public static void setupLighting() { FloatBuffer lightPosition = BufferUtils.createFloatBuffer(4); lightPosition.put(0.0f).put(0.0f).put(0.0f).put(0.0f).flip(); FloatBuffer whiteLight = BufferUtils.createFloatBuffer(4); whiteLight.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip(); FloatBuffer lModelAmbient = BufferUtils.createFloatBuffer(4); lModelAmbient.put(0.4f).put(0.4f).put(0.4f).put(1.0f).flip(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, whiteLight); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); glLight(GL_LIGHT0, GL_POSITION, lightPosition); glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); }
public static void setupView(int width, int height) { glPopAttrib(); glPushAttrib(GL_ENABLE_BIT); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); setupLighting(); glClearDepth(1D); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60F, (float) width / height, 0.1F, 1000F); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
@Override public void render() { int width = App.getScreenWidth(); int height = App.getScreenHeight(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, width, 0, height); glScalef(1, -1, 1); glTranslatef(0, -height, 0); glMatrixMode(GL_MODELVIEW); glDisable(GL_DEPTH_TEST); // Draw background glBegin(GL_QUADS); { if (backgroundColor != null) GeneralUtils.glColorShortcut(backgroundColor); glVertex2f(0, 0); glVertex2f(0, height); glVertex2f(width, height); glVertex2f(width, 0); } glEnd(); for (GuiButton b : buttons) { b.render(); // System.out.println(b.isMouseOver()); } // I don't want to set the same opengl settings for every button. // We can reduce a least a tiny bit of overhead by doing it in one go font.renderBegin(); for (GuiButton b : buttons) { b.renderText(); } font.renderEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); }
public static int prepareSquare(int texId, float size) { int list = glGenLists(1); glNewList(list, GL_COMPILE); glDisable(GL_CULL_FACE); glBindTexture(GL_TEXTURE_2D, texId); glTranslatef(-size / 2, -size / 2, 0); // glRotatef(180.0f, 0.0f, 0.0f, 0.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(size, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(size, size); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, size); glEnd(); glEnable(GL_CULL_FACE); glEndList(); return list; }
@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"); }
protected void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); camera.look(); // Each frame we calculate the new frustum. In reality you only need to // calculate the frustum when we move the camera. GameCore.gFrustum.calculateFrustum(); // Initialize the total node count that is being draw per frame Octree.totalNodesDrawn = 0; glPushMatrix(); // Here we draw the octree, starting with the root node and recursing down each node. // This time, we pass in the root node and just the original world model. You could // just store the world in the root node and not have to keep the original data around. // This is up to you. I like this way better because it's easy, though it could be // more error prone. octree.drawOctree(octree, g_World); glPopMatrix(); // Render the cubed nodes to visualize the octree (in wire frame mode) if (g_bDisplayNodes) Octree.debug.drawBoundingBox(); glPushMatrix(); // If there was a collision, make the Orange ball Red. if (octree.isObjectColliding()) { glColor3f(1.0f, 0.0f, 0.0f); } else { glColor3f(1.0f, 0.5f, 0.0f); // Disable Lighting. } // Move the Ball into place. glTranslatef(g_BallEntity.x, g_BallEntity.y, g_BallEntity.z); glDisable(GL_LIGHTING); // Draw the Ground Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 1); glVertex3f(g_vGroundISector[0].x, g_vGroundISector[0].y, g_vGroundISector[0].z); glVertex3f(g_vGroundISector[1].x, g_vGroundISector[1].y, g_vGroundISector[1].z); glEnd(); // Draw the Forward Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 0); glVertex3f( g_vForwardISector[0].x * 10.0f, g_vForwardISector[0].y, g_vForwardISector[0].z * 10.0f); glVertex3f( g_vForwardISector[1].x * 10.0f, g_vForwardISector[1].y, g_vForwardISector[1].z * 10.0f); glEnd(); // Re-enable lighting. glEnable(GL_LIGHTING); // System.out.println("x " + g_BallEntity.x + " y " + g_BallEntity.y); // Draw it! pObj.draw(g_BallEntity.fRadius, 20, 20); glPopMatrix(); screen.setTitle( "Triangles: " + Octree.maxTriangles + " -Total Draw: " + Octree.totalNodesDrawn + " -Subdivisions: " + Octree.maxSubdivisions + " -FPS: " + FPSCounter.get() + " -Node Collisions: " + Octree.numNodesCollided + " -Object Colliding? " + octree.isObjectColliding()); }
@Override public void init() throws IOException { super.init(); camera = new Camera(true); camera.setPosition(-17f, 20f, 17f, 0, 0, 0, 0, 1, 0); float df = 100.0f; // Precalculate the Sine and Cosine Lookup Tables. // Basically, loop through 360 Degrees and assign the Radian // value to each array index (which represents the Degree). for (int i = 0; i < 360; i++) { g_fSinTable[i] = (float) Math.sin(AR_DegToRad(i)); g_fCosTable[i] = (float) Math.cos(AR_DegToRad(i)); } pObj = new Sphere(); pObj.setOrientation(GLU_OUTSIDE); Octree.debug = new BoundingBox(); // Turn lighting on initially Octree.turnLighting = true; // The current amount of end nodes in our tree (The nodes with vertices stored in them) Octree.totalNodesCount = 0; // This stores the amount of nodes that are in the frustum Octree.totalNodesDrawn = 0; // The maximum amount of triangles per node. If a node has equal or less // than this, stop subdividing and store the face indices in that node Octree.maxTriangles = 800; // The maximum amount of subdivisions allowed (Levels of subdivision) Octree.maxSubdivisions = 5; // The number of Nodes we've checked for collision. Octree.numNodesCollided = 0; // Wheter the Object is Colliding with anything in the World or not. octree.setObjectColliding(false); // Wheter we test the whole world for collision or just the nodes we are in. Octree.octreeCollisionDetection = true; LoadWorld(); // for(int i=0; i < g_World.getNumOfMaterials(); i++) // { // System.out.println(g_World.getMaterials(i).getName() + " indice " + i); // } // for(int i=0; i < g_World.getNumOfObjects(); i++) // { // System.out.println(g_World.getObject(i).getName()); // System.out.println(g_World.getObject(i).getMaterialID()); // System.out.println(g_World.getPObject(i).getMaterialID()); // } // System.out.println(g_World.getPMaterials(12).getColor()[0] + " " + // g_World.getPMaterials(12).getColor()[1] // + " " + g_World.getPMaterials(12).getColor()[2]); // System.out.println(g_World.getPMaterials(g_World.getPObject(6).getMaterialID())); inputManager = new InputManager(); createGameActions(); posLuz1F = Conversion.allocFloats(posLuz1); // Define a cor de fundo da janela de visualização como preto glClearColor(0, 0, 0, 1); // Ajusta iluminação glLight(GL_LIGHT0, GL_AMBIENT, Conversion.allocFloats(luzAmb1)); glLight(GL_LIGHT0, GL_DIFFUSE, Conversion.allocFloats(luzDif1)); glLight(GL_LIGHT0, GL_SPECULAR, Conversion.allocFloats(luzEsp1)); // Habilita todas as fontes de luz glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); // Agora posiciona demais fontes de luz glLight(GL_LIGHT0, GL_POSITION, posLuz1F); // Habilita Z-Buffer glEnable(GL_DEPTH_TEST); // Seleciona o modo de GL_COLOR_MATERIAL // glColorMaterial(GL_FRONT, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glMaterial(GL_FRONT, GL_SPECULAR, Conversion.allocFloats(spec)); glMaterialf(GL_FRONT, GL_SHININESS, df); }