Esempio n. 1
0
  public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    //
    gl.glClear(GL.GL_COLOR_BUFFER_BIT);

    if (derefMethod == DRAWARRAY) {
      gl.glDrawArrays(GL2.GL_TRIANGLES, 0, 6);
    } else if (derefMethod == ARRAYELEMENT) {
      gl.glBegin(GL2.GL_TRIANGLES);
      gl.glArrayElement(2);
      gl.glArrayElement(3);
      gl.glArrayElement(5);
      gl.glEnd();
    } else if (derefMethod == DRAWELEMENTS) {
      int indices[] = new int[] {0, 1, 3, 4};
      if (indicesBuf == null) {
        indicesBuf = GLBuffers.newDirectIntBuffer(indices.length);
        indicesBuf.put(indices);
      }
      indicesBuf.rewind();
      gl.glDrawElements(GL2.GL_POLYGON, 4, GL2.GL_UNSIGNED_INT, indicesBuf);
    }
    gl.glFlush();

    // gl calls from C example's mouse routine are moved here
    if (setupMethod == INTERLEAVED) setupInterleave(gl);
    else if (setupMethod == POINTER) setupPointers(gl);
  }
Esempio n. 2
0
  @Override
  protected void render(GL g) {
    GL2 gl = g.getGL2();

    gl.glColor3f(.5f, .5f, .5f);

    // =======================================\\
    // Retained Mode \\
    // =======================================\\
    gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL2.GL_FLOAT, 0, vertexBuffer);

    if (normal) {
      gl.glEnableClientState(GL2.GL_NORMAL_ARRAY);
      gl.glNormalPointer(GL2.GL_FLOAT, 0, normalBuffer);
    }

    if (texture) {
      gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
      gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, textureBuffer);
    } else gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);

    for (IntBuffer face : faces) {
      if (face.capacity() == 3)
        gl.glDrawElements(GL2.GL_TRIANGLES, face.capacity(), GL2.GL_UNSIGNED_INT, face);
      else if (face.capacity() == 4)
        gl.glDrawElements(GL2.GL_QUADS, face.capacity(), GL2.GL_UNSIGNED_INT, face);
      else gl.glDrawElements(GL2.GL_POLYGON, face.capacity(), GL2.GL_UNSIGNED_INT, face);
    }

    gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);

    if (normal) gl.glDisableClientState(GL2.GL_NORMAL_ARRAY);

    if (texture) gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);

    if (drawBox) bbox.draw(gl);
  }