/** * Called back immediately after the OpenGL context is initialized. Can be used to perform * one-time initialization. Run only once. */ @Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context glu = new GLU(); // get GL Utilities gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color gl.glClearDepth(1.0f); // set clear depth value to farthest gl.glEnable(GL_DEPTH_TEST); // enables depth testing gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting // Load the texture image try { // Create a OpenGL Texture object from (URL, mipmap, file suffix) // Use URL so that can read from JAR and disk file. texture = TextureIO.newTexture( this.getClass().getResource(textureFileName), false, textureFileType); } catch (GLException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } // Use linear filter for texture if image is larger than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use linear filter for texture if image is smaller than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Texture image flips vertically. Shall use TextureCoords class to retrieve // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f. TextureCoords textureCoords = texture.getImageTexCoords(); textureTop = textureCoords.top(); textureBottom = textureCoords.bottom(); // textureLeft = textureCoords.left(); // textureRight = textureCoords.right(); // Enable the texture texture.enable(gl); // gl.glEnable(GL_TEXTURE_2D); // we want back facing polygons to be filled completely and that we want front // facing polygons to be outlined only. gl.glPolygonMode(GL_BACK, GL_FILL); // Back Face Is Filled In gl.glPolygonMode(GL_FRONT, GL_LINE); // Front Face Is Drawn With Lines for (int x = 0; x < numPoints; x++) { // Loop Through The Y Plane for (int y = 0; y < numPoints; y++) { // Apply The Wave To Our Mesh // xmax is 45. Get 9 after dividing by 5. Subtract 4.5 to centralize. points[x][y][0] = (float) x / 5.0f - 4.5f; points[x][y][1] = (float) y / 5.0f - 4.5f; // Sine wave pattern points[x][y][2] = (float) (Math.sin(Math.toRadians(x / 5.0f * 40.0f))); } } }