JOGL入门例子(七)-------基本立体图形

 

运行效果就如上图,,

值得注意的是旋转是基于矩阵的旋转,要选择某个物体的时候千万要用

gl.glPushMatrix();  保存模型矩阵

 gl.glPopMatrix();   释放矩阵

不然就很可能旋转的是整个投影矩阵

说点小插曲,鉴于某楼主在自己发布的源代码包里放美女图片,本人几乎也用同样的方法提高知名度了,呵呵,想把程序背景改为美女三点式泳衣图,,后来想到应该是后面章节的内容,,所以就没加了,,在此抗议一下那位楼主哦~呵呵
 

package com.jogl.learn.primitive;               //要是想使用默认包,请去掉这行

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.media.opengl.*;
import com.sun.opengl.util.Animator;
import com.sun.opengl.util.FPSAnimator;

public class PrimitiveExp extends JFrame {
	GLRender listener=new GLRender();
	static FPSAnimator animator=null;
	public PrimitiveExp() throws HeadlessException {
		super("JOGL立体图形");
		setSize(600,480);
		setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		GLCapabilities glcaps=new GLCapabilities();
		GLCanvas canvas=new GLCanvas(glcaps);
		canvas.addGLEventListener(listener);
		//canvas.addMouseListener(listener);
		getContentPane().add(canvas, BorderLayout.CENTER);
		animator=new FPSAnimator(canvas,60,true);
		centerWindow(this);		
	}	
	private void centerWindow(Component frame) { // 居中窗体
		Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
		Dimension frameSize = frame.getSize();
		if (frameSize.width > screenSize.width)
			frameSize.width = screenSize.width;
		if (frameSize.height > screenSize.height)
			frameSize.height = screenSize.height;
		frame.setLocation((screenSize.width - frameSize.width) >> 1,
				(screenSize.height - frameSize.height) >> 1);

	}
	
	public static void main(String[] args) {
		final PrimitiveExp app = new PrimitiveExp();
		// 显示窗体
		SwingUtilities.invokeLater(new Runnable() {
			public void run() {
				app.setVisible(true);
			}
		});
		// 动画线程开始
		SwingUtilities.invokeLater(new Runnable() {
			public void run() {
				animator.start();
			}
		});
	}
}

 
 

package com.jogl.learn.primitive;

import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

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

import com.sun.opengl.util.GLUT;

public class GLRender implements GLEventListener,KeyListener {
	

	private float r;
	Bsipic m_bsipic;
         

	public void display(GLAutoDrawable drawable) {
		// TODO Auto-generated method stub
		GL gl=drawable.getGL();
		gl.glClearColor(0.0f, 0.0f, 0.6f, 1.0f);			 // 设置刷新背景色
		gl.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT);// 刷新背景
		gl.glLoadIdentity();	
		play(drawable);
               
		gl.glFlush();										 // 更新窗口
										 // 切换缓冲区
		r+=1;if(r>360) r=0;// 重置当前的模型观察矩阵
		
	}

	private void play(GLAutoDrawable drawable) {
		// TODO Auto-generated method stub
		GL gl=drawable.getGL();
		GLUT glut=new GLUT();
		gl.glPushMatrix(); 
		gl.glPointSize(4);										//点的大小
		gl.glTranslatef (-5.0f, 4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f);	//整体旋转
		gl.glColor3f(1.0f, 0.0f, 0.0f);
		m_bsipic.point();		//画点
		gl.glPopMatrix();
		gl.glPushMatrix(); 
		gl.glTranslatef ( 0.0f, 4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(0.0f, 1.0f, 0.0f);
		m_bsipic.line();		//画线
		gl.glPopMatrix();
		gl.glPushMatrix();
		gl.glTranslatef ( 5.0f, 4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(0.0f, 0.0f, 1.0f);
		m_bsipic.Triangle();	//画面
		gl.glPopMatrix();
		gl.glPushMatrix();
		gl.glTranslatef (-5.0f, 0.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(1.0f, 1.0f, 0.0f);
		m_bsipic.square();		//画正方面
		gl.glPopMatrix();
		gl.glPushMatrix();
		gl.glTranslatef ( 0.0f, 0.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(0.0f, 1.0f, 1.0f);
		m_bsipic.esquare();		//画正方体
		gl.glPopMatrix();
		gl.glPushMatrix(); 
		gl.glTranslatef ( 5.0f, 0.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(1.0f, 0.0f, 1.0f);
		m_bsipic.park();		//画园
		gl.glPopMatrix();
		gl.glPushMatrix(); 
		gl.glTranslatef (-5.0f,-4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(1.0f, 1.0f, 1.0f);
		m_bsipic.pillar();		//园柱
		gl.glPopMatrix();
		gl.glPushMatrix(); 
		gl.glTranslatef ( 0.0f, -4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(0.7f, 0.7f, 0.7f);
		glut.glutSolidCone(1.5, 3, 3, 20);
		gl.glPopMatrix();
		gl.glPushMatrix(); 
		gl.glTranslatef ( 5.0f,-4.0f,-13.0f);
		gl.glRotatef(r,1.0f,1.0f,1.0f); //整体旋转
		gl.glColor3f(0.4f, 0.4f, 0.4f);
	                glut.glutWireTeapot(1);
		gl.glPopMatrix();
		
		
	}

	public void displayChanged(GLAutoDrawable drawable, boolean arg1, boolean arg2) {
		// TODO Auto-generated method stub
		
		
		
	}

	public void init(GLAutoDrawable drawable) {
		// TODO Auto-generated method stub
		
		GL gl=drawable.getGL();
		m_bsipic=new Bsipic(gl);
		GLU glu=new GLU();
              
		gl.glViewport(0,0,600,480);			// 设置OpenGL视口大小。	
		gl.glMatrixMode(GL.GL_PROJECTION);			// 设置当前矩阵为投影矩阵。
		gl.glLoadIdentity();						// 重置当前指定的矩阵为单位矩阵
		glu.gluPerspective							// 设置透视图
			( 54.0f,							// 透视角设置为 45 度
			  (float)600/(float)480,	// 窗口的宽与高比
			  0.1f,								// 视野透视深度:近点1.0f
			  3000.0f							// 视野透视深度:始点0.1f远点1000.0f
			);
		// 这和照象机很类似,第一个参数设置镜头广角度,第二个参数是长宽比,后面是远近剪切。
		gl.glMatrixMode(GL.GL_MODELVIEW);				// 设置当前矩阵为模型视图矩阵
		gl.glLoadIdentity();
                
		
	}

	public void reshape(GLAutoDrawable drawable, int x, int y, int w,
			int h) {
		// TODO Auto-generated method stub
		
	}

	public void keyPressed(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}

	public void keyReleased(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}

	public void keyTyped(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}

}

 

package com.jogl.learn.primitive;

import javax.media.opengl.GL;



//**主图形画图类*/
public class Bsipic {
	GL gl;

	public Bsipic(GL gl) {
		this.gl = gl;

	}

    //**画点*/
	public void point() {
		gl.glBegin(GL.GL_POINTS);// 单个顶点
		gl.glVertex3f(0.0f, 1.0f, -1.0f);// a点
		gl.glVertex3f(-1.0f, -1.0f, 0.0f);// b点
		gl.glVertex3f(1.0f, -1.0f, 0.0f);// c点
		gl.glEnd();
	}

	public void line() {
		gl.glBegin(GL.GL_LINE_LOOP); // 闭合折线
		gl.glVertex3f(0.0f, 1.0f, -1.0f);// a点
		gl.glVertex3f(-1.0f, -1.0f, 0.0f);// b点
		gl.glVertex3f(1.0f, -1.0f, 0.0f);// c点
		gl.glEnd();
	}

	public void Triangle() {
		gl.glBegin(GL.GL_POLYGON);// 填充凸多边形
		gl.glVertex3f(0.0f, 1.0f, -1.0f);// a点
		gl.glVertex3f(-1.0f, -1.0f, 0.0f);// b点
		gl.glVertex3f(1.0f, -1.0f, 0.0f);// c点
		gl.glEnd();
	}

	public void square() {
		gl.glBegin(GL.GL_POLYGON);// 填充凸多边形
		gl.glVertex3f(0.0f, 0.0f, 0.0f);// a点
		gl.glVertex3f(1.0f, 0.0f, 0.0f);// b点
		gl.glVertex3f(1.0f, 0.0f, -1.0f);// c点
		gl.glVertex3f(0.0f, 0.0f, -1.0f);// d点
		gl.glEnd();
	}

	public void esquare() {
		gl.glBegin(GL.GL_QUAD_STRIP);// 填充凸多边形
		gl.glVertex3f(0.0f, 0.0f, 0.0f);// a0点
		gl.glVertex3f(0.0f, 1.0f, 0.0f);// a1点
		gl.glVertex3f(1.0f, 0.0f, 0.0f);// b0点
		gl.glVertex3f(1.0f, 1.0f, 0.0f);// b1点
		gl.glVertex3f(1.0f, 0.0f, -1.0f);// c0点
		gl.glVertex3f(1.0f, 1.0f, -1.0f);// c1点
		gl.glVertex3f(0.0f, 0.0f, -1.0f);// d0点
		gl.glVertex3f(0.0f, 1.0f, -1.0f);// d1点
		gl.glVertex3f(0.0f, 0.0f, 0.0f);// a0点
		gl.glVertex3f(0.0f, 1.0f, 0.0f);// a1点
		gl.glEnd();
		// 现在这个正方体还缺上下两个面。应该补上。
		gl.glBegin(GL.GL_POLYGON);// 填充凸多边形
		gl.glVertex3f(0.0f, 0.0f, 0.0f);// a0点
		gl.glVertex3f(1.0f, 0.0f, 0.0f);// b0点
		gl.glVertex3f(1.0f, 0.0f, -1.0f);// c0点
		gl.glVertex3f(0.0f, 0.0f, -1.0f);// d0点
		gl.glVertex3f(0.0f, 1.0f, 0.0f);// a1点
		gl.glVertex3f(1.0f, 1.0f, 0.0f);// b1点
		gl.glVertex3f(1.0f, 1.0f, -1.0f);// c1点
		gl.glVertex3f(0.0f, 1.0f, -1.0f);// d1点
		gl.glEnd();
	}

	public void park() {
		gl.glBegin(GL.GL_TRIANGLE_FAN);// 扇形连续填充三角形串
		gl.glVertex3f(0, 0, 0.0f);
		for (int i = 0; i <= 390; i += 30) {
			float p = (float) (i * 3.14 / 180);
			gl.glVertex3f((float) Math.sin(p), (float) Math.cos(p), 0.0f);// 园轨迹
		}
		gl.glEnd();
	}

	public void pillar() {
		gl.glBegin(GL.GL_QUAD_STRIP);// 连续填充四边形串
		for (int i = 0; i <= 390; i += 30) {
			float p = (float) (i * 3.14 / 180);
			gl.glVertex3f((float) Math.sin(p) / 2, (float) Math.cos(p) / 2, 1.0f);// 前园
			gl.glVertex3f((float) Math.sin(p) / 2, (float) Math.cos(p) / 2, 0.0f);// 后园
		}
		gl.glEnd();

	}

}

 

你可能感兴趣的:(JOGL入门)