summaryrefslogtreecommitdiffstats
path: root/src/demos/cubefbo/CubeObject.java
diff options
context:
space:
mode:
authorSven Gothel <[email protected]>2009-03-05 01:25:12 +0000
committerSven Gothel <[email protected]>2009-03-05 01:25:12 +0000
commite03aaaf1b14cc40cb2c8f2158acf02390c4fafe6 (patch)
treecf7eacef23ee86b7e1dfddd69800eaa303ce399b /src/demos/cubefbo/CubeObject.java
parent612955ad82326024f5cb99d9fe4175dce78caa27 (diff)
- Fixed rootrel.build usage, this works properly through gluegen, jogl-demos and this build.
You can say -Drootrel.build=build-x86_64 for example. - Fixed jogl-demos in regard to this changeset - Gluegen - Fixed gluegen BuildComposablePipeline's 'getGL*' methods. Now they return 'this', otherwise the pipeline would be broken/removed. - Add BuildComposablePipeline CustomPipeline, which allows customized class composition with an interface (to be wrapped), prolog class and the downstream class. - Add GlueGen (incl. ant task) 'outputRootDir' to be able to set a top output root dir via ant / commandline. - GL fixed function - Package 'javax.media.opengl.sub.fixed.*' defines some fixed function interfaces. This allows partitioning of custom implementation. - Using gluegen's new CustomPipeline to compose a GLFixedFuncIf implementation, using a GL downstream and a GLFixedFuncHookIf prolog. The latter implements the fixed functionality. Example is the GLFixedFuncImpl. gl.getContext().setGL( new GLFixedFuncImpl(gl, new FixedFuncHook(gl.getGL2ES2())) ) ; or gl.getContext().setGL( new GLFixedFuncImpl(gl, gl.getGL2ES1()) ) ; - The example GLFixedFuncHookIf impl FixedFuncPipeline/ can be instantiated with custom shader code. - ES2 and all other interfaces only contain the original functionality, besides minor convenient data access methods. - Fix: GL2ES2 createCompileShader() and createLoadShader() is moved to ShaderCode util class. - Updated PMVMatrix - Add: GLAutoDrawable.setContext() .. and all it's implementations Necessary to set a new GLContext. - Add: GLContext getAttachedObject(int) and putAttachedObject(int, Object), to allow the user to attach application specific and TLS sensitive objects to the GLContext. - git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/branches/JOGL_2_SANDBOX@316 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/cubefbo/CubeObject.java')
-rwxr-xr-xsrc/demos/cubefbo/CubeObject.java37
1 files changed, 19 insertions, 18 deletions
diff --git a/src/demos/cubefbo/CubeObject.java b/src/demos/cubefbo/CubeObject.java
index ffef04d..e192554 100755
--- a/src/demos/cubefbo/CubeObject.java
+++ b/src/demos/cubefbo/CubeObject.java
@@ -36,6 +36,7 @@ package demos.cubefbo;
import java.nio.ByteBuffer;
import java.nio.ShortBuffer;
import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2;
import javax.media.opengl.util.BufferUtil;
@@ -91,38 +92,38 @@ class CubeObject {
gl.glViewport(0, 0, width, height);
gl.glScissor(0, 0, width, height);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, zero_vec4, 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, material_spec, 0);
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_POSITION, light_position, 0);
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_AMBIENT, light_ambient, 0);
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_DIFFUSE, light_diffuse, 0);
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_SPECULAR, zero_vec4, 0);
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2ES1.GL_SPECULAR, material_spec, 0);
- gl.glEnable(GL.GL_NORMALIZE);
- gl.glEnable(GL.GL_LIGHTING);
- gl.glEnable(GL.GL_LIGHT0);
- gl.glEnable(GL.GL_COLOR_MATERIAL);
+ gl.glEnable(GL2ES1.GL_NORMALIZE);
+ gl.glEnable(GL2ES1.GL_LIGHTING);
+ gl.glEnable(GL2ES1.GL_LIGHT0);
+ gl.glEnable(GL2ES1.GL_COLOR_MATERIAL);
gl.glEnable(GL.GL_CULL_FACE);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST);
- gl.glShadeModel(GL.GL_SMOOTH);
+ gl.glShadeModel(GL2ES1.GL_SMOOTH);
gl.glDisable(GL.GL_DITHER);
gl.glClearColor(0.0f, 0.1f, 0.0f, 1.0f);
- gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL.GL_NORMAL_ARRAY);
- gl.glEnableClientState(GL.GL_COLOR_ARRAY);
+ gl.glEnableClientState(GL2ES1.GL_VERTEX_ARRAY);
+ gl.glEnableClientState(GL2ES1.GL_NORMAL_ARRAY);
+ gl.glEnableClientState(GL2ES1.GL_COLOR_ARRAY);
if (cubeTexCoords != null) {
- gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
+ gl.glEnableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY);
} else {
- gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
+ gl.glDisableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY);
}
- gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glMatrixMode(GL2ES1.GL_PROJECTION);
gl.glLoadIdentity();
perspective(gl, 55.f, aspect, 0.1f, 100.f);
@@ -137,7 +138,7 @@ class CubeObject {
//g.setColor(0, 255, 0);
//g.fillRect(20, 20, width - 40, height - 40);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.f, 0.f, -30.f);