Ejemplo n.º 1
0
  // display callback function
  public void display(final GLAutoDrawable drawable) {

    final GL gl = drawable.getGL();

    // The usual OpenGL stuff to clear the screen and set up viewing.
    gl.glClearColor(.25f, .25f, .25f, 1.0f);
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glLoadIdentity();
    glu.gluPerspective(30.0f, 1.0f, .1f, 100);

    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glLoadIdentity();
    glu.gluLookAt(4, 4, -4, 0, 0, 0, 0, 1, 0);

    // Make the object rotate a bit each time the display function
    // is called
    gl.glRotatef(curTime, 0, 1, 0);

    // Now make sure that the vertex and fragment programs, loaded
    // in LoadCgPrograms() are bound.
    CgGL.cgGLBindProgram(vertexProgram);
    CgGL.cgGLBindProgram(fragmentProgram);

    // Bind uniform parameters to vertex shader
    CgGL.cgGLSetStateMatrixParameter(
        CgGL.cgGetNamedParameter(vertexProgram, "ModelViewProj"),
        CgGL.CG_GL_MODELVIEW_PROJECTION_MATRIX,
        CgGL.CG_GL_MATRIX_IDENTITY);
    CgGL.cgGLSetStateMatrixParameter(
        CgGL.cgGetNamedParameter(vertexProgram, "ModelView"),
        CgGL.CG_GL_MODELVIEW_MATRIX,
        CgGL.CG_GL_MATRIX_IDENTITY);
    CgGL.cgGLSetStateMatrixParameter(
        CgGL.cgGetNamedParameter(vertexProgram, "ModelViewIT"),
        CgGL.CG_GL_MODELVIEW_MATRIX,
        CgGL.CG_GL_MATRIX_INVERSE_TRANSPOSE);

    // We can also go ahead and bind varying parameters to vertex shader
    // that we just want to have the same value for all vertices. The
    // vertex shader could be modified so that these were uniform for
    // better efficiency, but this gives us flexibility for the future.
    final float Kd[] = {.7f, .2f, .2f}, Ks[] = {.9f, .9f, .9f};
    CgGL.cgGLSetParameter3fv(CgGL.cgGetNamedParameter(vertexProgram, "diffuse"), Kd, 0);
    CgGL.cgGLSetParameter3fv(CgGL.cgGetNamedParameter(vertexProgram, "specular"), Ks, 0);

    // Now bind uniform parameters to fragment shader
    final float lightPos[] = {3, 2, -3};
    CgGL.cgGLSetParameter3fv(CgGL.cgGetNamedParameter(fragmentProgram, "Plight"), lightPos, 0);
    final float lightColor[] = {1, 1, 1};
    CgGL.cgGLSetParameter3fv(
        CgGL.cgGetNamedParameter(fragmentProgram, "lightColor"), lightColor, 0);
    CgGL.cgGLSetParameter1f(CgGL.cgGetNamedParameter(fragmentProgram, "shininess"), 40);

    // And finally, enable the approprate texture for fragment shader; the
    // texture was originally set up in LoadTextures().
    CgGL.cgGLEnableTextureParameter(CgGL.cgGetNamedParameter(fragmentProgram, "diffuseMap"));
    // And go ahead and draw the scene geometry
    DrawGeometry(gl);

    // Disable the texture now that we're done with it.
    CgGL.cgGLDisableTextureParameter(CgGL.cgGetNamedParameter(fragmentProgram, "diffuseMap"));

    ++curTime;
  }