND); // Turn Blending On
gl.glDisable(GL.GL_DEPTH_TEST); // Turn Depth Testing Off
} else {
gl.glDisable(GL.GL_BLEND); // Turn Blending Off
gl.glEnable(GL.GL_DEPTH_TEST); // Turn Depth Testing On
}
blendingChanged = false;
}
}
public void reshape(GLAutoDrawable glDrawable, int x, int y, int w, int h) {
final GL gl = glDrawable.getGL();
if (h <= 0) // avoid a divide by zero error!
h = 1;
final float a = (float) w / (float) h;
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, a, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity(); // Reset The ModalView Matrix
}
public void displayChanged(GLAutoDrawable glDrawable, boolean b, boolean b1) {
}
}
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