import java.applet.Applet; import java.awt.Graphics; import java.awt.event.ComponentEvent; import java.awt.event.ComponentListener; // must import jgl.GL.... import jgl.GL; import jgl.GLU; import jgl.GLAUX; public class mipmap extends Applet implements ComponentListener { // must use GL to use jGL..... // and use GLU to use the glu functions.... // remember to give GL to initialize GLU // and use GLAUX to use the aux functions..... // remember to give GL to initialize GLAUX GL myGL = new GL (); GLU myGLU = new GLU (myGL); GLAUX myAUX = new GLAUX (myGL); private byte mipmapImage32 [][][] = new byte [32][32][3]; private byte mipmapImage16 [][][] = new byte [16][16][3]; private byte mipmapImage8 [][][] = new byte [8][8][3]; private byte mipmapImage4 [][][] = new byte [4][4][3]; private byte mipmapImage2 [][][] = new byte [2][2][3]; private byte mipmapImage1 [][][] = new byte [1][1][3]; private void loadImage () { int i, j; for (i = 0; i < 32; i++) { for (j = 0; j < 32; j++) { mipmapImage32 [i][j][0] = (byte)255; mipmapImage32 [i][j][1] = (byte)255; mipmapImage32 [i][j][2] = (byte)0; } } for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { mipmapImage16 [i][j][0] = (byte)255; mipmapImage16 [i][j][1] = (byte)0; mipmapImage16 [i][j][2] = (byte)255; } } for (i = 0; i < 8; i++) { for (j = 0; j < 8; j++) { mipmapImage8 [i][j][0] = (byte)255; mipmapImage8 [i][j][1] = (byte)0; mipmapImage8 [i][j][2] = (byte)0; } } for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { mipmapImage4 [i][j][0] = (byte)0; mipmapImage4 [i][j][1] = (byte)255; mipmapImage4 [i][j][2] = (byte)0; } } for (i = 0; i < 2; i++) { for (j = 0; j < 2; j++) { mipmapImage2 [i][j][0] = (byte)0; mipmapImage2 [i][j][1] = (byte)0; mipmapImage2 [i][j][2] = (byte)255; } } mipmapImage1 [0][0][0] = (byte)255; mipmapImage1 [0][0][1] = (byte)255; mipmapImage1 [0][0][2] = (byte)255; } private void myinit () { myGL.glEnable (GL.GL_DEPTH_TEST); myGL.glDepthFunc (GL.GL_LEQUAL); myGL.glShadeModel (GL.GL_FLAT); myGL.glTranslatef (0.0f, 0.0f, -3.6f); loadImage (); myGL.glPixelStorei (GL.GL_UNPACK_ALIGNMENT, 1); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 0, 3, 32, 32, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage32); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 1, 3, 16, 16, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage16); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 2, 3, 8, 8, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage8); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 3, 3, 4, 4, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage4); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 4, 3, 2, 2, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage2); myGL.glTexImage2D (GL.GL_TEXTURE_2D, 5, 3, 1, 1, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, mipmapImage1); myGL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); myGL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); myGL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); myGL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST); myGL.glTexEnvf (GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_DECAL); myGL.glEnable (GL.GL_TEXTURE_2D); } private void display () { myGL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); myGL.glBegin (GL.GL_QUADS); myGL.glTexCoord2f (0.0f, 0.0f); myGL.glVertex3f (-2.0f, -1.0f, 0.0f); myGL.glTexCoord2f (0.0f, 8.0f); myGL.glVertex3f (-2.0f, 1.0f, 0.0f); myGL.glTexCoord2f (8.0f, 8.0f); myGL.glVertex3f (2000.0f, 1.0f, -6000.0f); myGL.glTexCoord2f (8.0f, 0.0f); myGL.glVertex3f (2000.0f, -1.0f, -6000.0f); myGL.glEnd (); myGL.glFlush (); } public void componentMoved (ComponentEvent e) {} public void componentShown (ComponentEvent e) {} public void componentHidden (ComponentEvent e) {} public void componentResized (ComponentEvent e) { // get window width and height by myself myReshape (getSize ().width, getSize ().height); display (); repaint (); } private void myReshape (int w, int h) { myGL.glViewport (0, 0, w, h); myGL.glMatrixMode (GL.GL_PROJECTION); myGL.glLoadIdentity (); myGLU.gluPerspective (60.0, 1.0 * (double)w/(double)h, 1.0, 30000.0); myGL.glMatrixMode (GL.GL_MODELVIEW); myGL.glLoadIdentity (); } public void update (Graphics g) { // skip the clear screen command.... paint (g); } public void paint (Graphics g) { // STRANGE if call display here, it will be never stoped myGL.glXSwapBuffers (g, this); } public void init () { myAUX.auxInitPosition (0, 0, 500, 500); myAUX.auxInitWindow (this); myinit (); // as call auxReshapeFunc() addComponentListener (this); myReshape (getSize ().width, getSize ().height); // call display as call auxMainLoop(display); display (); } }