📅  最后修改于: 2023-12-03 15:32:07.414000             🧑  作者: Mango
JOGL(Java Binding for the OpenGL)是Java平台上对OpenGL的绑定库。JOGL允许Java程序在跨平台开发过程中调用OpenGL标准,从而可以获得高质量的3D图形渲染效果。
本篇文章将介绍使用JOGL绘制3D桨轮的基本步骤,以及如何在Java中实现旋转、平移和缩放等操作。
在开始之前,需要确保Java已安装并配置了JOGL库。可以通过以下代码片段,检查是否已经配置:
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.swing.JFrame;
public class JOGLTest {
public static void main(String[] args) {
GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities capabilities = new GLCapabilities(profile);
GLCanvas canvas = new GLCanvas(capabilities);
JFrame frame = new JFrame("JOGL Test");
frame.setSize(400, 400);
frame.getContentPane().add(canvas);
frame.setVisible(true);
}
}
运行以上代码,如果出现OpenGL窗口,则表明JOGL配置成功。
以下代码片段将展示如何使用JOGL绘制3D桨轮:
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.swing.JFrame;
public class JOGLWheel implements GLEventListener {
private GLCanvas canvas;
private double rotateX = 0;
private double rotateY = 0;
private double rotateZ = 0;
public JOGLWheel(GLCanvas canvas) {
this.canvas = canvas;
canvas.addGLEventListener(this);
}
@Override
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
}
@Override
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -10f);
gl.glRotatef((float)rotateX, 1, 0, 0);
gl.glRotatef((float)rotateY, 0, 1, 0);
gl.glRotatef((float)rotateZ, 0, 0, 1);
drawWheel(gl);
rotateX += 1.5;
rotateY += 1.5;
rotateZ += 1.5;
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
float aspect = (float)width / (float)height;
float fovy = 60.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float top = (float)Math.tan(Math.toRadians(fovy * 0.5)) * zNear;
float bottom = -top;
float left = aspect * bottom;
float right = aspect * top;
gl.glFrustum(left, right, bottom, top, zNear, zFar);
}
private void drawWheel(GL gl) {
int spokes = 8;
float outerRadius = 2f;
float innerRadius = 1.5f;
float thickness = 0.5f;
float spokeWidth = thickness * 0.2f;
float spokeInnerRadius = innerRadius - thickness * 0.5f;
float spokeOuterRadius = outerRadius + thickness * 0.5f;
for (int i = 0; i < spokes; i++) {
float angle = i * 360f / spokes;
float x1 = outerRadius * (float)Math.cos(Math.toRadians(angle));
float y1 = outerRadius * (float)Math.sin(Math.toRadians(angle));
float x2 = innerRadius * (float)Math.cos(Math.toRadians(angle));
float y2 = innerRadius * (float)Math.sin(Math.toRadians(angle));
float x3 = innerRadius * (float)Math.cos(Math.toRadians(angle + spokeWidth));
float y3 = innerRadius * (float)Math.sin(Math.toRadians(angle + spokeWidth));
float x4 = outerRadius * (float)Math.cos(Math.toRadians(angle + spokeWidth));
float y4 = outerRadius * (float)Math.sin(Math.toRadians(angle + spokeWidth));
gl.glBegin(GL.GL_QUAD_STRIP);
gl.glColor3f(0.0f, 0.0f, 0.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float cx = x2 + (x1 - x2) * s;
float cy = y2 + (y1 - y2) * s;
float ix = x3 + (x2 - x3) * s;
float iy = y3 + (y2 - y3) * s;
float ox = x4 + (x1 - x4) * s;
float oy = y4 + (y1 - y4) * s;
gl.glVertex3f(cx, cy, 0);
gl.glVertex3f(ox, oy, 0);
gl.glVertex3f(ix, iy, -thickness);
gl.glVertex3f(ix, iy, -thickness);
}
gl.glEnd();
gl.glBegin(GL.GL_TRIANGLE_FAN);
gl.glColor3f(1.0f, 1.0f, 1.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float ix = x3 + (x2 - x3) * s;
float iy = y3 + (y2 - y3) * s;
gl.glVertex3f(ix, iy, -thickness);
}
gl.glEnd();
gl.glBegin(GL.GL_QUAD_STRIP);
gl.glColor3f(0.0f, 0.0f, 0.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float cx = x2 + (x1 - x2) * s;
float cy = y2 + (y1 - y2) * s;
float ix = x3 + (x4 - x3) * s;
float iy = y3 + (y4 - y3) * s;
float ox = x1 + (x4 - x1) * s;
float oy = y1 + (y4 - y1) * s;
gl.glVertex3f(cx, cy, -thickness);
gl.glVertex3f(ox, oy, -thickness);
gl.glVertex3f(ix, iy, -thickness*2);
gl.glVertex3f(ix, iy, -thickness*2);
}
gl.glEnd();
gl.glBegin(GL.GL_TRIANGLE_FAN);
gl.glColor3f(1.0f, 1.0f, 1.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float ix = x3 + (x4 - x3) * s;
float iy = y3 + (y4 - y3) * s;
gl.glVertex3f(ix, iy, -thickness*2);
}
gl.glEnd();
gl.glBegin(GL.GL_QUAD_STRIP);
gl.glColor3f(0.0f, 0.0f, 0.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float cx = x2 + (x1 - x2) * s;
float cy = y2 + (y1 - y2) * s;
float ix = x3 + (x2 - x3) * s;
float iy = y3 + (y2 - y3) * s;
float ox = x4 + (x1 - x4) * s;
float oy = y4 + (y1 - y4) * s;
gl.glVertex3f(cx, cy, -thickness*2);
gl.glVertex3f(ox, oy, -thickness*2);
gl.glVertex3f(ix, iy, -thickness*3);
gl.glVertex3f(ix, iy, -thickness*3);
}
gl.glEnd();
gl.glBegin(GL.GL_TRIANGLE_FAN);
gl.glColor3f(1.0f, 1.0f, 1.0f);
for (int j = 0; j <= 10; j++) {
float s = j / 10f;
float ix = x3 + (x2 - x3) * s;
float iy = y3 + (y2 - y3) * s;
gl.glVertex3f(ix, iy, -thickness*3);
}
gl.glEnd();
}
}
}
以上代码定义了一个JOGLWheel
类,实现了GLEventListener
接口。在display
函数中,使用OpenGL绘制了一个3D桨轮。在reshape
函数中,计算了视角矩阵。
在main
函数中,通过以下代码,启动绘制:
public class JOGLTest {
public static void main(String[] args) {
GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities capabilities = new GLCapabilities(profile);
GLCanvas canvas = new GLCanvas(capabilities);
JFrame frame = new JFrame("JOGL Test");
frame.setSize(400, 400);
frame.getContentPane().add(canvas);
frame.setVisible(true);
JOGLWheel wheel = new JOGLWheel(canvas);
FPSAnimator animator = new FPSAnimator(canvas, 60, true);
animator.start();
}
}
要在Java中实现3D桨轮的旋转、平移和缩放等操作,可以通过修改display
函数中的代码实现。例如,要实现使桨轮旋转,可以将以下代码添加到display
函数中:
gl.glRotatef(rotateX, 1, 0, 0);
gl.glRotatef(rotateY, 0, 1, 0);
gl.glRotatef(rotateZ, 0, 0, 1);
rotateX += 1.5;
rotateY += 1.5;
rotateZ += 1.5;
这里,rotateX
、rotateY
和rotateZ
依次表示绕X、Y和Z轴旋转的角度,每次增加1.5度。
类似地,要实现平移和缩放,可以使用glTranslatef
和glScalef
函数,例如:
gl.glTranslatef(0, 0, -10f);
gl.glScalef(0.5f, 0.5f, 0.5f);
这里,将桨轮沿Z轴平移10个单位,并将桨轮缩小到原来的1/2。
本文介绍了使用JOGL绘制3D桨轮的基本步骤,以及如何在Java中实现旋转、平移和缩放等操作。除了本文中展示的代码,JOGL还提供了许多其他的OpenGL函数和工具,开发者可以根据自己的需求进行扩展和优化。