示例#1
0
  public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    //
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
    gl.glPushMatrix();
    gl.glRotatef(20.0f, 1.0f, 0.0f, 0.0f);

    gl.glPushMatrix();
    gl.glTranslatef(-0.75f, 0.5f, 0.0f);
    gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);

    glut.glutSolidTorus(0.275f, 0.85f, 20, 20);
    gl.glPopMatrix();

    gl.glPushMatrix();
    gl.glTranslatef(-0.75f, -0.5f, 0.0f);
    gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
    glut.glutSolidCone(1.0f, 2.0f, 20, 20);
    gl.glPopMatrix();

    gl.glPushMatrix();
    gl.glTranslatef(0.75f, 0.0f, -1.0f);
    glut.glutSolidSphere(1.0f, 20, 20);
    gl.glPopMatrix();

    gl.glPopMatrix();
    gl.glFlush();
  }
示例#2
0
  /*
   * Initialize z-buffer, projection matrix, light source, and lighting model.
   * Do not specify a material property here.
   */
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    glut = new GLUT();
    //
    float position[] = {0.0f, 3.0f, 3.0f, 0.0f};
    float local_view[] = {0.0f};

    gl.glEnable(GL.GL_DEPTH_TEST);
    gl.glDepthFunc(GL.GL_LESS);

    gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, position, 0);
    gl.glLightModelfv(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, local_view, 0);

    gl.glFrontFace(GL.GL_CW);
    gl.glEnable(GL2.GL_LIGHTING);
    gl.glEnable(GL2.GL_LIGHT0);
    gl.glEnable(GL2.GL_AUTO_NORMAL);
    gl.glEnable(GL2.GL_NORMALIZE);
    gl.glEnable(GL2.GL_FOG);
    {
      float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f};

      fogMode = GL2.GL_EXP;
      gl.glFogi(GL2.GL_FOG_MODE, fogMode);
      gl.glFogfv(GL2.GL_FOG_COLOR, fogColor, 0);
      gl.glFogf(GL2.GL_FOG_DENSITY, 0.35f);
      gl.glHint(GL2.GL_FOG_HINT, GL.GL_DONT_CARE);

      gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
    }
  }
示例#3
0
 public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
   GL2 gl = drawable.getGL().getGL2();
   //
   gl.glViewport(0, 0, w, h);
   gl.glMatrixMode(GL2.GL_PROJECTION);
   gl.glLoadIdentity();
   if (w <= (h * 3))
     gl.glOrtho(
         -6.0,
         6.0,
         -2.0 * ((float) h * 3) / (float) w,
         2.0 * ((float) h * 3) / (float) w,
         0.0,
         10.0);
   else
     gl.glOrtho(
         -6.0 * (float) w / ((float) h * 3), //
         6.0 * (float) w / ((float) h * 3),
         -2.0,
         2.0,
         0.0,
         10.0);
   gl.glMatrixMode(GL2.GL_MODELVIEW);
   gl.glLoadIdentity();
 }
示例#4
0
  public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
    GL gl = drawable.getGL();

    gl.glViewport(0, 0, w, h);
    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glOrtho(0, w, 0, h, -1.0, 1.0);
    gl.glMatrixMode(GL.GL_MODELVIEW);
  }
示例#5
0
 public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
   GL2 gl = drawable.getGL().getGL2();
   //
   gl.glViewport(0, 0, w, h);
   gl.glMatrixMode(GL2.GL_PROJECTION);
   gl.glLoadIdentity();
   if (w <= h)
     gl.glOrtho(-2.5, 2.5, -2.5 * (float) h / (float) w, 2.5 * (float) h / (float) w, -10.0, 10.0);
   else
     gl.glOrtho(-2.5 * (float) w / (float) h, 2.5 * (float) w / (float) h, -2.5, 2.5, -10.0, 10.0);
   gl.glMatrixMode(GL2.GL_MODELVIEW);
 }
示例#6
0
  /**
   * 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
    // Do not enable depth test
    //      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 {
      // Use URL so that can read from JAR and disk file.
      BufferedImage image = ImageIO.read(this.getClass().getResource(textureFileName));

      // Create a OpenGL Texture object
      texture = AWTTextureIO.newTexture(GLProfile.getDefault(), image, false);
      // Use linear filter if image is larger than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      // Use linear filter if image is smaller than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    } catch (GLException | IOException e) {
      e.printStackTrace();
    }

    // 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();
    textureCoordTop = textureCoords.top();
    textureCoordBottom = textureCoords.bottom();
    textureCoordLeft = textureCoords.left();
    textureCoordRight = textureCoords.right();

    // Enable the texture
    texture.enable(gl);
    texture.bind(gl);
    // gl.glEnable(GL_TEXTURE_2D);

    // Enable blending
    gl.glEnable(GL_BLEND);
    gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    // Allocate the stars
    for (int i = 0; i < stars.length; i++) {
      stars[i] = new Star();
      // Linearly distributed according to the star number
      stars[i].distance = ((float) i / numStars) * 5.0f;
    }
  }
示例#7
0
  @Override
  public void display(GLAutoDrawable glAutoDrawable) {
    gl = glAutoDrawable.getGL().getGL2();
    gl.glClear(GL.GL_COLOR_BUFFER_BIT);

    // Fonts draw selves at the current raster position
    gl.glRasterPos2f(right - (right + 2.0f), bottom + 1);
    caption = "Please wait... drawing frames";
    glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, caption);

    drawByLevel();

    gl.glFlush();
  }
示例#8
0
  public void display(GLAutoDrawable drawable) {
    GL gl = drawable.getGL();

    gl.glClear(GL.GL_COLOR_BUFFER_BIT);

    gl.glRasterPos2i(1, 1);
    gl.glDrawPixels(
        dim.width,
        dim.height, //
        GL.GL_RGB,
        GL.GL_UNSIGNED_BYTE,
        pixels);

    gl.glFlush();
  }
示例#9
0
  /*
   * display() draws 5 teapots at different z positions.
   */
  public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    //
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
    //
    if (fogMode == GL2.GL_EXP2) {
      gl.glFogf(GL2.GL_FOG_START, 1.0f);
      gl.glFogf(GL2.GL_FOG_END, 5.0f);
    }
    gl.glFogi(GL2.GL_FOG_MODE, fogMode);

    renderRedTeapot(gl, -4.0f, -0.5f, -1.0f);
    renderRedTeapot(gl, -2.0f, -0.5f, -2.0f);
    renderRedTeapot(gl, 0.0f, -0.5f, -3.0f);
    renderRedTeapot(gl, 2.0f, -0.5f, -4.0f);
    renderRedTeapot(gl, 4.0f, -0.5f, -5.0f);
    gl.glFlush();
  }
示例#10
0
  /**
   * Call-back handler for window re-size event. Also called when the drawable is first set to
   * visible.
   */
  @Override
  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context

    if (height == 0) height = 1; // prevent divide by zero
    float aspect = (float) width / height;

    // Set the view port (display area) to cover the entire window
    gl.glViewport(0, 0, width, height);

    // Setup perspective projection, with aspect ratio matches viewport
    gl.glMatrixMode(GL_PROJECTION); // choose projection matrix
    gl.glLoadIdentity(); // reset projection matrix
    glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar

    // Enable the model-view transform
    gl.glMatrixMode(GL_MODELVIEW);
    gl.glLoadIdentity(); // reset
  }
示例#11
0
  /*
   * Initialize material property and light source.
   */
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    //
    float light_ambient[] = {0.0f, 0.0f, 0.0f, 1.0f};
    float light_diffuse[] = {1.0f, 0.0f, 1.0f, 1.0f};
    float light_specular[] = {1.0f, 0.0f, 1.0f, 1.0f};
    /* light_position is NOT default value */
    float light_position[] = {1.0f, 1.0f, 1.0f, 0.0f};

    gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_ambient, 0);
    gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, light_diffuse, 0);
    gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_specular, 0);
    gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_position, 0);

    gl.glEnable(GL2.GL_LIGHTING);
    gl.glEnable(GL2.GL_LIGHT0);
    gl.glDepthFunc(GL.GL_LESS);
    gl.glEnable(GL.GL_DEPTH_TEST);
  }
示例#12
0
  public void init(GLAutoDrawable drawable) {
    GL gl = drawable.getGL();

    float m[] = {
      0.0f, 1.0f, 0.0f, 0.0f, //
      0.0f, 0.0f, 1.0f, 0.0f, //
      1.0f, 0.0f, 0.0f, 0.0f, //
      0.0f, 0.0f, 0.0f, 1.0f
    };

    pixels = readImage("Data/leeds.bin", dim);
    System.out.println(pixels.toString());

    gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    gl.glMatrixMode(GL.GL_COLOR);
    gl.glLoadMatrixf(m, 0);
    gl.glMatrixMode(GL.GL_MODELVIEW);
  }
示例#13
0
  @Override
  public void init(GLAutoDrawable glAutoDrawable) {
    gl = glAutoDrawable.getGL().getGL2();
    glu = new GLU();
    glut = new GLUT();

    gl.glClearColor(0.549f, 0.675f, 0.227f, 0.0f);
    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glLoadIdentity();
    glu.gluOrtho2D(left, right, bottom, top);
    gl.glViewport((int) bottom, (int) left, (int) top, (int) right);
    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glColor3f(.357f, .184f, .478f);

    maxFrames = 50 * ifsFiles.size() + 1000;
    base = gl.glGenLists(maxFrames);
    currentDrawList = base;

    ifsfile = "CS371/assignments/assignment02/tri.ifs";
    loadifs();
  }
示例#14
0
  /** Called back by the animator to perform rendering. */
  @Override
  public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context
    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers

    for (int i = 0; i < stars.length; i++) {
      // Reset the view (x, y, z axes back to normal)
      gl.glLoadIdentity();
      gl.glTranslatef(0.0f, 0.0f, z);

      // The stars are texture quad square drawn on x-y plane and
      // distributed on on x-z plane around the y-axis

      // Initial 90 degree tile in the x-axis, y-axis pointing out of screen
      gl.glRotatef(tilt, 1.0f, 0.0f, 0.0f);
      // Rotate about y-axis (pointing out of screen), initial angle is 0
      gl.glRotatef(stars[i].angle, 0.0f, 1.0f, 0.0f);
      // Translate about the x-axis (pointing right) to its current distance
      gl.glTranslatef(stars[i].distance, 0.0f, 0.0f);

      // The stars have initial angle of 0, and initial distance linearly
      // distributed between 0 and 5.0f

      // Rotate the axes back, so that z-axis is again facing us, to ensure that
      // the quad (with texture) on x-y plane is facing us
      gl.glRotatef(-stars[i].angle, 0.0f, 1.0f, 0.0f);
      gl.glRotatef(-tilt, 1.0f, 0.0f, 0.0f);

      // Take note that without the two rotations and undo, there is only one
      // translation along the x-axis
      // Matrix operation is non-commutative. That is, AB != BA.
      // Hence, ABCB'A' != C

      // Draw the star, which spins on the z axis (pointing out of the screen)
      gl.glRotatef(starSpinAngle, 0.0f, 0.0f, 1.0f);
      // Set the star's color using bytes (why bytes? not float or int?)
      gl.glColor4ub(stars[i].r, stars[i].g, stars[i].b, (byte) 255);
      gl.glBegin(GL_QUADS);
      // draw a square on x-y plane
      gl.glTexCoord2f(textureCoordLeft, textureCoordBottom);
      gl.glVertex3f(-1.0f, -1.0f, 0.0f);
      gl.glTexCoord2f(textureCoordRight, textureCoordBottom);
      gl.glVertex3f(1.0f, -1.0f, 0.0f);
      gl.glTexCoord2f(textureCoordRight, textureCoordTop);
      gl.glVertex3f(1.0f, 1.0f, 0.0f);
      gl.glTexCoord2f(textureCoordLeft, textureCoordTop);
      gl.glVertex3f(-1.0f, 1.0f, 0.0f);
      gl.glEnd();

      // If twinkling, overlay with another drawing of an arbitrary color
      if (twinkleOn) {
        // Assign a color using bytes
        gl.glColor4ub(
            stars[(numStars - i) - 1].r,
            stars[(numStars - i) - 1].g,
            stars[(numStars - i) - 1].b,
            (byte) 255);
        gl.glBegin(GL_QUADS);
        // draw a square on x-y plane
        gl.glTexCoord2f(textureCoordLeft, textureCoordBottom);
        gl.glVertex3f(-1.0f, -1.0f, 0.0f);
        gl.glTexCoord2f(textureCoordRight, textureCoordBottom);
        gl.glVertex3f(1.0f, -1.0f, 0.0f);
        gl.glTexCoord2f(textureCoordRight, textureCoordTop);
        gl.glVertex3f(1.0f, 1.0f, 0.0f);
        gl.glTexCoord2f(textureCoordLeft, textureCoordTop);
        gl.glVertex3f(-1.0f, 1.0f, 0.0f);
        gl.glEnd();
      }

      // Update for the next refresh
      // The star spins about the z-axis (pointing out of the screen), and spiral
      // inwards and collapse towards the center, by increasing the angle on x-y
      // plane and reducing the distance.

      starSpinAngle += 0.01f; // used to spin the stars about the z-axis
      // spiral pattern
      stars[i].angle += (float) i / numStars; // changes the angle of a star
      // collapsing the star to the center
      stars[i].distance -= 0.01f; // changes the distance of a star
      // re-bone at the edge
      if (stars[i].distance < 0.0f) { // Is the star collapsed to the center?
        stars[i].distance += 5.0f; // move to the outer ring
        stars[i].setRandomRGB(); // choose a random color for the star
      }
    }
  }
    public void init(GLAutoDrawable glAutoDrawable) {
      StringBuilder sb = new StringBuilder();

      sb.append(gov.nasa.worldwind.Version.getVersion() + "\n");

      sb.append("\nSystem Properties\n");
      sb.append("Processors: " + Runtime.getRuntime().availableProcessors() + "\n");
      sb.append("Free memory: " + Runtime.getRuntime().freeMemory() + " bytes\n");
      sb.append("Max memory: " + Runtime.getRuntime().maxMemory() + " bytes\n");
      sb.append("Total memory: " + Runtime.getRuntime().totalMemory() + " bytes\n");

      for (Map.Entry prop : System.getProperties().entrySet()) {
        sb.append(prop.getKey() + " = " + prop.getValue() + "\n");
      }

      GL gl = glAutoDrawable.getGL();

      sb.append("\nOpenGL Values\n");

      String oglVersion = gl.glGetString(GL.GL_VERSION);
      sb.append("OpenGL version: " + oglVersion + "\n");

      String oglVendor = gl.glGetString(GL.GL_VENDOR);
      sb.append("OpenGL vendor: " + oglVendor + "\n");

      String oglRenderer = gl.glGetString(GL.GL_RENDERER);
      sb.append("OpenGL renderer: " + oglRenderer + "\n");

      int[] intVals = new int[2];
      for (Attr attr : attrs) {
        sb.append(attr.name).append(": ");

        if (attr.attr instanceof Integer) {
          gl.glGetIntegerv((Integer) attr.attr, intVals, 0);
          sb.append(intVals[0]).append(intVals[1] > 0 ? ", " + intVals[1] : "");
        }

        sb.append("\n");
      }

      String extensionString = gl.glGetString(GL.GL_EXTENSIONS);
      String[] extensions = extensionString.split(" ");
      sb.append("Extensions\n");
      for (String ext : extensions) {
        sb.append("    " + ext + "\n");
      }

      sb.append("\nJOGL Values\n");
      String pkgName = "javax.media.opengl";
      try {
        getClass().getClassLoader().loadClass(pkgName + ".GL");

        Package p = Package.getPackage(pkgName);
        if (p == null) {
          sb.append("WARNING: Package.getPackage(" + pkgName + ") is null\n");
        } else {
          sb.append(p + "\n");
          sb.append("Specification Title = " + p.getSpecificationTitle() + "\n");
          sb.append("Specification Vendor = " + p.getSpecificationVendor() + "\n");
          sb.append("Specification Version = " + p.getSpecificationVersion() + "\n");
          sb.append("Implementation Vendor = " + p.getImplementationVendor() + "\n");
          sb.append("Implementation Version = " + p.getImplementationVersion() + "\n");
        }
      } catch (ClassNotFoundException e) {
        sb.append("Unable to load " + pkgName + "\n");
      }

      this.outputArea.setText(sb.toString());
    }
 public void display(GLAutoDrawable glAutoDrawable) {
   glAutoDrawable.getGL().glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
 }