/* * Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * */ package demos.cubefbo; import com.jogamp.common.nio.Buffers; import java.nio.ByteBuffer; import java.nio.ShortBuffer; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES1; import com.jogamp.opengl.GL2; class CubeObject { CubeObject (boolean useTexCoords) { // Initialize data Buffers this.cubeVertices = Buffers.newDirectShortBuffer(s_cubeVertices.length); cubeVertices.put(s_cubeVertices); cubeVertices.rewind(); this.cubeColors = Buffers.newDirectByteBuffer(s_cubeColors.length); cubeColors.put(s_cubeColors); cubeColors.rewind(); this.cubeNormals = Buffers.newDirectByteBuffer(s_cubeNormals.length); cubeNormals.put(s_cubeNormals); cubeNormals.rewind(); this.cubeIndices = Buffers.newDirectByteBuffer(s_cubeIndices.length); cubeIndices.put(s_cubeIndices); cubeIndices.rewind(); if (useTexCoords) { this.cubeTexCoords = Buffers.newDirectShortBuffer(s_cubeTexCoords.length); cubeTexCoords.put(s_cubeTexCoords); cubeTexCoords.rewind(); } } private void perspective(GL2 gl, float fovy, float aspect, float zNear, float zFar) { float xmin; float xmax; float ymin; float ymax; ymax = zNear * (float)Math.tan((fovy * Math.PI) / 360.0); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; gl.glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); } static final float[] light_position = { -50.f, 50.f, 50.f, 0.f }; static final float[] light_ambient = { 0.125f, 0.125f, 0.125f, 1.f }; static final float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 1.f }; static final float[] material_spec = { 1.0f, 1.0f, 1.0f, 0.f }; static final float[] zero_vec4 = { 0.0f, 0.0f, 0.0f, 0.f }; public void dispose(GL2 gl) { gl.glDisableClientState(GL2ES1.GL_VERTEX_ARRAY); gl.glDisableClientState(GL2ES1.GL_NORMAL_ARRAY); gl.glDisableClientState(GL2ES1.GL_COLOR_ARRAY); gl.glDisableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY); this.cubeVertices.clear(); this.cubeVertices=null; this.cubeColors.clear(); this.cubeColors=null; this.cubeNormals.clear(); this.cubeNormals=null; this.cubeIndices.clear(); this.cubeIndices=null; if(null!=this.cubeTexCoords) { this.cubeTexCoords.clear(); this.cubeTexCoords=null; } } public void reshape(GL2 gl, int x, int y, int width, int height) { float aspect = (height != 0) ? ((float)width / (float)height) : 1.0f; gl.glViewport(0, 0, width, height); gl.glScissor(0, 0, width, height); gl.glMatrixMode(GL2ES1.GL_MODELVIEW); gl.glLoadIdentity(); 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(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(GL2ES1.GL_SMOOTH); gl.glDisable(GL.GL_DITHER); gl.glClearColor(0.0f, 0.1f, 0.0f, 1.0f); gl.glEnableClientState(GL2ES1.GL_VERTEX_ARRAY); gl.glEnableClientState(GL2ES1.GL_NORMAL_ARRAY); gl.glEnableClientState(GL2ES1.GL_COLOR_ARRAY); if (cubeTexCoords != null) { gl.glEnableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY); } else { gl.glDisableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY); } gl.glMatrixMode(GL2ES1.GL_PROJECTION); gl.glLoadIdentity(); perspective(gl, 55.f, aspect, 0.1f, 100.f); gl.glCullFace(GL.GL_BACK); } public void display(GL2 gl, float xRot, float yRot) { // System.out.println("CubeObject .. p1: "+this); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // Draw a green square using MIDP //g.setColor(0, 255, 0); //g.fillRect(20, 20, width - 40, height - 40); gl.glMatrixMode(GL2ES1.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.f, 0.f, -30.f); // gl.glTranslatef(0.f, 0.f, -30.f); // gl.glRotatef((float)(time * 29.77f), 1.0f, 2.0f, 0.0f); // gl.glRotatef((float)(time * 22.311f), -0.1f, 0.0f, -5.0f); gl.glRotatef(yRot, 0, 1, 0); gl.glRotatef(xRot, 1, 0, 0); gl.glVertexPointer(3, GL.GL_SHORT, 0, cubeVertices); gl.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, cubeColors); gl.glNormalPointer(GL.GL_BYTE, 0, cubeNormals); if (cubeTexCoords != null) { gl.glTexCoordPointer(2, GL.GL_SHORT, 0, cubeTexCoords); gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE); } // System.out.println("CubeObject .. p8: "+this); gl.glDrawElements(GL.GL_TRIANGLES, 6 * 6, GL.GL_UNSIGNED_BYTE, cubeIndices); // System.out.println("CubeObject .. p9: "+this); // time += 0.01f; } boolean initialized = false; // float time = 0.0f; ShortBuffer cubeVertices; ShortBuffer cubeTexCoords; // FloatBuffer cubeTexCoords; ByteBuffer cubeColors; ByteBuffer cubeNormals; ByteBuffer cubeIndices; private static final short[] s_cubeVertices = { -10, 10, 10, 10, -10, 10, 10, 10, 10, -10, -10, 10, -10, 10, -10, 10, -10, -10, 10, 10, -10, -10, -10, -10, -10, -10, 10, 10, -10, -10, 10, -10, 10, -10, -10, -10, -10, 10, 10, 10, 10, -10, 10, 10, 10, -10, 10, -10, 10, -10, 10, 10, 10, -10, 10, 10, 10, 10, -10, -10, -10, -10, 10, -10, 10, -10, -10, 10, 10, -10, -10, -10 }; private static final short[] s_cubeTexCoords = { 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, 0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0, }; private static final byte[] s_cubeColors = { (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255 }; /* private static final byte[] s_cubeColors = { (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255 }; */ private static final byte[] s_cubeIndices = { 0, 3, 1, 2, 0, 1, /* front */ 6, 5, 4, 5, 7, 4, /* back */ 8, 11, 9, 10, 8, 9, /* top */ 15, 12, 13, 12, 14, 13, /* bottom */ 16, 19, 17, 18, 16, 17, /* right */ 23, 20, 21, 20, 22, 21 /* left */ }; private static final byte[] s_cubeNormals = { 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0 }; }