Exemplo n.º 1
0
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    glu = new GLU();
    /*
     * jogl specific addition for tessellation
     */
    tessellCallBack tessCallback = new tessellCallBack(gl, glu);
    //
    double rect[][] =
        new double[][] { // [4][3] in C; reverse here
          {50.0, 50.0, 0.0}, {200.0, 50.0, 0.0}, {200.0, 200.0, 0.0}, {50.0, 200.0, 0.0}
        };
    double tri[][] =
        new double[][] { // [3][3]
          {75.0, 75.0, 0.0}, {125.0, 175.0, 0.0}, {175.0, 75.0, 0.0}
        };
    double star[][] =
        new double[][] { // [5][6]; 6x5 in java
          {250.0, 50.0, 0.0, 1.0, 0.0, 1.0},
          {325.0, 200.0, 0.0, 1.0, 1.0, 0.0},
          {400.0, 50.0, 0.0, 0.0, 1.0, 1.0},
          {250.0, 150.0, 0.0, 1.0, 0.0, 0.0},
          {400.0, 150.0, 0.0, 0.0, 1.0, 0.0}
        };

    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    startList = gl.glGenLists(2);

    GLUtessellator tobj = glu.gluNewTess();

    glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // glVertex3dv);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback);

    /* rectangle with triangular hole inside */
    gl.glNewList(startList, GL2.GL_COMPILE);
    gl.glShadeModel(GL2.GL_FLAT);
    glu.gluTessBeginPolygon(tobj, null);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, rect[0], 0, rect[0]);
    glu.gluTessVertex(tobj, rect[1], 0, rect[1]);
    glu.gluTessVertex(tobj, rect[2], 0, rect[2]);
    glu.gluTessVertex(tobj, rect[3], 0, rect[3]);
    glu.gluTessEndContour(tobj);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, tri[0], 0, tri[0]);
    glu.gluTessVertex(tobj, tri[1], 0, tri[1]);
    glu.gluTessVertex(tobj, tri[2], 0, tri[2]);
    glu.gluTessEndContour(tobj);
    glu.gluTessEndPolygon(tobj);
    gl.glEndList();

    glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // vertexCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_COMBINE, tessCallback); // combineCallback);

    /* smooth shaded, self-intersecting star */
    gl.glNewList(startList + 1, GL2.GL_COMPILE);
    gl.glShadeModel(GL2.GL_SMOOTH);
    glu.gluTessProperty(
        tobj, //
        GLU.GLU_TESS_WINDING_RULE, //
        GLU.GLU_TESS_WINDING_POSITIVE);
    glu.gluTessBeginPolygon(tobj, null);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, star[0], 0, star[0]);
    glu.gluTessVertex(tobj, star[1], 0, star[1]);
    glu.gluTessVertex(tobj, star[2], 0, star[2]);
    glu.gluTessVertex(tobj, star[3], 0, star[3]);
    glu.gluTessVertex(tobj, star[4], 0, star[4]);
    glu.gluTessEndContour(tobj);
    glu.gluTessEndPolygon(tobj);
    gl.glEndList();
    glu.gluDeleteTess(tobj);
  }