From: Luke H. <lh...@us...> - 2002-11-25 06:53:11
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Update of /cvsroot/java-game-lib/LWJGL/examples/nehe/lesson09 In directory sc8-pr-cvs1:/tmp/cvs-serv18314/lesson09 Added Files: Lesson9.java Texture.java Log Message: up we go =) --- NEW FILE: Lesson9.java --- CVS Browser: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/java-game-lib/LWJGL/examples/nehe/lesson09/Lesson9.java /* * Copyright (c) 2002 Light Weight Java Game Library Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Light Weight Java Game Library' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ import java.nio.*; import java.io.*; import java.awt.image.BufferedImage; import java.util.Random; import javax.swing.JOptionPane; import javax.imageio.*; import org.lwjgl.*; import org.lwjgl.opengl.*; import org.lwjgl.input.*; /** * $Id: Lesson9.java,v 1.1 2002/11/25 06:53:08 lholden Exp $ * * Moving Bitmaps in 3D Space * * Credit goes to Jeff Molofee (NeHe) whos tutorial this is based on * * @author Luke Holden * @version $Revision: 1.1 $ */ public class Lesson9 { /* Number Of Stars To Draw */ public static int NUM = 50; private GL gl; private GLU glu; private Random rand = new Random(); private boolean done = false; private boolean fullscreen = true; /* Twinkling Stars */ private boolean twinkle = false; /* Create A Class For Star */ private class Stars { /* Stars Color */ public int r, g, b; /* Stars Distance From Center */ public float dist; /* Stars Current Angle */ public float angle; } /* Make 'star' Array Of 'NUM' Using Info From The Class 'Stars' */ private Stars[] star = new Stars[NUM]; /* Viewing Distance Away From Stars */ private float zoom=-15.0f; /* Tilt The View */ private float tilt=90.0f; /* Spin Twinkling Stars */ private float spin; /* General Loop Variable */ private int curStar; /* Storage For One Texture */ private IntBuffer textureBuf = createIntBuffer(1); /** Creates a new instance of Lesson */ public Lesson9() { } /* A javafied version of AUX_RGBImageRec *LoadBMP(char*); */ private Texture loadImage(String filename) throws Exception { Texture texture = null; BufferedImage tmpImg = null; /* normally I would use StringUtils.isValid(String) from the jakarta commons lib, but thats beyond the scope of this lesson */ if ((filename != null) && (filename.trim() != "")) { try { InputStream is = getClass().getResourceAsStream(filename); tmpImg = (BufferedImage) ImageIO.read(is); if (tmpImg == null) { throw new Exception("Error: Got null from ImageIO.read()"); } texture = new Texture(tmpImg); } catch ( Exception e ) { throw new Exception("Problem loading bitmap", e); } } else { throw new Exception("Error: file name is not valid!"); } return texture; } /* Load Bitmaps And Convert To Textures */ private void loadGLTextures() throws Exception { /* Create Storage Space For The Texture */ Texture[] textureImage = new Texture[1]; /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */ try { textureImage[0] = loadImage("data/star.png"); if (textureImage[0] == null) { throw new Exception("Error: got null from loadBmp()!"); } /* Create Three Textures */ gl.genTextures(1, Sys.getDirectBufferAddress(textureBuf)); /* Create Nearest Filtered Texture */ gl.bindTexture(GL.TEXTURE_2D, textureBuf.get(0)); gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR); gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR); gl.texImage2D(GL.TEXTURE_2D, 0, 3, textureImage[0].getWidth(), textureImage[0].getHeight(), 0, GL.RGB, GL.UNSIGNED_BYTE, textureImage[0].getPtr()); } catch (Exception e) { throw new Exception("Problem loading textures", e); } } private void resizeGLScene(int width, int height) { /* Reset The Current Viewport */ gl.viewport(0, 0, width, height); /* Select The Projection Matrix */ gl.matrixMode(GL.PROJECTION); /* Reset The Projection Matrix */ gl.loadIdentity(); /* Calculate The Aspect Ratio Of The Window */ glu.perspective(45.0f, ((float) Display.getWidth()) / ((float) Display.getHeight()), 0.1f, 100.0f); /* Select The Modelview Matrix */ gl.matrixMode(GL.MODELVIEW); /* Reset The Modelview Matrix */ gl.loadIdentity(); } private void initGL() throws Exception { try { loadGLTextures(); /* Enable Texture Mapping */ gl.enable(GL.TEXTURE_2D); /* Enables Smooth Shading */ gl.shadeModel(GL.SMOOTH); /* Black Background */ gl.clearColor(0.0f, 0.0f, 0.0f, 0.5f); /* Depth Buffer Setup */ gl.clearDepth(1.0f); /* Really Nice Perspective Calculations */ gl.hint(GL.PERSPECTIVE_CORRECTION_HINT, GL.NICEST); /* Blending Function For Translucency Based On Source Alpha Value */ gl.blendFunc(GL.SRC_ALPHA, GL.ONE); /* Enable Blending */ gl.enable(GL.BLEND); /* Create A Loop That Goes Through All The Stars */ for (curStar = 0; curStar < NUM; curStar++) { star[curStar] = new Stars(); /* Start All The Stars At Angle Zero */ star[curStar].angle=0.0f; /* Calculate Distance From The Center */ star[curStar].dist=(((float)curStar)/NUM)*5.0f; star[curStar].r=rand.nextInt()%256; star[curStar].g=rand.nextInt()%256; star[curStar].b=rand.nextInt()%256; } } catch (Exception e) { throw new Exception("Problem initialising GL", e); } } private boolean drawGLScene() { /* Clear The Screen And The Depth Buffer */ gl.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT); /* Select our Texture */ gl.bindTexture(GL.TEXTURE_2D, textureBuf.get(0)); /* Loop Through All The Stars */ for (curStar=0; curStar < NUM; curStar++) { /* Reset The Current Modelview Matrix */ gl.loadIdentity(); /* Zoom Into The Screen */ gl.translatef(0.0f, 0.0f, zoom); /* Tilt The View */ gl.rotatef(tilt, 1.0f, 0.0f, 0.0f); /* Rotate To The Current Stars Angle */ gl.rotatef(star[curStar].angle, 0.0f, 1.0f, 0.0f); /* Move Forward On The X Plane */ gl.translatef(star[curStar].dist, 0.0f, 0.0f); /* Cancel The Current Stars Angle */ gl.rotatef(-star[curStar].angle, 0.0f, 1.0f, 0.0f); /* Cancel The Screen Tilt */ gl.rotatef(-tilt, 1.0f, 0.0f, 0.0f); /* Twinkling Stars Enabled */ if (twinkle) { /* Assign A Color Using Bytes */ gl.color4ub((byte) star[(NUM-curStar)-1].r, (byte) star[(NUM-curStar)-1].g, (byte) star[(NUM-curStar)-1].b, (byte) 255); /* Begin Drawing The Textured Quad */ gl.begin(GL.QUADS); gl.texCoord2f(0.0f, 0.0f); gl.vertex3f(-1.0f,-1.0f, 0.0f); gl.texCoord2f(1.0f, 0.0f); gl.vertex3f( 1.0f,-1.0f, 0.0f); gl.texCoord2f(1.0f, 1.0f); gl.vertex3f( 1.0f, 1.0f, 0.0f); gl.texCoord2f(0.0f, 1.0f); gl.vertex3f(-1.0f, 1.0f, 0.0f); gl.end(); } /* Rotate The Star On The Z Axis */ gl.rotatef(spin, 0.0f, 0.0f, 1.0f); /* Assign A Color Using Bytes */ gl.color4ub((byte) star[curStar].r, (byte) star[curStar].g, (byte) star[curStar].b, (byte) 255); /* Begin Drawing The Textured Quad */ gl.begin(GL.QUADS); gl.texCoord2f(0.0f, 0.0f); gl.vertex3f(-1.0f, -1.0f, 0.0f); gl.texCoord2f(1.0f, 0.0f); gl.vertex3f( 1.0f, -1.0f, 0.0f); gl.texCoord2f(1.0f, 1.0f); gl.vertex3f( 1.0f, 1.0f, 0.0f); gl.texCoord2f(0.0f, 1.0f); gl.vertex3f(-1.0f, 1.0f, 0.0f); gl.end(); /* Used To Spin The Stars */ spin+=0.01f; /* Changes The Angle Of A Star */ star[curStar].angle += ((float)curStar)/NUM; /* Changes The Distance Of A Star */ star[curStar].dist -= 0.01f; /* Is The Star In The Middle Yet */ if (star[curStar].dist < 0.0f) { /* Move The Star 5 Units From The Center */ star[curStar].dist += 5.0f; /* Change Its Color */ star[curStar].r=rand.nextInt()%256; star[curStar].g=rand.nextInt()%256; star[curStar].b=rand.nextInt()%256; } } return true; } public void killGLWindow() { Keyboard.destroy(); gl.destroy(); Display.destroy(); } public void createGLWindow(int width, int height, int bits, boolean fullscreenflag) throws Exception { fullscreen = fullscreenflag; try { Display.create(new DisplayMode(width, height, bits, 60), fullscreenflag); gl = new GL(bits, 0, bits, 8); gl.create(); glu = new GLU(gl); Keyboard.create(); Keyboard.enableBuffer(); resizeGLScene(Display.getWidth(), Display.getHeight()); initGL(); } catch (Exception e) { throw new Exception("Problem initialising Lesson", e); } } public void start() throws Exception { try { createGLWindow(640, 480, 16, fullscreen); while (!done) { loop(); } killGLWindow(); } catch (Exception e) { throw new Exception("Problem starting loop", e); } } private void loop() { drawGLScene(); gl.swapBuffers(); /* Keys that have a constant effect */ Keyboard.poll(); if (Keyboard.isKeyDown(Keyboard.KEY_UP)) { tilt -= 0.5f; } if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) { tilt += 0.5f; } if (Keyboard.isKeyDown(Keyboard.KEY_PRIOR)) { zoom -= 0.2f; } if (Keyboard.isKeyDown(Keyboard.KEY_NEXT)) { zoom += 0.2f; } /* Keys that have a toggle effect */ Keyboard.read(); for (int i = 0; i < Keyboard.getNumKeyboardEvents(); i++) { Keyboard.next(); if (Keyboard.key == Keyboard.KEY_ESCAPE && Keyboard.state) { done = true; } if (Keyboard.key == Keyboard.KEY_T && Keyboard.state) { twinkle=!twinkle; } } } private IntBuffer createIntBuffer(int size) { ByteBuffer temp = ByteBuffer.allocateDirect(4 * size); temp.order(ByteOrder.nativeOrder()); return temp.asIntBuffer(); } public static void main(String[] arguments) { int err = 0; Lesson9 lesson = new Lesson9(); try { lesson.start(); } catch (Exception e) { err = 1; e.printStackTrace(); } System.exit(err); } } --- NEW FILE: Texture.java --- CVS Browser: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/java-game-lib/LWJGL/examples/nehe/lesson09/Texture.java /* * Copyright (c) 2002 Light Weight Java Game Library Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Light Weight Java Game Library' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ import java.nio.*; import java.awt.image.*; import java.awt.geom.*; import org.lwjgl.*; import org.lwjgl.opengl.*; import org.lwjgl.input.*; /** * $Id: Texture.java,v 1.1 2002/11/25 06:53:08 lholden Exp $ * * Just a small container class for holding texture data * * @author Luke Holden * @version $Revision: 1.1 $ */ public class Texture { private ByteBuffer data; private int height; private int width; /** Creates a new instance of Texture */ public Texture(BufferedImage tmpImg) { width = tmpImg.getWidth(); height = tmpImg.getWidth(); /* flip the image, so it displays right * There might be a way to do this differently... */ AffineTransform tx = AffineTransform.getScaleInstance(1, -1); tx.translate(0, -tmpImg.getHeight(null)); AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR); tmpImg = op.filter(tmpImg, null); data = ByteBuffer.allocateDirect(4 * width * height); data.order(ByteOrder.nativeOrder()); data.clear(); byte[] byteData = (byte[])tmpImg.getRaster().getDataElements(0, 0, width, height, null); data.put(byteData); data.flip(); } public int getData() { return data.get(0); } public ByteBuffer getBuffer() { return data; } public int getPtr() { return Sys.getDirectBufferAddress(data); } public int getHeight() { return height; } public int getWidth() { return width; } } |