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This example mainly shows two new ways to filter textures, simple lighting and keyboard control.
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.lesson07;
import demos.common.GLDisplay;
/**
* @author Kevin J. Duling
*/
public class Lesson07 {
public static void main(String[] args) {
GLDisplay neheGLDisplay = GLDisplay.createGLDisplay(
"Lesson 7: Texture Filters, Lighting & Keyboard Control");
Renderer renderer = new Renderer();
InputHandler inputHandler = new InputHandler(renderer, neheGLDisplay);
neheGLDisplay.addGLEventListener(renderer);
neheGLDisplay.addKeyListener(inputHandler);
neheGLDisplay.start();
}
}
package demos.nehe.lesson07;
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_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;
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.lesson07;
/*
* Lesson07.java
*
* Created on July 25, 2003, 12:33 PM
*/
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;
/** Port of the NeHe OpenGL Tutorial (Lesson 7)
* to Java using the Jogl interface to OpenGL. Jogl can be obtained
* at http://jogl.dev.java.net/
*
* @author Kevin Duling (
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
)
*/
class Renderer implements GLEventListener {
private boolean lightingEnabled; // Lighting ON/OFF
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 toggleLighting() {
lightingEnabled = !lightingEnabled;
}
public void increaseXspeed(boolean increaseX) {
this.increaseX = increaseX;
}
public void decreaseXspeed(boolean decreaseX) {
this.decreaseX = decreaseX;
}
public void increaseYspeed(boolean increaseY) {
this.increaseY = increaseY;
}
public void decreaseYspeed(boolean decreaseY) {
this.decreaseY = decreaseY;
}
public void zoomIn(boolean zoomIn) {
this.zoomIn = zoomIn;
}
public void zoomOut(boolean zoomOut) {
this.zoomOut = zoomOut;
}
public void switchFilter() {
filter = (filter + 1) % textures.length;
}
private void update() {
if (increaseX)
xspeed += 0.01f;
if (decreaseX)
xspeed -= 0.01f;
if (increaseY)
yspeed += 0.01f;
if (decreaseY)
yspeed -= 0.01f;
if (zoomIn)
z += 0.02f;
if (zoomOut)
z -= 0.02f;
}
/** Called by the drawable to initiate OpenGL rendering by the client.
* After all GLEventListeners have been notified of a display event, the
* drawable will swap its buffers if necessary.
* @param gLDrawable The GLAutoDrawable object.
*/
public void display(GLAutoDrawable gLDrawable) {
update();
final GL gl = gLDrawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset The View
gl.glTranslatef(0.0f, 0.0f, this.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]);
if (lightingEnabled)
gl.glEnable(GL.GL_LIGHTING);
else
gl.glDisable(GL.GL_LIGHTING);
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;
}
/** Called when the display mode has been changed. <B>
* !! CURRENTLY UNIMPLEMENTED IN JOGL !!</B>
* @param gLDrawable The GLAutoDrawable object.
* @param modeChanged Indicates if the video mode has changed.
* @param deviceChanged Indicates if the video device has changed.
*/
public void displayChanged(GLAutoDrawable gLDrawable,
boolean modeChanged, boolean deviceChanged) {
}
/** Called by the drawable immediately after the OpenGL context is
* initialized for the first time. Can be used to perform one-time OpenGL
* initialization such as setup of lights and display lists.
* @param gLDrawable The GLAutoDrawable object.
*/
public void init(GLAutoDrawable gLDrawable) {
GL gl = gLDrawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
gl.glClearDepth(1.0f); // Depth Buffer Setup
gl.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing
gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do
// Really Nice Perspective Calculations
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
gl.glEnable(GL.GL_TEXTURE_2D);
TextureReader.Texture texture = null;
try {
texture = TextureReader.readTexture("demos/data/images/crate.png");
} catch (IOException e) {
e.printStackTrace();
throw new RuntimeException(e);
}
gl.glGenTextures(3, this.textures, 0);
// Create Nearest Filtered Texture
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
makeRGBTexture(gl, glu, texture, GL.GL_TEXTURE_2D, false);
// Create Linear Filtered Texture
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[1]);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
makeRGBTexture(gl, glu, texture, GL.GL_TEXTURE_2D, false);
// Create MipMapped Texture
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[2]);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
makeRGBTexture(gl, glu, texture, GL.GL_TEXTURE_2D, true);
// Set up lighting
gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.lightAmbient, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.lightDiffuse, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.lightPosition, 0);
gl.glEnable(GL.GL_LIGHT1);
gl.glEnable(GL.GL_LIGHTING);
this.lightingEnabled = true;
}
/** Called by the drawable during the first repaint after the component has
* been resized. The client can update the viewport and view volume of the
* window appropriately, for example by a call to
* GL.glViewport(int, int, int, int); note that for convenience the component
* has already called GL.glViewport(int, int, int, int)(x, y, width, height)
* when this method is called, so the client may not have to do anything in
* this method.
* @param gLDrawable The GLAutoDrawable object.
* @param x The X Coordinate of the viewport rectangle.
* @param y The Y coordinate of the viewport rectanble.
* @param width The new width of the window.
* @param height The new height of the window.
*/
public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width,
int height) {
final GL gl = gLDrawable.getGL();
if (height <= 0) // avoid a divide by zero error!
height = 1;
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
private void makeRGBTexture(GL gl, GLU glu, TextureReader.Texture img,
int target, boolean mipmapped) {
if (mipmapped) {
glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(),
img.getHeight(), GL.GL_RGB, GL.GL_UNSIGNED_BYTE, img.getPixels());
} else {
gl.glTexImage2D(target, 0, GL.GL_RGB, img.getWidth(),
img.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, img.getPixels());
}
}
}
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