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Open Gl - Porting su java

Come aprire una finestra sullo schermo utilizzando java, il porting del famoso tutorial NeHe su JOGL

Il programma in questo tutorial provvede a creare una finestra OpenGL nera, si metterà in attesa che tu scelga di premere esc per uscire.



package demos.nehe.lesson01;

import demos.common.GLDisplay;

/**
* @author Kevin J. Duling
*/
public class Lesson01 {
public static void main(String[] args) {
GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 01: An OpenGL Window");
neheGLDisplay.addGLEventListener(new Renderer());
neheGLDisplay.start();
}
}


package demos.nehe.lesson01;

/*
* Lesson01.java
*
* Created on July 15, 2003, 11:30 AM
*/

import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

/**
* Port of the NeHe OpenGL Tutorial (Lesson 1)
* to Java using the Jogl interface to OpenGL. Jogl can be obtained
* at http://jogl.dev.java.net/
*
* @author Kevin Duling ( jattier@hotmail.com)
*/
class Renderer implements GLEventListener {
private GLU glu = new GLU();

/**
* Called by the drawable to initiate OpenGL rendering by the client.
* After all GLEventListeners have been notified of a display event, the
* drawable will swap its buffers if necessary.
*
* @param gLDrawable The GLAutoDrawable object.
*/
public void display(GLAutoDrawable gLDrawable) {
final GL gl = gLDrawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
}


/**
* Called when the display mode has been changed. !!
* CURRENTLY UNIMPLEMENTED IN JOGL !!

*
* @param gLDrawable The GLAutoDrawable object.
* @param modeChanged Indicates if the video mode has changed.
* @param deviceChanged Indicates if the video device has changed.
*/
public void displayChanged(GLAutoDrawable gLDrawable, boolean modeChanged,
boolean deviceChanged) {
}

/**
* Called by the drawable immediately after the OpenGL context is
* initialized for the first time. Can be used to perform one-time OpenGL
* initialization such as setup of lights and display lists.
*
* @param gLDrawable The GLAutoDrawable object.
*/
public void init(GLAutoDrawable gLDrawable) {
GL gl = gLDrawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
}


/**
* Called by the drawable during the first repaint after the component has
* been resized. The client can update the viewport and view volume of the
* window appropriately, for example by a call to
* GL.glViewport(int, int, int, int); note that for convenience the component
* has already called GL.glViewport(int, int, int, int)(x, y, width, height)
* when this method is called, so the client may not have to do anything in
* this method.
*
* @param gLDrawable The GLAutoDrawable object.
* @param x The X Coordinate of the viewport rectangle.
* @param y The Y coordinate of the viewport rectanble.
* @param width The new width of the window.
* @param height The new height of the window.
*/
public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width,
int height) {
final GL gl = gLDrawable.getGL();

if (height <= 0) // avoid a divide by zero error!
height = 1;
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
}


se siete interessati al tutorial di NeHe clicca quì

 

Inserito da: Ombra
2006-11-25 12:08:30
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