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| import net.java.games.jogl.*;
import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.io.FileInputStream; import java.io.InputStreamReader; import java.io.BufferedReader;
public class TestCelShade implements GLEventListener { private GL gl; private GLU glu; private GLDrawable glDrawable; private FloatBuffer cubeVertives; private FloatBuffer cubeNormals; private int numberOfVertices = 0; private int[] shaderTexture = new int[1]; private int[] shaderProgram = new int[1]; private String programString = ""; private float rotz = 0; private float[] lp = new float[]{1,-2,-3};
public void initShadow() { int[] shaderData = new int[]{127, 127, 127, 191, 191, 191, 191, 191, 255, 255, 255, 255, 255, 255, 255, 255};
gl.glGenTextures(1, shaderTexture); gl.glBindTexture(GL.GL_TEXTURE_1D, shaderTexture[0]); gl.glTexImage1D (GL.GL_TEXTURE_1D, 0, GL.GL_RGBA, 16, 0, GL.GL_LUMINANCE , GL.GL_UNSIGNED_BYTE, shaderData);
gl.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); gl.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP); gl.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP); }
public void addVertice(float x, float y, float z) { cubeVertives.put(x); cubeVertives.put(y); cubeVertives.put(z); numberOfVertices++; }
public void addNormal(float x, float y, float z) { for (int i = 0; i < 4; i++) { cubeNormals.put(x); cubeNormals.put(y); cubeNormals.put(z); } }
public void initCube() { ByteBuffer verticeByteBuffer = ByteBuffer.allocateDirect(36000); verticeByteBuffer.order(ByteOrder.nativeOrder()); cubeVertives = verticeByteBuffer.asFloatBuffer();
addVertice(-1.0f, -1.0f, 1.0f); addVertice(1.0f, -1.0f, 1.0f); addVertice(1.0f, 1.0f, 1.0f); addVertice(-1.0f, 1.0f, 1.0f);
addVertice(-1.0f, -1.0f, -1.0f); addVertice(-1.0f, 1.0f, -1.0f); addVertice(1.0f, 1.0f, -1.0f); addVertice(1.0f, -1.0f, -1.0f);
addVertice(-1.0f, 1.0f, -1.0f); addVertice(-1.0f, 1.0f, 1.0f); addVertice(1.0f, 1.0f, 1.0f); addVertice(1.0f, 1.0f, -1.0f);
addVertice(-1.0f, -1.0f, -1.0f); addVertice(1.0f, -1.0f, -1.0f); addVertice(1.0f, -1.0f, 1.0f); addVertice(-1.0f, -1.0f, 1.0f);
addVertice(1.0f, -1.0f, -1.0f); addVertice(1.0f, 1.0f, -1.0f); addVertice(1.0f, 1.0f, 1.0f); addVertice(1.0f, -1.0f, 1.0f);
addVertice(-1.0f, -1.0f, -1.0f); addVertice(-1.0f, -1.0f, 1.0f); addVertice(-1.0f, 1.0f, 1.0f); addVertice(-1.0f, 1.0f, -1.0f);
ByteBuffer normalByteBuffer = ByteBuffer.allocateDirect(36000); normalByteBuffer.order(ByteOrder.nativeOrder()); cubeNormals = normalByteBuffer.asFloatBuffer();
addNormal(0, 0, 1); addNormal(0, 0, -1); addNormal(0, 1, 0); addNormal(0, -1, 0); addNormal(1, 0, 0); addNormal(-1, 0, 0);
}
public void init(GLDrawable drawable) { this.gl = drawable.getGL(); this.glu = drawable.getGLU(); this.glDrawable = drawable;
this.glDrawable.setGL(new DebugGL(drawable.getGL())); gl.glEnable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_LINE_SMOOTH);
gl.glEnable(GL.GL_CULL_FACE); gl.glShadeModel(GL.GL_SMOOTH); gl.glClearColor(0.5f, 0.5f, 0.5f, 1f); gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); gl.glLineWidth(2f);
try { BufferedReader input = new BufferedReader(new InputStreamReader(new FileInputStream("shader.txt")));
String line = input.readLine(); while (line != null) { programString += line + "\n"; line = input.readLine(); } input.close(); } catch (Exception e) { System.out.println("Error, vertex program not loaded"); } gl.glGenProgramsNV(1, shaderProgram); gl.glLoadProgramNV(GL.GL_VERTEX_PROGRAM_NV, shaderProgram[0], programString.length(), programString); gl.glBindProgramNV(GL.GL_VERTEX_PROGRAM_NV, shaderProgram[0]);
gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 0, GL.GL_MODELVIEW_PROJECTION_NV, GL.GL_IDENTITY_NV);
initShadow(); initCube();
gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL.GL_FLOAT, 0, cubeVertives);
gl.glEnableClientState(GL.GL_NORMAL_ARRAY); gl.glNormalPointer(GL.GL_FLOAT, 0, cubeNormals);
}
public void display(GLDrawable drawable) {
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glFrustum(-1, 1, -1, 1, 1, 20); float[] imm = new float[16];
gl.glTranslatef(0.0f, 0.0f, -5.0f);
gl.glRotatef(-45.0f, 1.0f, 0.0f, 0.0f); gl.glRotatef(rotz, 0.0f, 0.0f, 1.0f); gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, imm);
float modelLightPosX = imm[0]*lp[0] + imm[1]*lp[1] + imm[2]*lp[2]; float modelLightPosY = imm[4]*lp[0] + imm[5]*lp[1] + imm[6]*lp[2]; float modelLightPosZ = imm[8]*lp[0] + imm[9]*lp[1] + imm[10]*lp[2];
gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 4, modelLightPosX, modelLightPosY, modelLightPosZ, 1f);
gl.glColor4f(0.75f, 0.95f, 1.0f, 1.0f); gl.glDisable(GL.GL_TEXTURE_2D); gl.glBindTexture(GL.GL_TEXTURE_1D, shaderTexture[0]); gl.glEnable(GL.GL_TEXTURE_1D); gl.glEnable(GL.GL_VERTEX_PROGRAM_NV); gl.glDrawArrays(GL.GL_QUADS, 0, numberOfVertices); gl.glDisable(GL.GL_VERTEX_PROGRAM_NV);
gl.glDisable(GL.GL_TEXTURE_1D);
gl.glEnable(GL.GL_CULL_FACE); gl.glCullFace(GL.GL_FRONT); gl.glColor4f(0.0f, 0.0f, 0.0f, 0.0f); gl.glPolygonMode(GL.GL_BACK, GL.GL_LINE); gl.glDrawArrays(GL.GL_QUADS, 0, numberOfVertices); gl.glCullFace(GL.GL_BACK);
rotz -= 0.8f;
}
public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); }
public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) { } } |