Esempio n. 1
0
  /**
   * Called back immediately after the OpenGL context is initialized. Can be used to perform
   * one-time initialization. Run only once.
   */
  @Override
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
    glu = new GLU(); // get GL Utilities
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
    gl.glClearDepth(1.0f); // set clear depth value to farthest
    // Do not enable depth test
    //      gl.glEnable(GL_DEPTH_TEST); // enables depth testing
    //      gl.glDepthFunc(GL_LEQUAL);  // the type of depth test to do
    gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction
    gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting

    // Load the texture image
    try {
      // Use URL so that can read from JAR and disk file.
      BufferedImage image = ImageIO.read(this.getClass().getResource(textureFileName));

      // Create a OpenGL Texture object
      texture = AWTTextureIO.newTexture(GLProfile.getDefault(), image, false);
      // Use linear filter if image is larger than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      // Use linear filter if image is smaller than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    } catch (GLException | IOException e) {
      e.printStackTrace();
    }

    // Texture image flips vertically. Shall use TextureCoords class to retrieve
    // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f.
    TextureCoords textureCoords = texture.getImageTexCoords();
    textureCoordTop = textureCoords.top();
    textureCoordBottom = textureCoords.bottom();
    textureCoordLeft = textureCoords.left();
    textureCoordRight = textureCoords.right();

    // Enable the texture
    texture.enable(gl);
    texture.bind(gl);
    // gl.glEnable(GL_TEXTURE_2D);

    // Enable blending
    gl.glEnable(GL_BLEND);
    gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    // Allocate the stars
    for (int i = 0; i < stars.length; i++) {
      stars[i] = new Star();
      // Linearly distributed according to the star number
      stars[i].distance = ((float) i / numStars) * 5.0f;
    }
  }