M3GTexturing.java
资源名称:J2ME&Game.rar [点击查看]
上传用户:gyyuli
上传日期:2013-07-09
资源大小:3050k
文件大小:10k
源码类别:
J2ME
开发平台:
Java
- import javax.microedition.midlet.*;
- import javax.microedition.lcdui.*;
- import javax.microedition.m3g.*;
- import javax.microedition.lcdui.game.*;
- public class M3GTexturing extends MIDlet {
- private Display d;
- private M3GTexCanvas texCanvas;
- public M3GTexturing(){
- texCanvas = new M3GTexCanvas(this);
- d = Display.getDisplay(this);
- d.setCurrent(texCanvas);
- }
- public void startApp() {
- }
- public void pauseApp() {
- }
- public void destroyApp(boolean unconditional) {
- }
- }
- class M3GTexCanvas extends GameCanvas implements Runnable{
- private MIDlet midlet;
- private Graphics3D g3d; // Graphics object used to render the world.
- private World world; // This world contains the two meshes to be rendered..
- private Camera camera; // the camera in the scene
- private Mesh pyramidMesh; // the pyramid in the scene
- private Texture2D brickTexture = null; // reference to the first texture on the pyramid.
- private Texture2D multiTexture = null; // reference to the second texture on the pyramid.
- private Texture2D infoTexture = null; // reference to the text texture.
- private Appearance meshAppearance; //
- private Image SwitchImage = null;
- private int INDEX = 0;
- public M3GTexCanvas(MIDlet m){
- super(false);
- midlet = m;
- load2dImages();
- setFullScreenMode(true);
- brickTexture = createBrickTexture("/texture.png"); // create the 1st pyramid texture.
- multiTexture = createTexture("/texture2.png"); // create the 2nd pyramid texture.
- g3d = Graphics3D.getInstance();
- world = new World();
- camera = new Camera();
- world.addChild(camera); // add the camera to the world.
- float w = getWidth();
- float h = getHeight();
- // Constructs a perspective projection matrix and sets that as the current projection matrix.
- camera.setPerspective(60.0f, w / h, 0.1f, 50f);
- pyramidMesh = createpyramid(); // create our pyramid.
- pyramidMesh.setTranslation(0.0f, 0.0f, -3.0f); // move the pyramid 3 units into the screen.
- meshAppearance = pyramidMesh.getAppearance(0);
- world.addChild(pyramidMesh); // add the pyramid to the world
- world.setActiveCamera(camera);
- Thread t = new Thread(this);
- t.start();
- }
- private void load2dImages(){
- try{
- SwitchImage = Image.createImage("/switch.png");
- }catch(Exception e){
- System.out.println("Failed to load 2D images");
- }
- }
- public void draw3D(Graphics g){
- try{
- g3d.bindTarget(g); // Binds the given Graphics or mutable Image2D as the rendering target of this Graphics3D
- g3d.render(world); // Render the world
- }finally{
- g3d.releaseTarget();
- }
- }
- private void draw2D(Graphics g){
- g.drawImage(SwitchImage, getWidth(), getHeight(), Graphics.BOTTOM | Graphics.RIGHT);
- }
- protected void keyPressed(int key){
- switch(key){
- case -6:
- midlet.notifyDestroyed();
- break;
- case -7:
- INDEX = INDEX==2?0:INDEX+1;
- break;
- }
- }
- public void run() {
- Graphics g = getGraphics();
- while(true){
- // rotate the pyramid 3 degrees around the Y-axis.
- pyramidMesh.postRotate(3.0f, 0.0f, 1.0f, 0.0f);
- switch(INDEX){
- case 0:
- meshAppearance.setTexture(0, null); // remove the second texture.
- meshAppearance.setTexture(1, null); // remove the second texture.
- break;
- case 1:
- meshAppearance.setTexture(0, brickTexture); // remove the second texture.
- break;
- case 2:
- meshAppearance.setTexture(1, multiTexture); // add the second texture
- break;
- }
- draw3D(g);
- draw2D(g);
- flushGraphics();
- }
- }
- /*
- * Create Clamped texture with modulate blending, this is used for the second pyramid texture.
- */
- private Texture2D createTexture(String path){
- Texture2D texture = null;
- try{
- Image texImg = Image.createImage(path); // Load the image
- texture = new Texture2D(new Image2D(Image2D.RGB, texImg)); // create the texture from the image
- texture.setWrapping(Texture2D.WRAP_CLAMP, Texture2D.WRAP_CLAMP); // don't repeat the texture.
- texture.setBlending(Texture2D.FUNC_MODULATE);
- texture.setFiltering(Texture2D.FILTER_LINEAR, Texture2D.FILTER_LINEAR);
- }catch(Exception e){
- System.out.println("Failed to create texture");
- }
- return texture;
- }
- private Texture2D createBrickTexture(String path){
- Texture2D texture = null;
- try{
- Image texImg = Image.createImage(path); // load the image
- texture = new Texture2D(new Image2D(Image2D.RGB, texImg)); // create texture from loaded image.
- texture.setWrapping(Texture2D.WRAP_REPEAT, Texture2D.WRAP_REPEAT); // repeat texture on surface
- texture.setBlending(Texture2D.FUNC_DECAL); // Blend mode to use.
- texture.setFiltering(Texture2D.FILTER_BASE_LEVEL, Texture2D.FILTER_NEAREST); // Use nearest for performance, linear for quality
- }catch(Exception e){
- System.out.println("Failed to create texture");
- }
- return texture;
- }
- /*
- * Create a pyramid
- */
- private Mesh createpyramid(){
- // The vertices used by the pyramid. x, y, z
- short []POINTS = new short[] {-1, -1, 1, 1, -1, 1, 0, 1, 0, // front
- 1, -1, 1, 1, -1, -1, 0, 1, 0, // right
- 1, -1, -1, -1, -1, -1, 0, 1, 0, // back
- -1, -1, -1, -1, -1, 1, 0, 1, 0, // left
- -1, -1, 1, 1, -1, 1, 1, -1, -1, // bottom right
- -1, -1, 1, 1, -1, -1, -1, -1, -1}; // bottom left
- // The texture coordinates is scaled down to 0-1 values in the setTextCoords method
- short []TEXTURES = new short[] {0, 255, 255, 255, 127, 0,
- 0, 255, 255, 255, 127, 0,
- 0, 255, 255, 255, 127, 0,
- 0, 255, 255, 255, 127, 0,
- 0, 0, 255, 0, 255, 255,
- 0, 0, 255, 255, 0, 255};
- // The points sequence.
- int []INDICES = new int[] {0, 1, 2, // front
- 3, 4, 5, // right
- 6, 7, 8, // back
- 9, 10, 11, // left
- 12, 13, 14, // bottomright
- 15, 16, 17}; // bottomleft
- // The length of each sequence in the indices array.
- int []LENGTH = new int[] {3, 3, 3, 3, 3, 3}; // the pyramid is built by six triangles
- VertexArray POSITION_ARRAY, TEXTURE_ARRAY;
- IndexBuffer INDEX_BUFFER;
- // Create a VertexArray to be used by the VertexBuffer
- POSITION_ARRAY = new VertexArray(POINTS.length / 3, 3, 2);
- POSITION_ARRAY.set(0, POINTS.length / 3, POINTS);
- TEXTURE_ARRAY = new VertexArray(TEXTURES.length / 2, 2, 2);
- TEXTURE_ARRAY.set(0, TEXTURES.length / 2, TEXTURES);
- INDEX_BUFFER = new TriangleStripArray(INDICES, LENGTH);
- // VertexBuffer holds references to VertexArrays that contain the positions, colors, normals,
- // and texture coordinates for a set of vertices
- VertexBuffer vertexBuffer = new VertexBuffer();
- vertexBuffer.setPositions(POSITION_ARRAY, 1.0f, null);
- vertexBuffer.setTexCoords(0, TEXTURE_ARRAY, (1.0f/255.0f), null);
- vertexBuffer.setTexCoords(1, TEXTURE_ARRAY, (1.0f/255.0f), null);
- // Create the 3D object defined as a polygonal surface
- Mesh mesh = new Mesh(vertexBuffer, INDEX_BUFFER, null);
- Appearance appearance = new Appearance(); // A set of component objects that define the rendering attributes of a Mesh
- PolygonMode polygonMode = new PolygonMode(); // An Appearance component encapsulating polygon-level attributes
- polygonMode.setPerspectiveCorrectionEnable(true);
- polygonMode.setCulling(PolygonMode.CULL_BACK); // Use CULL_BACK for performace.
- appearance.setPolygonMode(polygonMode);
- mesh.setAppearance(0, appearance); // Set the appearance to the 3D object
- return mesh;
- }
- }