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-rw-r--r--demos/glLogoCvs.java765
1 files changed, 765 insertions, 0 deletions
diff --git a/demos/glLogoCvs.java b/demos/glLogoCvs.java
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+++ b/demos/glLogoCvs.java
@@ -0,0 +1,765 @@
+/**
+ * @(#) dummyGLCvs.java
+ */
+
+import gl4java.awt.GLAnimCanvas;
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.Math;
+
+class glLogoCvs extends GLAnimCanvas
+{
+
+ static final int RAND_MAX = 100;
+
+ /* some math.h's don't define M_PI */
+ static final float M_PI = 3.14159265359f;
+
+ static final int ACC = 8;
+ static final int ACC2 = 16;
+ static final int ACC3 = 48;
+ static final int ACC4 = 24;
+ static final float THLD = 0.6f;
+ static final float THLD2 = 0.8f;
+
+ int angle, rotating;
+
+ float TRANS[][];
+ float ROTAXIS[][];
+ float ROT[];
+
+ float char_El[][][];
+ float normal_El[][][];
+
+ float char_O[][][];
+ float normal_O[][][];
+
+ float char_P[][][];
+ float normal_P[][][];
+
+ float char_G[][][];
+ float normal_G[][][];
+
+ float accSIN[], accCOS[];
+
+ float difmat4[] = { 0.425f, 0.570f, 0.664f, 1.0f };
+ float difamb4[] = { 0.425f, 0.570f, 0.664f, 1.0f };
+ float matspec4[] = { 0.174f, 0.174f, 0.174f, 1.0f };
+
+ float lightpos[] = { 1.0f, 1.0f, 1.0f, 0.0f };
+ float lightamb[] = { 0.3f, 0.3f, 0.3f, 1.0f };
+ float lightdif[] = { 0.8f, 0.8f, 0.8f, 1.0f };
+ float speed=0f, progress = 1f;
+
+ public glLogoCvs (int w, int h,
+ String glClass, String gluClass )
+ {
+ super(w, h, glClass, gluClass );
+ }
+
+ public void init()
+ {
+ /* here we should add and initialize our JAVA components */
+ TRANS = new float[7][3];
+ ROTAXIS = new float[7][3];
+ ROT = new float[7];
+
+ char_El=new float[ACC3+1][ACC+1][3];
+ normal_El=new float[ACC3+1][ACC+1][3];
+
+ char_O=new float[ACC4][ACC+1][3];
+ normal_O=new float[ACC4][ACC+1][3];
+
+ char_P=new float[ACC2][ACC+1][3];
+ normal_P=new float[ACC2][ACC+1][3];
+
+ char_G=new float[ACC4][ACC+1][3];
+ normal_G=new float[ACC4][ACC+1][3];
+
+ accSIN=new float[ACC+1];
+ accCOS=new float[ACC+1];
+
+ randomize();
+
+ gl.glShadeModel (GL_SMOOTH);
+ gl.glEnable(GL_DEPTH_TEST);
+ gl.glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
+ gl.glLightfv(GL_LIGHT0, GL_AMBIENT, lightamb);
+ gl.glLightfv(GL_LIGHT0, GL_DIFFUSE, lightdif);
+ gl.glEnable(GL_LIGHTING);
+ gl.glEnable(GL_LIGHT0);
+ gl.glColor3f(1.0f, 1.0f, 1.0f);
+ gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ gl.glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ gl.glEnable(GL_NORMALIZE);
+ def_logo();
+ gl.glCullFace(GL_BACK);
+ gl.glEnable(GL_CULL_FACE);
+ /* . and furthet OpenGL init's - like you want to */
+ glj.gljCheckGL();
+ }
+
+ public void display()
+ {
+ int i;
+
+ /* Standard GL4Java Init */
+ if( glj.gljMakeCurrent() == false )
+ {
+ System.out.println("problem in use() method");
+ return;
+ }
+
+ // just render it
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ SetCamera();
+ draw_logo();
+
+ /* For your animation dutys ;-) */
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+ animationCalc();
+ }
+
+ public void reshape(int width, int height)
+ {
+ gl.glMatrixMode (GL_MODELVIEW);
+ gl.glViewport (0, 0, width, height);
+ gl.glLoadIdentity();
+ SetCamera();
+ }
+
+
+ void SetCamera()
+ {
+ gl.glMatrixMode (GL_PROJECTION);
+ gl.glLoadIdentity ();
+ gl.glFrustum (-0.1333f, 0.1333f, -0.1f, 0.1f, 0.2f, 150.0f);
+ gl.glMatrixMode(GL_MODELVIEW);
+ gl.glLoadIdentity();
+ glu.gluLookAt(0,1.5f,2, 0,1.5f,0, 0,1,0);
+ gl.glTranslatef(0.0f, -8.0f, -45.0f);
+ gl.glRotatef(-progress*720f, 0.0f, 1.0f, 0.0f);
+ }
+
+ public void animationCalc()
+ {
+ //
+ // computation for an animation sequence ...
+ //
+ speed = -0.95f*speed + progress*0.05f;
+ if (progress > 0.0f && speed < 0.0003f)
+ speed = 0.0003f;
+ if (speed > 0.01f)
+ speed = 0.01f;
+ progress = progress - speed;
+
+ // may be we just render a sequence,
+ // so we can set �shallWeRender� to false ...
+ if (progress <= 0.0005)
+ {
+ progress = 0.0f;
+ speed = 0;
+ shallWeRender=false;
+ }
+ }
+
+ public void ReInit()
+ {
+ progress=1f;
+ randomize();
+ }
+
+ int rnd(int i)
+ {
+ return ( (int)((float)Math.random()*RAND_MAX) )%i;
+ }
+
+ void groen_texture()
+ {
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, difmat4);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT, difamb4);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, matspec4);
+ gl.glMaterialf(GL_FRONT, GL_SHININESS, 35.0f);
+ }
+
+ void def_O()
+ {
+ float a, s, c, ln;
+ int i,j,k,l,m,n;
+ float dx, dy;
+ float dx1, dx2, dy1, dy2, dz1, dz2;
+ float center_O[][];
+ float width_O[];
+
+ center_O=new float[ACC4+4][3];
+ width_O=new float[ACC4+4];
+
+ for (i=0;i<ACC4;i++)
+ {
+ a = 2.0f*((float) i)*M_PI/ACC4;
+ s = 1+(float)Math.sin(a);
+ c = (float)Math.cos(a);
+ center_O[i][0] = c*3.8f;
+ center_O[i][1] = s*3.8f+(s<-1.01f?-0.8f:(s>1.01f?0.8f:0)) + 0.8f;
+ center_O[i][2] = 0.0f;
+ width_O[i] = 0.6f;
+ }
+
+ /* I should be able to generalise this. oh well */
+ for (i=0;i<ACC4;i++)
+ {
+ j = (i+1)%ACC4;
+ k = (i+ACC4-1)%ACC4;
+ for (a=0;a<ACC;a++)
+ {
+ c = (float)Math.cos(a*M_PI*2.0f/ACC);
+ s = (float)Math.sin(a*M_PI*2.0f/ACC);
+ dx = center_O[j][0] - center_O[k][0];
+ dy = center_O[j][1] - center_O[k][1];
+ ln = (float)Math.sqrt(dx*dx+dy*dy);
+ dx = dx/ln;
+ dy = dy/ln;
+ char_O[i][(int) a][0] = center_O[i][0] + width_O[i] * dy * c;
+ char_O[i][(int) a][1] = center_O[i][1] - width_O[i] * dx * c;
+ char_O[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));
+ }
+ }
+ for (i=0;i<ACC;i++)
+ {
+ j = (i+1)%ACC;
+ k = (i-1+ACC)%ACC;
+ for (l=0;l<ACC4;l++)
+ {
+ m = (l+1)%ACC4;
+ n = (l+ACC4-1)%ACC4;
+ dx1 = char_O[m][i][0] - char_O[n][i][0];
+ dy1 = char_O[m][i][1] - char_O[n][i][1];
+ dz1 = char_O[m][i][2] - char_O[n][i][2];
+ dx2 = char_O[l][k][0] - char_O[l][j][0];
+ dy2 = char_O[l][k][1] - char_O[l][j][1];
+ dz2 = char_O[l][k][2] - char_O[l][j][2];
+ normal_O[l][i][0] = dy2*dz1 - dy1*dz2;
+ normal_O[l][i][1] = dz2*dx1 - dz1*dx2;
+ normal_O[l][i][2] = dx2*dy1 - dx1*dy2;
+ }
+ }
+ }
+
+ void def_P()
+ {
+ float a, s, c, ln;
+ int i,j,k,l,m,n;
+ float dx, dy;
+ float dx1, dx2, dy1, dy2, dz1, dz2;
+ float center_P[][];
+ float width_P[];
+
+ center_P=new float[ACC2][3];
+ width_P=new float[ACC2];
+
+
+ for (i=0;i<ACC2;i++)
+ {
+ a = 2.0f*((float) i)*M_PI/ACC2;
+ s = 1+(float)Math.sin(a);
+ c = (float)Math.cos(a);
+ center_P[i][0] = c*2.15f;
+ center_P[i][1] = s*2.1f + (s<-1.01f?-0.7f:(s>1.01f?0.7f:0)) + 0.7f;
+ center_P[i][2] = 0.0f;
+ width_P[i] = 0.5f;
+ }
+
+ for (i=0;i<ACC2;i++)
+ {
+ j = (i+1)%ACC2;
+ k = (i+ACC2-1)%ACC2;
+ for (a=0;a<ACC;a++)
+ {
+ accCOS[(int) a] = c = (float)Math.cos(a*M_PI*2.0f/ACC);
+ accSIN[(int) a] = s = (float)Math.sin(a*M_PI*2.0f/ACC);
+ dx = center_P[j][0] - center_P[k][0];
+ dy = center_P[j][1] - center_P[k][1];
+ ln = (float)Math.sqrt(dx*dx+dy*dy);
+ dx = dx/ln;
+ dy = dy/ln;
+ char_P[i][(int) a][0] = center_P[i][0] + width_P[i] * dy * c;
+ char_P[i][(int) a][1] = center_P[i][1] - width_P[i] * dx * c;
+ char_P[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));
+ }
+ }
+ for (i=0;i<ACC;i++)
+ {
+ j = (i+1)%ACC;
+ k = (i-1+ACC)%ACC;
+ for (l=0;l<ACC2;l++)
+ {
+ m = (l+1)%ACC2;
+ n = (l+ACC2-1)%ACC2;
+ dx1 = char_P[m][i][0] - char_P[n][i][0];
+ dy1 = char_P[m][i][1] - char_P[n][i][1];
+ dz1 = char_P[m][i][2] - char_P[n][i][2];
+ dx2 = char_P[l][k][0] - char_P[l][j][0];
+ dy2 = char_P[l][k][1] - char_P[l][j][1];
+ dz2 = char_P[l][k][2] - char_P[l][j][2];
+ normal_P[l][i][0] = dy2*dz1 - dy1*dz2;
+ normal_P[l][i][1] = dz2*dx1 - dz1*dx2;
+ normal_P[l][i][2] = dx2*dy1 - dx1*dy2;
+ }
+ }
+ }
+
+ void def_El()
+ {
+ float a, s, c, ln;
+ int i,j,k,l,m,n;
+ float dx, dy;
+ float dx1, dx2, dy1, dy2, dz1, dz2;
+ float center_El[][];
+ float width_El[];
+
+ center_El=new float[ACC3+3][3];
+ width_El=new float[ACC3+3];
+
+ for (i=0;i<ACC3+1;i++)
+ {
+ /* a = (ACC3/24 + i*11/12)*M_PI*2.0f/ACC3; */
+ a = (ACC3/8 + ((float) i)*3/4)*M_PI*2.0f/ACC3;
+ s = 1+(float)Math.sin(a);
+ c = (float)Math.cos(a);
+ center_El[i][0] = c*18.0f;
+ center_El[i][1] = s*9.3f;
+ center_El[i][2] = 0.0f;
+ width_El[i] = (float)Math.pow(3.5, Math.sin(i*M_PI/ACC3))-0.6f;
+ }
+
+ for (i=0;i<ACC3+1;i++)
+ {
+ j = (i+1)%ACC3;
+ k = (i+ACC3-1)%ACC3;
+ for (a=0;a<ACC;a++)
+ {
+ c = (float)Math.cos(a*M_PI*2.0f/ACC);
+ s = (float)Math.sin(a*M_PI*2.0f/ACC);
+ dx = center_El[j][0] - center_El[k][0];
+ dy = center_El[j][1] - center_El[k][1];
+ ln = (float)Math.sqrt(dx*dx+dy*dy);
+ dx = dx/ln;
+ dy = dy/ln;
+ char_El[i][(int) a][0] = center_El[i][0] + width_El[i] * dy * c;
+ char_El[i][(int) a][1] = center_El[i][1] - width_El[i] * dx * c;
+ char_El[i][(int) a][2] = (s<-THLD2?-THLD2:(s>THLD2?THLD2:s));
+ }
+ }
+ for (i=0;i<ACC+1;i++)
+ {
+ j = (i+1)%ACC;
+ k = (i-1+ACC)%ACC;
+ for (l=0;l<ACC3;l++)
+ {
+ m = (l+1)%ACC3;
+ n = (l+ACC3-1)%ACC3;
+ dx1 = char_El[m][i][0] - char_El[n][i][0];
+ dy1 = char_El[m][i][1] - char_El[n][i][1];
+ dz1 = char_El[m][i][2] - char_El[n][i][2];
+ dx2 = char_El[l][k][0] - char_El[l][j][0];
+ dy2 = char_El[l][k][1] - char_El[l][j][1];
+ dz2 = char_El[l][k][2] - char_El[l][j][2];
+ normal_El[l][i][0] = dy2*dz1 - dy1*dz2;
+ normal_El[l][i][1] = dz2*dx1 - dz1*dx2;
+ normal_El[l][i][2] = dx2*dy1 - dx1*dy2;
+ }
+ }
+ }
+
+ void def_G()
+ {
+ float a, s, c, ln;
+ int i,j,k,l,m,n;
+ float dx, dy;
+ float dx1, dx2, dy1, dy2, dz1, dz2;
+ float center_G[][];
+ float width_G[];
+
+ center_G=new float[ACC4][3];
+ width_G=new float[ACC4];
+
+ for (i=0;i<ACC4;i++)
+ {
+ a = 2.0f*((float) i)*M_PI/ACC4;
+ s = 1+(float)Math.sin(a);
+ c = (float)Math.cos(a);
+ center_G[i][0] = c*3.8f;
+ center_G[i][1] = s*3.8f+(s<-1.01f?-0.8f:(s>1.01f?0.8f:0)) + 0.8f;
+ center_G[i][2] = 0.0f;
+ width_G[i] = 0.9f;
+ if (i>ACC4*3/4)
+ width_G[i] = 0.9f - ((i-ACC4*3/4)*0.9f)/ACC;
+ }
+ for (i=0;i<ACC4;i++)
+ {
+ j = (i+1)%ACC4;
+ k = (i+ACC4-1)%ACC4;
+ for (a=0;a<ACC;a++)
+ {
+ c = (float)Math.cos(a*M_PI*2.0f/ACC);
+ s = (float)Math.sin(a*M_PI*2.0f/ACC);
+ dx = center_G[j][0] - center_G[k][0];
+ dy = center_G[j][1] - center_G[k][1];
+ ln = (float)Math.sqrt(dx*dx+dy*dy);
+ dx = dx/ln;
+ dy = dy/ln;
+ char_G[i][(int) a][0] = center_G[i][0] + width_G[i] * dy * c;
+ char_G[i][(int) a][1] = center_G[i][1] - width_G[i] * dx * c;
+ char_G[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));
+ }
+ }
+ for (i=0;i<ACC;i++)
+ {
+ j = (i+1)%ACC;
+ k = (i-1+ACC)%ACC;
+ for (l=0;l<ACC4;l++)
+ {
+ m = (l+1)%ACC4;
+ n = (l+ACC4-1)%ACC4;
+ dx1 = char_G[m][i][0] - char_G[n][i][0];
+ dy1 = char_G[m][i][1] - char_G[n][i][1];
+ dz1 = char_G[m][i][2] - char_G[n][i][2];
+ dx2 = char_G[l][k][0] - char_G[l][j][0];
+ dy2 = char_G[l][k][1] - char_G[l][j][1];
+ dz2 = char_G[l][k][2] - char_G[l][j][2];
+ normal_G[l][i][0] = dy2*dz1 - dy1*dz2;
+ normal_G[l][i][1] = dz2*dx1 - dz1*dx2;
+ normal_G[l][i][2] = dx2*dy1 - dx1*dy2;
+ }
+ }
+ }
+
+ void randomize()
+ {
+ int i;
+ for (i=0;i<7;i++)
+ {
+ TRANS[i][0] = rnd(100)-rnd(100);
+ TRANS[i][1] = rnd(100)-rnd(100);
+ TRANS[i][1] = rnd(100)-rnd(100);
+ ROTAXIS[i][0] = rnd(100)-rnd(100);
+ ROTAXIS[i][1] = rnd(100)-rnd(100);
+ ROTAXIS[i][1] = rnd(100)-rnd(100);
+ ROT[i]=rnd(3600)-rnd(3600);
+ }
+ }
+
+ void def_logo()
+ {
+ def_O();
+ def_P();
+ def_El();
+ def_G();
+ }
+
+ void draw_O()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (j=0;j<ACC4;j++)
+ {
+ gl.glNormal3f(normal_O[j][k][0], normal_O[j][k][1], normal_O[j][k][2]);
+ gl.glVertex3f(char_O[j][k][0], char_O[j][k][1], char_O[j][k][2]);
+ gl.glNormal3f(normal_O[j][i][0], normal_O[j][i][1], normal_O[j][i][2]);
+ gl.glVertex3f(char_O[j][i][0], char_O[j][i][1], char_O[j][i][2]);
+ }
+ gl.glNormal3f(normal_O[0][k][0], normal_O[0][k][1], normal_O[0][k][2]);
+ gl.glVertex3f(char_O[0][k][0], char_O[0][k][1], char_O[0][k][2]);
+ gl.glNormal3f(normal_O[0][i][0], normal_O[0][i][1], normal_O[0][i][2]);
+ gl.glVertex3f(char_O[0][i][0], char_O[0][i][1], char_O[0][i][2]);
+ gl.glEnd();
+ }
+ }
+
+ void draw_P()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (j=0;j<ACC2;j++)
+ {
+ gl.glNormal3f(normal_P[j][k][0], normal_P[j][k][1], normal_P[j][k][2]);
+ gl.glVertex3f(char_P[j][k][0], char_P[j][k][1], char_P[j][k][2]);
+ gl.glNormal3f(normal_P[j][i][0], normal_P[j][i][1], normal_P[j][i][2]);
+ gl.glVertex3f(char_P[j][i][0], char_P[j][i][1], char_P[j][i][2]);
+ }
+ gl.glNormal3f(normal_P[0][k][0], normal_P[0][k][1], normal_P[0][k][2]);
+ gl.glVertex3f(char_P[0][k][0], char_P[0][k][1], char_P[0][k][2]);
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0], char_P[0][i][1], char_P[0][i][2]);
+ gl.glEnd();
+ }
+ j = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0]-4.3f, -1.6f, 1.0f*char_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0]-4.3f, 6.0f, 1.0f*char_P[0][i][2]);
+ }
+ gl.glNormal3f(normal_P[0][0][0], normal_P[0][0][1], normal_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0]-4.3f, -1.6f, 1.0f*char_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0]-4.3f, 6.0f, 1.0f*char_P[0][0][2]);
+ gl.glEnd();
+ }
+
+ void draw_E()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ gl.glNormal3f(normal_P[0][k][0], normal_P[0][k][1], normal_P[0][k][2]);
+ gl.glVertex3f(char_P[0][k][0], char_P[0][k][1]+0.0f, char_P[0][k][2]);
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0], char_P[0][i][1]+0.0f, char_P[0][i][2]);
+ for (j=1;j<ACC2;j++)
+ {
+ gl.glNormal3f(normal_P[j][k][0], normal_P[j][k][1], normal_P[j][k][2]);
+ gl.glVertex3f(char_P[j][k][0], char_P[j][k][1], char_P[j][k][2]);
+ gl.glNormal3f(normal_P[j][i][0], normal_P[j][i][1], normal_P[j][i][2]);
+ gl.glVertex3f(char_P[j][i][0], char_P[j][i][1], char_P[j][i][2]);
+ }
+ gl.glNormal3f(normal_P[0][k][0], normal_P[0][k][1], normal_P[0][k][2]);
+ gl.glVertex3f(char_P[0][k][0], char_P[0][k][1]-0.4f, char_P[0][k][2]);
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0], char_P[0][i][1]-0.4f, char_P[0][i][2]);
+ gl.glEnd();
+ }
+
+ gl.glBegin(GL_QUAD_STRIP);
+ j = ACC2*3/4;
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(normal_P[j][i][0], normal_P[j][i][1], normal_P[j][i][2]);
+ gl.glVertex3f(-2.0f, char_P[j][i][1]+2.55f, 1.0f*char_P[j][i][2]);
+ gl.glVertex3f(2.0f, char_P[j][i][1]+2.55f, 1.0f*char_P[j][i][2]);
+ }
+ gl.glNormal3f(normal_P[j][0][0], normal_P[j][0][1], normal_P[j][0][2]);
+ gl.glVertex3f(-2.0f, char_P[j][0][1]+2.55f, 1.0f*char_P[j][0][2]);
+ gl.glVertex3f(2.0f, char_P[j][0][1]+2.55f, 1.0f*char_P[j][0][2]);
+ gl.glEnd();
+ }
+
+ void draw_El()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (j=0;j<=ACC3;j++)
+ {
+ gl.glNormal3f(normal_El[j][k][0], normal_El[j][k][1], normal_El[j][k][2]);
+ gl.glVertex3f(char_El[j][k][0], char_El[j][k][1], char_El[j][k][2]);
+ gl.glNormal3f(normal_El[j][i][0], normal_El[j][i][1], normal_El[j][i][2]);
+ gl.glVertex3f(char_El[j][i][0], char_El[j][i][1], char_El[j][i][2]);
+ }
+ gl.glEnd();
+ }
+ }
+
+ void draw_N()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (j=0;j<=ACC2/2;j++)
+ {
+ gl.glNormal3f(normal_P[j][k][0], normal_P[j][k][1], normal_P[j][k][2]);
+ gl.glVertex3f(char_P[j][k][0], char_P[j][k][1], char_P[j][k][2]);
+ gl.glNormal3f(normal_P[j][i][0], normal_P[j][i][1], normal_P[j][i][2]);
+ gl.glVertex3f(char_P[j][i][0], char_P[j][i][1], char_P[j][i][2]);
+ }
+ gl.glEnd();
+ }
+
+ j = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0]-4.3f, 0.2f, 1.0f*char_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0]-4.3f, 6.0f, 1.0f*char_P[0][i][2]);
+ }
+ gl.glNormal3f(normal_P[0][0][0], normal_P[0][0][1], normal_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0]-4.3f, 0.2f, 1.0f*char_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0]-4.3f, 6.0f, 1.0f*char_P[0][0][2]);
+ gl.glEnd();
+ j = 0;
+
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(normal_P[0][i][0], normal_P[0][i][1], normal_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0], 0.2f, 1.0f*char_P[0][i][2]);
+ gl.glVertex3f(char_P[0][i][0], 3.4f, 1.0f*char_P[0][i][2]);
+ }
+ gl.glNormal3f(normal_P[0][0][0], normal_P[0][0][1], normal_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0], 0.2f, 1.0f*char_P[0][0][2]);
+ gl.glVertex3f(char_P[0][0][0], 3.4f, 1.0f*char_P[0][0][2]);
+ gl.glEnd();
+ }
+
+ void draw_G()
+ {
+ int i,j,k;
+ for (i=0;i<ACC;i++)
+ {
+ k = i+1;
+ if (k>=ACC)
+ k = 0;
+ gl.glBegin(GL_QUAD_STRIP);
+ gl.glNormal3f(normal_G[0][k][0], normal_G[0][k][1], normal_G[0][k][2]);
+ gl.glVertex3f(char_G[0][k][0], char_G[0][k][1]+1.2f, char_G[0][k][2]);
+ gl.glNormal3f(normal_G[0][i][0], normal_G[0][i][1], normal_G[0][i][2]);
+ gl.glVertex3f(char_G[0][i][0], char_G[0][i][1]+1.2f, char_G[0][i][2]);
+ for (j=1;j<ACC4;j++)
+ {
+ gl.glNormal3f(normal_G[j][k][0], normal_G[j][k][1], normal_G[j][k][2]);
+ gl.glVertex3f(char_G[j][k][0], char_G[j][k][1], char_G[j][k][2]);
+ gl.glNormal3f(normal_G[j][i][0], normal_G[j][i][1], normal_G[j][i][2]);
+ gl.glVertex3f(char_G[j][i][0], char_G[j][i][1], char_G[j][i][2]);
+ }
+ gl.glEnd();
+ }
+
+ gl.glBegin(GL_QUAD_STRIP);
+ j = ACC4*3/4;
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(accSIN[i], 0.0f, accCOS[i] );
+ gl.glVertex3f(4.0f+0.9f*accSIN[i], 4.0f+0.9f*accSIN[i], 0.9f*accCOS[i] );
+ gl.glVertex3f(4.0f+0.9f*accSIN[i], 0.0f, 0.9f*accCOS[i]);
+ }
+ gl.glNormal3f(accSIN[0], 0.0f, accCOS[0] );
+ gl.glVertex3f(4.0f+0.9f*accSIN[0], 4.0f+0.9f*accSIN[0], 0.9f*accCOS[0] );
+ gl.glVertex3f(4.0f+0.9f*accSIN[0], 0.0f, 0.9f*accCOS[0]);
+ gl.glEnd();
+
+ gl.glBegin(GL_QUAD_STRIP);
+ j = ACC4*3/4;
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(0.0f, accSIN[i], accCOS[i] );
+ gl.glVertex3f(4.0f-0.9f*accSIN[i], 4.0f-0.9f*accSIN[i], 0.9f*accCOS[i] );
+ gl.glVertex3f(0.0f, 4.0f-0.9f*accSIN[i], 0.9f*accCOS[i]);
+ }
+ gl.glNormal3f(0.0f, accSIN[0], accCOS[0] );
+ gl.glVertex3f(4.0f-0.9f*accSIN[0], 4.0f-0.9f*accSIN[0], 0.9f*accCOS[0] );
+ gl.glVertex3f(0.0f, 4.0f-0.9f*accSIN[0], 0.9f*accCOS[0]);
+ gl.glEnd();
+
+ j = ACC4*3/4;
+ gl.glBegin(GL_TRIANGLE_FAN);
+ gl.glNormal3f(-1.0f, 0.0f, 0.0f);
+ gl.glVertex3f(0.0f, 4.0f, 0.0f);
+ for (i=0;i<ACC;i++)
+ gl.glVertex3f(0.0f, 4.0f+0.9f*accSIN[i], 0.9f*accCOS[i]);
+ gl.glVertex3f(0.0f, 4.0f+0.9f*accSIN[0], 0.9f*accCOS[0]);
+ gl.glEnd();
+ }
+
+ void draw_L()
+ {
+ int i;
+
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(accSIN[i], 0.0f, accCOS[i] );
+ gl.glVertex3f(0.9f*accSIN[i], 9.6f, 0.9f*accCOS[i]);
+ gl.glVertex3f(0.9f*accSIN[i], 0.9f+0.9f*accSIN[i], 0.9f*accCOS[i] );
+ }
+ gl.glNormal3f(accSIN[0], 0.0f, accCOS[0] );
+ gl.glVertex3f(0.9f*accSIN[0], 9.6f, 0.9f*accCOS[0]);
+ gl.glVertex3f(0.9f*accSIN[0], 0.9f+0.9f*accSIN[0], 0.9f*accCOS[0] );
+ gl.glEnd();
+
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i=0;i<ACC;i++)
+ {
+ gl.glNormal3f(0.0f, accSIN[i], accCOS[i] );
+ gl.glVertex3f(0.9f*accSIN[i], 0.9f+0.9f*accSIN[i], 0.9f*accCOS[i] );
+ gl.glVertex3f(5.6f, 0.9f+0.9f*accSIN[i], 0.9f*accCOS[i]);
+ }
+ gl.glNormal3f(0.0f, accSIN[0], accCOS[0] );
+ gl.glVertex3f(0.9f*accSIN[0], 0.9f+0.9f*accSIN[0], 0.9f*accCOS[0] );
+ gl.glVertex3f(5.6f, 0.9f+0.9f*accSIN[0], 0.9f*accCOS[0]);
+ gl.glEnd();
+
+ gl.glBegin(GL_TRIANGLE_FAN);
+ gl.glNormal3f(1.0f, 0.0f, 0.0f);
+ gl.glVertex3f(5.6f, 0.9f, 0.0f);
+ for (i=ACC-1;i>=0;i--)
+ gl.glVertex3f(5.6f, 0.9f+0.9f*accSIN[i], 0.9f*accCOS[i]);
+ gl.glVertex3f(5.6f, 0.9f+0.9f*accSIN[ACC-1], 0.9f*accCOS[ACC-1]);
+ gl.glEnd();
+ }
+
+ void draw_part(int i)
+ {
+ gl.glPushMatrix();
+ gl.glTranslatef(TRANS[i][0]*progress, TRANS[i][1]*progress, TRANS[i][2]*progress);
+ gl.glRotatef(ROT[i]*progress, ROTAXIS[i][0], ROTAXIS[i][1], ROTAXIS[i][2]);
+ switch(i)
+ {
+ case 0: draw_El(); break;
+ case 1: draw_O(); break;
+ case 2: draw_P(); break;
+ case 3: draw_E(); break;
+ case 4: draw_N(); break;
+ case 5: draw_G(); break;
+ case 6: draw_L(); break;
+ }
+ gl.glPopMatrix();
+ }
+
+ void draw_logo()
+ {
+ groen_texture();
+ gl.glEnable(GL_CULL_FACE);
+ gl.glTranslatef(-2.8f, 0.0f, 0.0f);
+
+ draw_part(0);
+ gl.glTranslatef(-12.0f, 4.3f, 0.0f);
+ draw_part(1);
+ gl.glTranslatef(7.3f, 0.0f, 0.0f);
+ draw_part(2);
+ gl.glTranslatef(5.4f, 0.0f, 0.0f);
+ draw_part(3);
+ gl.glTranslatef(5.4f, 0.0f, 0.0f);
+ draw_part(4);
+ gl.glTranslatef(7.4f, 0.0f, 0.0f);
+ draw_part(5);
+ gl.glTranslatef(6.8f, 0.0f, 0.0f);
+ draw_part(6);
+ }
+
+}
+