Latihan Tugas Modul TIK SMK REKAYASA PERANGKAT LUNAK kelompok kompetensi G

97 import org.lwjgl.util.glu.GLU; public class TeksturGedung extends CGApplication { public static final int DISPLAY_HEIGHT = 480; public static final int DISPLAY_WIDTH = 640; private final int[] m_texID = new int[14]; public final static int NO_WRAP = -1; private Texture m_texture; public static void mainString[] args { TODO code application logic here TeksturGedung main = new TeksturGedung; main.start800,600,false,false,true,Tekstur Gedung; } public void render { glViewport0, 0, width, height; glMatrixModeGL_PROJECTION; glLoadIdentity; gluPerspective45.0f,widthheight, 1.0f, 700.0f; glMatrixModeGL_MODELVIEW; glLoadIdentity; glClearGL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; glClearColor0.0f, 0.0f, 0.0f, 0.0f; glEnableGL_DEPTH_TEST; glEnableGL_ALPHA_TEST; glAlphaFuncGL_GREATER, 0.1f; glEnableGL_BLEND; glBlendFuncGL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA; glEnableGL_TEXTURE_2D; glPushMatrix; glTranslatef-50, 0, 25; for int row = 0; row 2; row++ { glPushMatrix; for int col = 0; col 6; col++ { drawBuilding4, 6, 10; glTranslatef6, 0, 0; drawBuilding4, 12, 11; glTranslatef6, 0, 0; drawBuilding4, 10, 10; glTranslatef4, 0, 0; } glPopMatrix; glTranslatef0, 0, 12; } glPopMatrix; glPushMatrix; glTranslatef-50, 0, -50; for int row = 0; row 2; row++ { glPushMatrix; for int col = 0; col 6; col++ { drawBuilding4, 6, 10; glTranslatef6, 0, 0; drawBuilding4, 12, 11; glTranslatef6, 0, 0; 98 drawBuilding4, 10, 10; glTranslatef4, 0, 0; } glPopMatrix; glTranslatef0, 0, 12; } glDisableGL_DEPTH_TEST; glDisableGL_ALPHA_TEST; glDisableGL_TEXTURE_2D; glDisableGL_BLEND; } private void update { } public void destroy { Mouse.destroy; Keyboard.destroy; Display.destroy; } public void deinit { } public void init { IntBuffer textureIDBuffer = BufferUtils.createIntBuffer14; glGenTexturestextureIDBuffer; m_texID[0] = textureIDBuffer.get0; m_texID[1] = textureIDBuffer.get1; m_texID[2] = textureIDBuffer.get2; m_texID[3] = textureIDBuffer.get3; m_texID[4] = textureIDBuffer.get4; m_texID[5] = textureIDBuffer.get5; m_texID[6] = textureIDBuffer.get6; m_texID[7] = textureIDBuffer.get7; m_texID[8] = textureIDBuffer.get8; m_texID[9] = textureIDBuffer.get9; m_texID[10] = textureIDBuffer.get10; m_texID[11] = textureIDBuffer.get11; m_texID[12] = textureIDBuffer.get12; m_texID[12] = textureIDBuffer.get12; loadTexturem_texID[10], picgedungA.png, false, GL_LINEAR, NO_WRAP; loadTexturem_texID[11], picgedungB.png, false, GL_LINEAR, NO_WRAP; } private void drawBuildingfloat width, float height, int texID { width = width 2; glBindTextureGL_TEXTURE_2D, m_texID[texID]; glBeginGL_QUADS; front side glTexCoord2d0, 0; glVertex3f-width, 0, width; glTexCoord2d1, 0; glVertex3fwidth, 0, width; glTexCoord2d1, 1; glVertex3fwidth, height, width;