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package com.gaanza.engine.test2;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
/**
*
* @author Java Guy
*/
public class EngineTest {
private static boolean gameRunning=true;
private static int targetWidth = 800;
private static int targetHeight = 600;
private float xrot=0.1f;
private float yrot=0.1f;
private float zrot=0.1f;
/** The texture that’s been loaded */
private Texture texture;
public static void main(String[] args){
EngineTest app=new EngineTest();
initDisplay(false);
initGL();
app.init();
app.run();
}
private static void initDisplay(boolean fullscreen){
DisplayMode chosenMode = null;
try {
DisplayMode[] modes = Display.getAvailableDisplayModes();
for (int i=0;i<modes.length;i++) {
if ((modes[i].getWidth() == targetWidth) && (modes[i].getHeight() == targetHeight)) {
chosenMode = modes[i];
break;
}
}
} catch (LWJGLException e) {
Sys.alert(“Error”, “Unable to determine display modes.”);
System.exit(0);
}
// at this point if we have no mode there was no appropriate, let the user know
// and give up
if (chosenMode == null) {
Sys.alert(“Error”, “Unable to find appropriate display mode.”);
System.exit(0);
}
try {
Display.setDisplayMode(chosenMode);
Display.setFullscreen(fullscreen);
Display.setTitle(“LWJGL window”);
Display.create();
}
catch (LWJGLException e) {
Sys.alert(“Error”,“Unable to create display.”);
System.exit(0);
}
}
private static boolean initGL(){
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
// Calculate the aspect ratio of the window
GLU.gluPerspective(45.0f,((float)targetWidth)/((float)targetHeight),0.1f,100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0f);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
return true;
}
private void init(){
try {
texture = TextureLoader.getTexture(“PNG”, new FileInputStream(“Data/grass.png”));
} catch (IOException ex) {
Logger.getLogger(EngineTest.class.getName()).log(Level.SEVERE, null, ex);
}
}
private void run(){
while(gameRunning){
update();
render();
Display.update();
// finally check if the user has requested that the display be
// shutdown
if (Display.isCloseRequested()) {
gameRunning = false;
Display.destroy();
System.exit(0);
}
}
}
private void update(){
xrot+=0.1f;
yrot+=0.1f;
zrot+=0.1f;
}
private void render(){
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
GL11.glLoadIdentity();
GL11.glTranslatef(0.0f,0.0f,-5.0f); // Move Into The Screen 5 Units
GL11.glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
GL11.glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
GL11.glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
texture.bind(); // or GL11.glBind(texture.getTextureID());
GL11.glBegin(GL11.GL_QUADS);
// Front Face
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
// Back Face
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
// Top Face
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
// Bottom Face
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
// Right face
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
// Left Face
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
GL11.glEnd();
}
}