public void createGameActions() { super.createGameActions(); moveLeft = new GameAction("moveLeft", GameAction.NORMAL, Keyboard.KEY_LEFT); moveRight = new GameAction("moveRight", GameAction.NORMAL, Keyboard.KEY_RIGHT); moveUp = new GameAction("moveUp", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_UP); moveDown = new GameAction("moveDown", GameAction.NORMAL, Keyboard.KEY_DOWN); zoomIn = new GameAction("zoomIn", GameAction.NORMAL, Keyboard.KEY_HOME); zoomOut = new GameAction("zoomOut", GameAction.NORMAL, Keyboard.KEY_END); drawMode = new GameAction("drawMode", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_T); modTex = new GameAction("modTex", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_M); debug = new GameAction("debug", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_SPACE); }
@Override public void init() throws IOException { super.init(); screen.setTitle("MD2 Loader"); createGameActions(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, 800 / 600, 1.0f, 2000.0f); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Here, we turn on a lighting and enable lighting. We don't need to // set anything else for lighting because we will just take the defaults. // We also want color, so we turn that on // Habilita Z-Buffer glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHT0); // Turn on a light with defaults set glEnable(GL_LIGHTING); // Turn on lighting glEnable(GL_COLOR_MATERIAL); // Allow color // To make our model render somewhat faster, we do some front back culling. // It seems that Quake2 orders their polygons clock-wise. // Seleciona o modo de aplicação da textura glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modo); glEnable(GL_CULL_FACE); // Turn culling on glCullFace(GL_FRONT); glEnable(GL_TEXTURE_2D); g_World.load(FILE_NAME); // g_LoadMd2.importMD2(g_World, "modelsd2/model8/head.md2", "modelsd2/model8/head.png"); // g_LoadMd2.importMD2(g_World, "modelsd2/model8/throne.md2", "modelsd2/model8/throne.png"); }