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| public class LessonDynamicLight5 {
private static Logger logger = Logger.getLogger(LessonDynamicLight5.class
.getName());
boolean[] keys = new boolean[256];
// private SolidForm form;
Map<String, Mesh> meshs;
private Renderer renderer;
// TextureLoader textureLoader;
// IDs of the textures
int textureId;
int normalMapId;
int lightmap;
int normalCubeMapId;
// la couleur ambiante de l'affichage
Color ambiant;
Light redLight;
Light blueLight;
Light whiteLight;
float angleRotationY = 0;
float cameraHeight = 8;
float whiteAngle = 0;
float whiteHeight = 3;
float whiteDistance = 4;
boolean useWhiteLight = false;
boolean drawLocalSpace = false;
public void init() {
GL2 gl = GLContextManager.getInstance().getOpenGLContext().getGl();
gl.setSwapInterval(1);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// gl.glColor3f(1.0f, 0.0f, 0.0f);
gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST);
gl.glClearDepth(1.0);
// gl.glLineWidth(2);
gl.glEnable(gl.GL_DEPTH_TEST);
gl.glDepthFunc(gl.GL_LEQUAL);
initExtensions();
initTextures();
// initCallback();
generateSphereMap(64);
// form = FormFactory.getSolidForm("scene.obj");
// form.init();
try {
this.meshs = DataAssemblerFactory
.getMeshOBJ("objets/obj/scene.obj");
for (Map.Entry<String, Mesh> entry : meshs.entrySet()) {
Mesh mesh = entry.getValue();
mesh.init();
}
} catch (FichierIntrouvableException e) {
logger.error(e.getMessage(), e);
System.exit(0);
} catch (FileParserFormatNotSupportedException e) {
logger.error(e.getMessage(), e);
System.exit(0);
} catch (Exception e) {
logger.error(e.getMessage(), e);
}
renderer = new DirectRenderer();
// render.init(meshs);
ambiant = new Color(0.1f, 0.1f, 0.1f);
try {
redLight = LightManager.getLightManager().getNewLight();
redLight.setPosition(5, 5, 0);
redLight.setColorAmbient(Color.ROUGE);
redLight.lightOn();
// redLight.setRadius(15);
blueLight = LightManager.getLightManager().getNewLight();
blueLight.setPosition(-5, 5, 0);
blueLight.setColorAmbient(Color.BLEU);
// blueLight.setRadius(20);
whiteLight = LightManager.getLightManager().getNewLight();
whiteLight.setPosition((float) Math.cos(whiteAngle * (3.141 / 180))
* whiteDistance, whiteHeight,
(float) Math.sin(whiteAngle * (3.141 / 180))
* whiteDistance);
whiteLight.setColorAmbient(Color.BLANC);
// whiteLight.setRadius(10);
} catch (MaxNumberOfLightException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void render() {
GL2 gl = GLContextManager.getInstance().getOpenGLContext().getGl();
GLUgl2 glu = GLContextManager.getInstance().getOpenGLContext().getGlu();
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
float posX = (float) (Math.cos(angleRotationY * (3.141 / 180)) * 8);
float posZ = (float) (Math.sin(angleRotationY * (3.141 / 180)) * 8);
glu.gluLookAt(posX, cameraHeight, posZ, 0, 0, 0, 0, 1, 0);
// on configure la premiere unité de texture : elle contient la texture
// de la scene
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glEnable(gl.GL_TEXTURE_2D);
gl.glBindTexture(gl.GL_TEXTURE_2D, textureId);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
// on effectue le rendu de la lumiere ambiante
gl.glColor3f(ambiant.getR(), ambiant.getG(), ambiant.getB());
// on dessine le model de base
for (Map.Entry<String, Mesh> entry : meshs.entrySet()) {
Mesh mesh = entry.getValue();
renderer.init(mesh);
renderer.render();
}
if (drawLocalSpace) {
gl.glDisable(gl.GL_TEXTURE_2D);
for (Map.Entry<String, Mesh> entry : meshs.entrySet()) {
Mesh mesh = entry.getValue();
mesh.drawLocalSpace();
// model->drawLocalSpace();
}
}
// on doit reconfigurer les unité de textures
// la premiere unité contient la cube map de normalisation
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glEnable(gl.GL_TEXTURE_CUBE_MAP);
gl.glBindTexture(gl.GL_TEXTURE_CUBE_MAP, normalCubeMapId);
// on souhaite que la cube map remplace la couleur des vertex
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE);
// la deuxieme unite de texture contient la normal map
gl.glActiveTexture(gl.GL_TEXTURE1);
gl.glEnable(gl.GL_TEXTURE_2D);
gl.glBindTexture(gl.GL_TEXTURE_2D, normalMapId);
// on configure la normal map pour qu'elle effectue la passe de DOT3
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_COMBINE);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_RGB_SCALE, 1);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_COMBINE_RGB, gl.GL_DOT3_RGB);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_SOURCE0_RGB, gl.GL_PREVIOUS);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_SOURCE1_RGB, gl.GL_TEXTURE);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_OPERAND0_RGB, gl.GL_SRC_COLOR);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_OPERAND1_RGB, gl.GL_SRC_COLOR);
// la troisieme contient la texture d'attenuation
gl.glActiveTexture(gl.GL_TEXTURE2);
gl.glEnable(gl.GL_TEXTURE_3D);
gl.glBindTexture(gl.GL_TEXTURE_3D, lightmap);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
// la troisieme contient la texture de diffuse
gl.glActiveTexture(gl.GL_TEXTURE3);
gl.glEnable(gl.GL_TEXTURE_2D);
gl.glBindTexture(gl.GL_TEXTURE_2D, textureId);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
// on doit activer le blending additif pour pouvoir utiliser ce mode
// d'eclairage
gl.glEnable(gl.GL_BLEND);
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE);
gl.glDepthMask(false);
// on ajoute nos lumieres
// addLightCubeMap(redLight);
// addLightCubeMap(blueLight);
// if (useWhiteLight) {
// addLightCubeMap(whiteLight);
// }
for (Map.Entry<String, Mesh> entry : meshs.entrySet()) {
Mesh mesh = entry.getValue();
mesh.addLightCubeMap(redLight);
mesh.addLightCubeMap(blueLight);
if (useWhiteLight) {
mesh.addLightCubeMap(whiteLight);
}
}
// on desactive la quatrieme unité de texture
gl.glActiveTexture(gl.GL_TEXTURE3);
gl.glDisable(gl.GL_TEXTURE_2D);
// on desactive la troisieme unité de texture
gl.glActiveTexture(gl.GL_TEXTURE2);
gl.glDisable(gl.GL_TEXTURE_3D);
// on desactive la seconde unité de texture
gl.glActiveTexture(gl.GL_TEXTURE1);
gl.glDisable(gl.GL_TEXTURE_2D);
// on desactive la premiere unité de texture
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glDisable(gl.GL_TEXTURE_CUBE_MAP);
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glEnable(gl.GL_TEXTURE_3D);
gl.glBindTexture(gl.GL_TEXTURE_3D, lightmap);
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
gl.glBlendFunc(gl.GL_DST_COLOR, gl.GL_ONE);
// model->renderColor(redLight);
// model->renderColor(blueLight);
// if (useWhiteLight) {
// model->renderColor(whiteLight);
// }
for (Map.Entry<String, Mesh> entry : meshs.entrySet()) {
Mesh mesh = entry.getValue();
mesh.renderColor(redLight);
mesh.renderColor(blueLight);
if (useWhiteLight) {
mesh.renderColor(whiteLight);
}
}
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glDisable(gl.GL_TEXTURE_3D);
gl.glDepthMask(true);
gl.glDisable(gl.GL_BLEND);
// on affiche les lumieres
gl.glPointSize(5.0f);
gl.glBegin(gl.GL_POINTS);
gl.glColor3f(redLight.getColorAmbient().getR(), redLight
.getColorAmbient().getG(), redLight.getColorAmbient().getB());
gl.glVertex3f(redLight.getPosition().getX(), redLight.getPosition()
.getY(), redLight.getPosition().getZ());
gl.glColor3f(blueLight.getColorAmbient().getR(), blueLight
.getColorAmbient().getG(), blueLight.getColorAmbient().getB());
gl.glVertex3f(blueLight.getPosition().getX(), blueLight.getPosition()
.getY(), blueLight.getPosition().getZ());
gl.glColor3f(whiteLight.getColorAmbient().getR(), whiteLight
.getColorAmbient().getG(), whiteLight.getColorAmbient().getB());
gl.glVertex3f(whiteLight.getPosition().getX(), whiteLight.getPosition()
.getY(), whiteLight.getPosition().getZ());
gl.glEnd();
gl.glPointSize(1.0f);
// gl.glutSwapBuffers();
gl.glFlush();
}
public boolean[] getKeys() {
return this.keys;
}
public void setKeyValue(int key, boolean value) {
this.keys[key] = value;
}
private void initExtensions() {
GL2 gl = GLContextManager.getInstance().getOpenGLContext().getGl();
if (!gl.isExtensionAvailable("GL_ARB_multitexture")) {
logger.error("votre carte ne suporte pas l'extension GL_ARB_multitexture");
System.exit(0);
}
boolean functionsOK = gl.isFunctionAvailable("glMultiTexCoord2fARB")
&& gl.isFunctionAvailable("glMultiTexCoord3fARB")
&& gl.isFunctionAvailable("glMultiTexCoord4fARB")
&& gl.isFunctionAvailable("glActiveTextureARB")
&& gl.isFunctionAvailable("glClientActiveTextureARB");
if (!functionsOK) {
logger.error("impossible d'initialiser l'entension GL_ARB_multitexture");
System.exit(0);
}
if (!gl.isFunctionAvailable("GL_EXT_texture3D")) {
logger.error("votre carte ne suporte pas l'extension GL_EXT_texture3D");
// System.exit(0);
}
functionsOK = gl.isFunctionAvailable("glTexImage3DEXT")
&& gl.isFunctionAvailable("glTexSubImage3DEXT");
if (!functionsOK) {
logger.error("impossible d'initialiser l'entension GL_EXT_texture3D");
// System.exit(0);
}
if (!gl.isFunctionAvailable("GL_ARB_texture_env_dot3")) {
logger.error("votre carte ne suporte pas l'extension GL_ARB_texture_env_dot3");
// System.exit(0);
}
if (!gl.isFunctionAvailable("GL_ARB_texture_cube_map")) {
logger.error("votre carte ne suporte pas l'extension GL_ARB_texture_cube_map");
// System.exit(0);
}
}
private void initTextures() {
GL2 gl = GLContextManager.getInstance().getOpenGLContext().getGl();
GLUgl2 glu = GLContextManager.getInstance().getOpenGLContext().getGlu();
// textureLoader = new TextureLoader();
// textureLoader.init();
gl.glEnable(gl.GL_TEXTURE_2D);
Texture texture = null;
try {
texture = TextureManager.getInstance().getTexture("nehe/rock.tga",
false);
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
// textureLoader.getTexture(gl, "nehe/rock.tga");
// TGA image;
if (texture == null) {
logger.error("impossible de charger l'image rock.tga");
System.exit(0);
}
textureId = GLTextureManager.generateID();
// gl.glGenTextures (1, textureId);
gl.glBindTexture(gl.GL_TEXTURE_2D, textureId);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_LINEAR_MIPMAP_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT);
if (texture.getBpp() == 24) {
glu.gluBuild2DMipmaps(gl.GL_TEXTURE_2D, 3, texture.getWidth(),
texture.getHeight(), gl.GL_RGB, gl.GL_UNSIGNED_BYTE,
texture.getPixels());
} else {
glu.gluBuild2DMipmaps(gl.GL_TEXTURE_2D, 4, texture.getWidth(),
texture.getHeight(), gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,
texture.getPixels());
}
try {
texture = TextureManager.getInstance().getTexture(
"nehe/normal.tga", false);
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
if (texture == null) {
logger.error("impossible de charger l'image normal.tga");
System.exit(0);
}
normalMapId = GLTextureManager.generateID();
// gl.glGenTextures (1, &normalMapId);
gl.glBindTexture(gl.GL_TEXTURE_2D, normalMapId);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_LINEAR_MIPMAP_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT);
if (texture.getBpp() == 24) {
glu.gluBuild2DMipmaps(gl.GL_TEXTURE_2D, 3, texture.getWidth(),
texture.getHeight(), gl.GL_RGB, gl.GL_UNSIGNED_BYTE,
texture.getPixels());
} else {
glu.gluBuild2DMipmaps(gl.GL_TEXTURE_2D, 4, texture.getWidth(),
texture.getHeight(), gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,
texture.getPixels());
}
gl.glDisable(gl.GL_TEXTURE_2D);
}
private void generateSphereMap(int size) {
GL2 gl = GLContextManager.getInstance().getOpenGLContext().getGl();
gl.glEnable(GL2.GL_TEXTURE_3D);
if (size < 1) {
logger.error("la taille de la texture 3D doit etre superieur à 1\n");
return;
}
float[] datas = new float[size * size * size * 3];
// on remplie avec la couleur noir
for (int i = 0; i < size * size * size * 3; i++) {
datas[i] = 0.0f;
}
float length;
// la demi largeur de la texture3d en texels
float size2 = (float) size / 2.0f;
for (float i = 0; i < size; i++) {
for (float j = 0; j < size; j++) {
for (float k = 0; k < size; k++) {
// la demi-largeur moins la distance du centre au texel
// courant de la texture.
// size2-1 pour éviter l'élairage sur le bord de la texture
// mais centre moins brillant
length = (float) ((size2 - 1) - Math.sqrt((i - size2)
* (i - size2) + (j - size2) * (j - size2)
+ (k - size2) * (k - size2)));
// normalisation dans la plage[0,1] (intensité de la
// lumière)
length /= size2;
// on stocke la couleur avec son intensité dans le texel
datas[(int) i * size * size * 3 + (int) j * size * 3
+ (int) k * 3] = length;
datas[(int) i * size * size * 3 + (int) j * size * 3
+ (int) k * 3 + 1] = length;
datas[(int) i * size * size * 3 + (int) j * size * 3
+ (int) k * 3 + 2] = length;
}
}
}
// glGenTextures(1,&lightmap);
lightmap = GLTextureManager.generateID();
gl.glBindTexture(GL2.GL_TEXTURE_3D, lightmap);
gl.glTexParameteri(gl.GL_TEXTURE_3D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_3D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_3D, gl.GL_TEXTURE_WRAP_S,
gl.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(gl.GL_TEXTURE_3D, gl.GL_TEXTURE_WRAP_T,
gl.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(gl.GL_TEXTURE_3D, gl.GL_TEXTURE_WRAP_R,
gl.GL_CLAMP_TO_EDGE);
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
FloatBuffer dataBuffer = FloatBuffer.wrap(datas);
gl.glTexImage3D(gl.GL_TEXTURE_3D, 0, gl.GL_RGB, size, size, size, 0,
gl.GL_RGB, gl.GL_FLOAT, dataBuffer);
gl.glDisable(gl.GL_TEXTURE_3D);
// delete[] datas;
datas = null;
dataBuffer = null;
}
} |
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