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| package com.applet;
import static org.lwjgl.opengl.GL11.GL_COLOR_ARRAY; import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT; import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT; import static org.lwjgl.opengl.GL11.GL_DEPTH_TEST; import static org.lwjgl.opengl.GL11.GL_LEQUAL; import static org.lwjgl.opengl.GL11.GL_MODELVIEW; import static org.lwjgl.opengl.GL11.GL_PERSPECTIVE_CORRECTION_HINT; import static org.lwjgl.opengl.GL11.GL_PROJECTION; import static org.lwjgl.opengl.GL11.GL_QUADS; import static org.lwjgl.opengl.GL11.GL_VERTEX_ARRAY; import static org.lwjgl.opengl.GL11.glClear; import static org.lwjgl.opengl.GL11.glClearDepth; import static org.lwjgl.opengl.GL11.glColorPointer; import static org.lwjgl.opengl.GL11.glDepthFunc; import static org.lwjgl.opengl.GL11.glDisableClientState; import static org.lwjgl.opengl.GL11.glDrawArrays; import static org.lwjgl.opengl.GL11.glEnable; import static org.lwjgl.opengl.GL11.glEnableClientState; import static org.lwjgl.opengl.GL11.glLoadIdentity; import static org.lwjgl.opengl.GL11.glMatrixMode; import static org.lwjgl.opengl.GL11.glShadeModel; import static org.lwjgl.opengl.GL11.glVertexPointer; import static org.lwjgl.opengl.GL11.glViewport; import static org.lwjgl.util.glu.GLU.gluPerspective;
import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.nio.FloatBuffer;
import javax.swing.JApplet;
import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11;
import com.Conf;
public class CubeVA extends JApplet { private static final long serialVersionUID = -730031275017948496L; private Canvas canvas; private Thread gameThread; boolean running = false; public void startLWJGL(){ gameThread = new Thread (){ public void run(){ running = true; try { Display.setParent(canvas); Display.create(); Display.setVSyncEnabled(true); initGL(); } catch (LWJGLException e) { e.printStackTrace(); } gameLoop(); }
}; gameThread.start(); } public void stopLWJGL(){ running = false; try { gameThread.join(); } catch (InterruptedException e) { e.printStackTrace(); } }
public void destroy(){ remove(canvas); super.destroy(); } public void init(){ setLayout(new BorderLayout()); canvas = new Canvas(){ private static final long serialVersionUID = 5972822387678455353L;
public final void addNotify(){ super.addNotify(); startLWJGL(); } public final void removeNotify(){ stopLWJGL(); super.removeNotify(); } }; canvas.setSize(Conf.W, Conf.H); setSize(Conf.W, Conf.H); canvas.setBackground(Color.BLACK); canvas.setFocusable(true); canvas.requestFocus(); canvas.setIgnoreRepaint(false); add(canvas); } private void initGL() { glViewport(0, 0, Conf.W,Conf.H); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, ((float)Conf.W / (float)Conf.H) , 0.1f, 100f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); GL11.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } float rquad; public void gameLoop(){ final int amountOfVertices = 8; final int vertexSize = 3; final int colorSize = 3; FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountOfVertices * vertexSize); vertexData.put(new float[]{-0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.5f, -0.5f, -1.0f, 0.5f, 0.5f, -1.0f}); vertexData.flip();
FloatBuffer colorData = BufferUtils.createFloatBuffer(amountOfVertices * colorSize); colorData.put(new float[]{1, 0.2f, 0.2f, 0.2f, 1, 0.2f, 0.2f, 0.2f, 1}); colorData.flip(); while(running) { update(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -6.0f); GL11.glRotatef(rquad, 0.0f, 1.0f, 0.5f); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(vertexSize, 0, vertexData); glColorPointer(colorSize, 0, colorData); glDrawArrays(GL_QUADS, 0, amountOfVertices); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); Display.sync(60); Display.update(); } Display.destroy(); } private void update(){ rquad -= 1.55f; }
} |