// 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; }