Beispiel #1
0
  private void readMesh() throws IOException {
    InputStream in = ResourceRetriever.getResourceAsStream("demos/data/models/Model.txt");

    polyNum = byteToInt(readNextFourBytes(in));
    polyData = new Polygon[polyNum];

    for (int i = 0; i < polyData.length; i++) {
      polyData[i] = new Polygon();
      for (int j = 0; j < 3; j++) {
        polyData[i].Verts[j].Nor.X = byteToFloat(readNextFourBytes(in));
        polyData[i].Verts[j].Nor.Y = byteToFloat(readNextFourBytes(in));
        polyData[i].Verts[j].Nor.Z = byteToFloat(readNextFourBytes(in));

        polyData[i].Verts[j].Pos.X = byteToFloat(readNextFourBytes(in));
        polyData[i].Verts[j].Pos.Y = byteToFloat(readNextFourBytes(in));
        polyData[i].Verts[j].Pos.Z = byteToFloat(readNextFourBytes(in));
      }
    }
  }
Beispiel #2
0
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();

    // Storage for the 96 Shader Values ( NEW )
    FloatBuffer shaderData = GLBuffers.newDirectFloatBuffer(96);

    // Start Of User Initialization
    // Really Nice perspective calculations Light Grey Background
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
    gl.glClearColor(0.7f, 0.7f, 0.7f, 0.0f);
    // Depth Buffer Setup
    gl.glClearDepth(1.0f);

    // Enable Depth Testing
    gl.glEnable(GL2.GL_DEPTH_TEST);
    // The Type Of Depth Test To Do
    gl.glDepthFunc(GL2.GL_LESS);

    // Enables Smooth Color Shading ( NEW )
    gl.glShadeModel(GL2.GL_SMOOTH);
    // Initially Disable Line Smoothing ( NEW )
    gl.glDisable(GL2.GL_LINE_SMOOTH);

    // Enable OpenGL Face Culling ( NEW )
    gl.glEnable(GL2.GL_CULL_FACE);

    // Disable OpenGL Lighting ( NEW )
    gl.glDisable(GL2.GL_LIGHTING);

    StringBuffer readShaderData = new StringBuffer();

    try {
      InputStream inputStream =
          ResourceRetriever.getResourceAsStream("demos/data/models/Shader.txt");
      int info;
      while ((info = inputStream.read()) != -1) readShaderData.append((char) info);
      inputStream.close();
    } catch (IOException e) {
      e.printStackTrace();
      throw new RuntimeException(e);
    }

    StringTokenizer tokenizer = new StringTokenizer(readShaderData.toString());

    // Loop Though The 32 Greyscale Values
    while (tokenizer.hasMoreTokens()) {
      float value = Float.parseFloat(tokenizer.nextToken());
      shaderData.put(value);
      shaderData.put(value);
      shaderData.put(value);
    }
    shaderData.flip();

    gl.glGenTextures(1, shaderTexture, 0); // Get A Free Texture ID ( NEW )
    gl.glBindTexture(GL2.GL_TEXTURE_1D, shaderTexture[0]); // Bind This
    // Texture. From
    // Now On It
    // Will Be 1D
    // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering!
    gl.glTexParameteri(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
    gl.glTexParameteri(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);

    gl.glTexImage1D(
        GL2.GL_TEXTURE_1D, 0, GL2.GL_RGB, 32, 0, GL2.GL_RGB, GL2.GL_FLOAT, shaderData); // Upload

    // Set The X Direction
    lightAngle.X = 0.0f;
    // Set The Y Direction
    lightAngle.Y = 0.0f;
    // Set The Z Direction
    lightAngle.Z = 1.0f;
    lightAngle.normalize();

    try {
      // Return The Value Of ReadMesh
      readMesh();
    } catch (IOException e) {
      throw new RuntimeException(e);
    }
  }
Beispiel #3
0
  /**
   * Loads a TGA file into memory
   *
   * @param gl
   * @param texture
   * @param filename
   * @throws IOException
   */
  private void loadTGA(GL gl, TextureImage texture, String filename) throws IOException {
    // Used To Compare TGA Header
    ByteBuffer TGAcompare = GLBuffers.newDirectByteBuffer(12);
    // Uncompressed TGA Header
    byte[] TGAheader = new byte[] {0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    ByteBuffer header = GLBuffers.newDirectByteBuffer(6); // First 6 Useful
    // Bytes
    // From The
    // Header

    int bytesPerPixel, // Holds Number Of Bytes Per Pixel Used In The TGA
        // File
        imageSize, // Used To Store The Image Size When Setting Aside Ram
        type = GL.GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

    ReadableByteChannel file = null;

    try {
      file = Channels.newChannel(ResourceRetriever.getResourceAsStream(filename));
      readBuffer(file, TGAcompare);
      readBuffer(file, header);

      for (int i = 0; i < TGAcompare.capacity(); i++)
        // Does The Header Match What We Want?
        if (TGAcompare.get(i) != TGAheader[i]) {
          throw new IOException("Invalid TGA header");
        }

      texture.width = header.get(1) << 8 | header.get(0); // Determine The
      // TGA
      // Width(highbyte*256+lowbyte)
      texture.height = header.get(3) << 8 | header.get(2); // Determine
      // The TGA
      // Height(highbyte*256+lowbyte)

      if (texture.width <= 0) { // Is The Width Less Than Or Equal To Zero
        throw new IOException("Image has negative width");
      }
      if (texture.height <= 0) { // Is The Height Less Than Or Equal To
        // Zero
        throw new IOException("Image has negative height");
      }
      if (header.get(4) != 24 && header.get(4) != 32) { // Is The TGA 24
        // or 32 Bit?
        throw new IOException("Image is not 24 or 32-bit");
      }

      texture.bpp = header.get(4); // Grab The TGA's Bits Per Pixel (24 or
      // 32)
      bytesPerPixel = texture.bpp / 8; // Divide By 8 To Get The Bytes Per
      // Pixel

      // Calculate the memory required for the TGA Data
      imageSize = texture.width * texture.height * bytesPerPixel;

      // Reserve memory to hold the TGA Data
      texture.imageData = GLBuffers.newDirectByteBuffer(imageSize);

      readBuffer(file, texture.imageData);

      // Loop Through The Image Data
      for (int i = 0; i < imageSize; i += bytesPerPixel) {
        // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)

        // Temporarily Store The Value At Image Data 'i'
        byte temp = texture.imageData.get(i);

        // Set the 1st Byte to the value Of the 3rd Byte
        texture.imageData.put(i, texture.imageData.get(i + 2));

        // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
        texture.imageData.put(i + 2, temp);
      }

      // Build A Texture From The Data
      gl.glGenTextures(1, texture.texID, 0); // Generate OpenGL texture
      // IDs
      gl.glBindTexture(GL.GL_TEXTURE_2D, texture.texID[0]); // Bind Our
      // Texture
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); // Linear Filtered
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); // Linear Filtered

      if (texture.bpp == 24) // Was The TGA 24 Bits
      type = GL.GL_RGB; // If So Set The 'type' To GL_RGB

      gl.glTexImage2D(
          GL.GL_TEXTURE_2D,
          0,
          type,
          texture.width,
          texture.height,
          0,
          type,
          GL.GL_UNSIGNED_BYTE,
          texture.imageData);
    } finally {
      if (file != null) {
        try {
          file.close();
        } catch (IOException n) {
        }
      }
    }
  }