public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glut = new GLUT(); // gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); makeStripeImage(); gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); gl.glGenTextures(1, texName, 0); gl.glBindTexture(GL2.GL_TEXTURE_1D, texName[0]); gl.glTexParameterf(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT); gl.glTexParameterf( GL2.GL_TEXTURE_1D, // GL2.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); gl.glTexParameterf( GL2.GL_TEXTURE_1D, // GL2.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexImage1D( GL2.GL_TEXTURE_1D, 0, GL2.GL_RGBA, stripeImageWidth, // 0, GL2.GL_RGB, GL.GL_UNSIGNED_BYTE, stripeImageBuf); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE); currentCoeff = xequalzero; currentGenMode = GL2.GL_OBJECT_LINEAR; currentPlane = GL2.GL_OBJECT_PLANE; gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR); gl.glTexGendv(GL2.GL_S, GL2.GL_OBJECT_PLANE, currentCoeff, 0); // gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glEnable(GL2.GL_TEXTURE_GEN_S); gl.glEnable(GL2.GL_TEXTURE_1D); gl.glEnable(GL.GL_CULL_FACE); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_AUTO_NORMAL); gl.glEnable(GL2.GL_NORMALIZE); gl.glFrontFace(GL.GL_CW); gl.glCullFace(GL.GL_BACK); gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 64.0f); }
private void renderRedTeapot(GL2 gl, float x, float y, float z) { float mat[] = new float[4]; gl.glPushMatrix(); gl.glTranslatef(x, y, z); mat[0] = 0.1745f; mat[1] = 0.01175f; mat[2] = 0.01175f; mat[3] = 1.0f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat, 0); mat[0] = 0.61424f; mat[1] = 0.04136f; mat[2] = 0.04136f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat, 0); mat[0] = 0.727811f; mat[1] = 0.626959f; mat[2] = 0.626959f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat, 0); gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 0.6f * 128.0f); glut.glutSolidTeapot(1.0); gl.glPopMatrix(); }