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Author: ienze (posted 2012-10-13 16:41:51, viewed 321 times)

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/*----
  Main class:
  ----*/
public class AileDisplay {
    private static float[] lightPosition = {0f, 2f, 0f, 1f};

    private static ScenesManager sceneManager = new ScenesManager();
    
    public void init() {
       //TODO: better setup scene;
       sceneManager.setScene("res/scenes/scene1");
        setUpDisplay();
        sceneManager.getScene().generateDisplayLists();
        sceneManager.getScene().loadCam();
        setUpLighting();
        while (!Display.isCloseRequested()) {
            render();
            checkInput();
            Display.update();
            Display.sync(60);
        }
        cleanUp();
        System.exit(0);
    }

    private static void checkInput() {
        sceneManager.getScene().cam.processMouse(1, 80, -80);
        sceneManager.getScene().cam.processKeyboard(16, 1, 1, 1);
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, BufferTools.asFlippedFloatBuffer(lightPosition));
        if (Mouse.isButtonDown(0))
            Mouse.setGrabbed(true);
        else if (Mouse.isButtonDown(1))
            Mouse.setGrabbed(false);
    }

    private static void cleanUp() {
       for(Model m : sceneManager.getScene().models) {
          GL11.glDeleteLists(m.displayList, 1);
       }
        Display.destroy();
    }

    private static void render() {
       GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glLoadIdentity();
        sceneManager.getScene().cam.applyTranslations();
        for(Model m : sceneManager.getScene().models) {
           GL11.glCallList(m.displayList);
        }
    }

    private static void setUpLighting() {
       GL11.glShadeModel(GL11.GL_FLAT);
       GL11.glEnable(GL11.GL_DEPTH_TEST);
       GL11.glEnable(GL11.GL_LIGHTING);
       GL11.glEnable(GL11.GL_LIGHT0);
       GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[]{0.3f,
                0.3f, 0.3f, 1.0f}));
       GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION,
                BufferTools.asFlippedFloatBuffer(new float[]{0, 0, 0, 1}));
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glCullFace(GL11.GL_BACK);
        GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE);
    }

    private static void setUpDisplay() {
        try {
            Display.setDisplayMode(new DisplayMode(800, 600));
            Display.setVSyncEnabled(true);
            Display.setTitle("Happy tester!");
            Display.create();
        } catch (LWJGLException e) {
            System.err.println("The display wasn't initialized correctly. :(");
            Display.destroy();
            System.exit(1);
        }
    }
}
/*----
  Creating display-list for rendering:
  ----*/
public static int createDisplayList(Model m) {
        int displayList = glGenLists(1);
        glNewList(displayList, GL_COMPILE);
        {
            glMaterialf(GL_FRONT, GL_SHININESS, 128.0f);
            glBegin(GL_TRIANGLES);
            
            String currentMaterial = null;
            
            for (Face face : m.faces) {
               //set color
               if(face.material != null) {
                  if(currentMaterial != face.material) {
                     FloatColor col = m.materials.get(face.material);
                     GL11.glColor3f(col.r, col.g, col.b);
                     currentMaterial = face.material;
                  }
               } else {
                  GL11.glColor3f(0.4f, 0.4f, 0.4f);
                  currentMaterial = null;
               }
               //draw face
                Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
                glVertex3f(v1.x, v1.y, v1.z);
                Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
                glVertex3f(v2.x, v2.y, v2.z);
                Vector3f v3 = m.vertices.get((int) face.vertex.z - 1);
                glVertex3f(v3.x, v3.y, v3.z);
            }
            glEnd();
        }
        glEndList();
        return displayList;
    }





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