private void createSceneObjects() throws IOException { SceneFileReader sceneFile = new SceneFileReader("data/test.scene"); // particulas particles = new ParticleSystem( "particle", true, 1, false, 0, false, 1, new Transformation[] { new Transformation(-0.43f, 0.233f, 6.09f, 0.008f, 0.01f, 0.008f, 0, 0, 0, 0) }); scene.addSceneObjectList(sceneFile.getObjects()); Scene.getInstance().addSceneObject(particles); }
@Override public void init(GLAutoDrawable drawable) { try { gl = drawable.getGL().getGL2(); gl.glClearColor(0.7f, 0.7f, 0.9f, 1.0f); // gl.setSwapInterval(1); gl.glEnable(GL.GL_DEPTH_TEST); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL.GL_CULL_FACE); gl.glCullFace(GL.GL_BACK); ///////////////////////////////// // carregando e compilando objetos ///////////////////////////////// createSceneObjects(); Iterator<SceneObject> it = scene.getSceneObjectsIterator(); while (it.hasNext()) { SceneObject sceneObject = it.next(); JWavefrontModel[] models = sceneObject.getAnimationModels(); if (models == null) continue; for (JWavefrontModel model : models) { if (sceneObject.useTexture()) model.compile( drawable, JWavefrontModel.WF_MATERIAL | JWavefrontModel.WF_TEXTURE | JWavefrontModel.WF_SMOOTH); else model.compile(drawable, JWavefrontModel.WF_COLOR | JWavefrontModel.WF_SMOOTH); } } // light setSunLight(); // fog setFog(); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); float h = (float) mainFrame.getWidth() / (float) mainFrame.getHeight(); glu.gluPerspective(FPCamera.FOV, h, FPCamera.NEAR, FPCamera.FAR); } catch (IOException ex) { Logger.getLogger(Renderer.class.getName()).log(Level.SEVERE, null, ex); } }
public Renderer() { camera = new FPCamera(0, 0.35f, 0, 0, 0, 0, 0, 1, 0); scene = Scene.getInstance(); mainFrame = MainFrame.getInstance(); }
@Override public void display(GLAutoDrawable drawable) { gl = drawable.getGL().getGL2(); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); // desenha ou nao a bounding sphere de cada objeto if (InputHandler.getInstance().isKeyPressed(KeyEvent.VK_B)) { // tecla B BoundingVolume.isVisible = !BoundingVolume.isVisible; } // habilita ou nao fog if (InputHandler.getInstance().isKeyPressed(KeyEvent.VK_F)) { // tecla F fogEnabled = !fogEnabled; if (fogEnabled) gl.glEnable(GL2.GL_FOG); else gl.glDisable(GL2.GL_FOG); } // atualiza camera camera.update(); // atualiza objetos { Iterator<SceneObject> it = Scene.getInstance().getSceneObjectsIterator(); while (it.hasNext()) { SceneObject so = it.next(); // animacao da porta if (so.getName().contains("door")) { if (Collision.collide( camera.getSceneObject().getBoundingSphere(), so.getBoundingSphere())) so.setAnimating(true); else so.setAnimating(false); } so.update(); } } glu.gluLookAt( FPCamera.position.x, FPCamera.position.y, FPCamera.position.z, FPCamera.position.x + FPCamera.look.x, FPCamera.position.y + FPCamera.look.y, FPCamera.position.z + FPCamera.look.z, FPCamera.up.x, FPCamera.up.y, FPCamera.up.z); if (FPCamera.changed) { // se direcao da camera mudar FPCamera.changed = false; frustum.generate(drawable); // gera o frustum Scene.getInstance().clearVisibleObjectsList(); Iterator<SceneObject> it = Scene.getInstance().getSceneObjectsIterator(); while (it.hasNext()) { SceneObject so = it.next(); if (frustum.sphereInFrustum(so.getBoundingSphere())) Scene.getInstance().addVisibleObject(so); } // System.out.println("Renderable objects: "+ Scene.getInstance().getSize()); // System.out.println(FPCamera.position); } // desenha objetos { Iterator<SceneObject> it = Scene.getInstance().getVisibleObjectsIterator(); SceneObject so; while (it.hasNext()) { so = it.next(); if (so.getName().contains("lake")) { gl.glPushAttrib(GL2.GL_ENABLE_BIT); gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE); so.draw(drawable); gl.glPopAttrib(); continue; } so.draw(drawable); } } // int e = gl.glGetError(); // if(e != GL.GL_NO_ERROR) { // System.err.println("Erro: "+ gl.glGetString(e)); // } // calculo do fps ++frame; long time = System.currentTimeMillis(); elapsed = time - timebase; if (elapsed > 1000) { long fps = frame * 1000 / (time - timebase); timebase = time; frame = 0; String str = "FPS: " + fps; mainFrame.setTitle(str); } // gl.glFlush(); }