Esempio n. 1
0
  // Handle the keystrokes
  public void keyTyped(KeyEvent e) {

    switch (e.getKeyChar()) {
      case 'h':
        gl.matrixMode(GL.MODELVIEW); /* manipulate modelview matrix  */
        gl.rotate(15.0, 0.0, 1.0, 0.0);
        break;
      case 'j':
        gl.matrixMode(GL.MODELVIEW); /* manipulate modelview matrix  */
        gl.rotate(15.0, 1.0, 0.0, 0.0);
        break;
      case 'k':
        gl.matrixMode(GL.MODELVIEW); /* manipulate modelview matrix  */
        gl.rotate(-15.0, 1.0, 0.0, 0.0);
        break;
      case 'l':
        gl.matrixMode(GL.MODELVIEW); /* manipulate modelview matrix  */
        gl.rotate(-15.0, 0.0, 1.0, 0.0);
        break;
      case '+':
        gl.matrixMode(GL.PROJECTION); /* manipulate Projection matrix  */
        gl.translate(0.0, 0.0, 0.5);
        e.consume();
        break;
      case '-':
        gl.matrixMode(GL.PROJECTION); /* manipulate Projection matrix  */
        gl.translate(0.0, 0.0, -0.5);
        e.consume();
        break;
      case 's':
        if (r_thread == null) {
          r_thread = new Thread(this);
          r_thread.start();
        }
        break;
      case 'p':
        if (r_thread != null) {
          r_thread.interrupt();
          r_thread = null;
        }
        break;
      case 27: /* Esc will quit */
        System.exit(1);
        break;
      default:
        break;
    }
    e.consume();
    display();
  }
Esempio n. 2
0
  // Sort of a legacy type function call, actually inside Java
  // This stuff should be in the paint call
  public synchronized void display() {

    // clear the screen and draw a yellow square
    gl.clear(GL.COLOR_BUFFER_BIT);
    // First rectangle
    gl.pushMatrix();
    gl.translate(-0.5, 0.0, 0.0);
    gl.rotate(spin, 0.0, 0.0, 1.0);
    gl.rect(-0.5, -0.5, 0.5, 0.5);
    gl.popMatrix();
    // Second rectangle
    gl.pushMatrix();
    gl.translate(0.5, 0.0, 0.0);
    gl.rotate(-spin, 0.0, 0.0, 1.0);
    gl.rect(-0.5, -0.5, 0.5, 0.5);
    gl.popMatrix();
    gl.flush(); // Make sure all commands have completed.
    gl.swap(); // Swap the render buffer with the screen buffer
  }