/*
* Portions Copyright (C) 2003 Sun Microsystems, Inc.
* All rights reserved.
*/
/*
*
* COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED.
* BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO:
*
* 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS
* IN AND TO THE SOFTWARE;
*
* 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT
* INCLUDING THIS NOTICE AND AGREEMENT;
*
* 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY
* APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND
* THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
* EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED
* TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE.
*
* IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
* WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
* INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS'
* FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE,
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*/
package demos.vertexProgRefract;
import com.jogamp.opengl.util.gl2.GLUT;
import com.jogamp.opengl.util.texture.Texture;
import demos.common.Demo;
import demos.common.DemoListener;
import demos.util.Bunny;
import demos.util.Cubemap;
import demos.util.SystemTime;
import demos.util.Time;
import gleem.BSphere;
import gleem.BSphereProvider;
import gleem.ExaminerViewer;
import gleem.ManipManager;
import gleem.linalg.Rotf;
import gleem.linalg.Vec3f;
import java.awt.BorderLayout;
import java.awt.Frame;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.IOException;
import com.jogamp.opengl.*;
import com.jogamp.opengl.awt.*;
import com.jogamp.opengl.util.Animator;
import javax.swing.JOptionPane;
/**
Wavelength-dependent refraction demo
It's a chromatic aberration!
sgreen@nvidia.com 4/2001
Currently 3 passes - could do it in 1 with 4 texture units
Cubemap courtesy of Paul Debevec
Ported to Java and ARB_fragment_program by Kenneth Russell
*/
public class VertexProgRefract extends Demo {
public static void main(String[] args) {
GLCanvas canvas = new GLCanvas();
final VertexProgRefract demo = new VertexProgRefract();
canvas.addGLEventListener(demo);
canvas.addKeyListener(new KeyAdapter() {
public void keyTyped(KeyEvent e) {
demo.dispatchKey(e.getKeyChar());
}
});
final Animator animator = new Animator(canvas);
demo.setDemoListener(new DemoListener() {
public void shutdownDemo() {
runExit(animator);
}
public void repaint() {}
});
Frame frame = new Frame("Refraction Using Vertex Programs");
frame.setLayout(new BorderLayout());
canvas.setSize(512, 512);
frame.add(canvas, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
canvas.requestFocus();
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
runExit(animator);
}
});
animator.start();
}
// private boolean useRegisterCombiners;
private boolean initComplete;
private boolean firstRender = true;
private int vtxProg;
private int fragProg;
private Texture cubemap;
private int bunnydl;
private int obj;
private GLUT glut = new GLUT();
private GLAutoDrawable drawable;
private ExaminerViewer viewer;
private boolean doViewAll = true;
private Time time = new SystemTime();
private float animRate = (float) Math.toRadians(-6.0f); // Radians / sec
private float refract = 1.1f; // ratio of indicies of refraction
private float wavelengthDelta = 0.05f; // difference in refraction for each "wavelength" (R,G,B)
private float fresnel = 2.0f; // Fresnel multiplier
private boolean wire = false;
private boolean toggleWire = false;
private static final String transformRefract =
"!!ARBvp1.0\n" +
"# Refraction\n" +
"\n" +
"# Parameters\n" +
"PARAM mvp [4] = { state.matrix.mvp }; # modelview projection matrix\n" +
"PARAM mvit[4] = { state.matrix.modelview.invtrans }; # modelview matrix inverse transpose\n" +
"PARAM mv [4] = { state.matrix.modelview }; # modelview matrix\n" +
"PARAM tex [4] = { state.matrix.texture }; # texture matrix\n" +
"PARAM eyePosition = program.env[0]; # eye position\n" +
"PARAM fresnel = program.env[1]; # fresnel multiplier\n" +
"PARAM texScale = program.env[2]; # texture scale\n" +
"PARAM misc = program.env[3]; # misc. constants\n" +
"PARAM refraction = program.env[4]; # refractive index\n" +
"\n" +
"# Per vertex inputs\n" +
"ATTRIB iPos = vertex.position; #position\n" +
"ATTRIB iCol0 = vertex.color; #color\n" +
"ATTRIB iNorm = vertex.normal; #normal\n" +
"\n" +
"# Temporaries\n" +
"TEMP r0;\n" +
"TEMP r1;\n" +
"TEMP r2;\n" +
"TEMP r3;\n" +
"TEMP r8;\n" +
"TEMP r9;\n" +
"TEMP r11;\n" +
"\n" +
"# Outputs\n" +
"OUTPUT oPos = result.position; #position\n" +
"OUTPUT oCol0 = result.color; #primary color\n" +
"OUTPUT oTex0 = result.texcoord[0]; #texture coordinate set 0\n" +
"OUTPUT oTex1 = result.texcoord[1]; #texture coordinate set 1\n" +
"\n" +
"\n" +
"# transform vertex position to eye space\n" +
"DP4 r9.x, mv[0], iPos ;\n" +
"DP4 r9.y, mv[1], iPos ;\n" +
"DP4 r9.z, mv[2], iPos ;\n" +
"DP4 r9.w, mv[3], iPos ;\n" +
"\n" +
"# transform normal to eye space\n" +
"DP3 r11.x, mvit[0], iNorm ;\n" +
"DP3 r11.y, mvit[1], iNorm ;\n" +
"DP3 r11.z, mvit[2], iNorm ;\n" +
"\n" +
"# vertex->eye vector\n" +
"ADD r0, -r9, eyePosition;\n" +
"\n" +
"# normalize\n" +
"DP3 r8.w, r0, r0;\n" +
"RSQ r8.w, r8.w;\n" +
"MUL r8, r0, r8.w; # r8 = eye/incident vector\n" +
"\n" +
"# refraction, Renderman style\n" +
"\n" +
"# float IdotN = I.N;\n" +
"# float k = 1 - eta*eta*(1 - IdotN*IdotN);\n" +
"# return k < 0 ? (0,0,0) : eta*I - (eta*IdotN + sqrt(k))*N;\n" +
"\n" +
"DP3 r0.x, r11, -r8; # r0 = N.I\n" +
"\n" +
"MAD r1.x, -r0.x, r0.x, misc.y; # r1 = -IdotN*IdotN + 1\n" +
"MUL r1.x, r1.x, refraction.y; # r1 = -(r1*eta*eta)+1\n" +
"ADD r1.x, misc.y, -r1.x;\n" +
"\n" +
"RSQ r2.x, r1.x;\n" +
"RCP r2.x, r2.x;\n" +
"MAD r2.x, refraction.x, r0.x, r2.x;\n" +
"MUL r2, r11, r2.x;\n" +
"MAD r2, refraction.x, -r8, r2;\n" +
"\n" +
"# transform refracted ray by cubemap transform\n" +
"DP3 oTex0.x, tex[0], r2;\n" +
"DP3 oTex0.y, tex[1], r2;\n" +
"DP3 oTex0.z, tex[2], r2;\n" +
"\n" +
"# calculate reflection\n" +
"MUL r0, r11, misc.z;\n" +
"DP3 r3.w, r11, r8;\n" +
"MAD r3, r3.w, r0, -r8;\n" +
"\n" +
"# transform reflected ray by cubemap transform\n" +
"DP3 oTex1.x, tex[0], r3;\n" +
"DP3 oTex1.y, tex[1], r3;\n" +
"DP3 oTex1.z, tex[2], r3;\n" +
"\n" +
"# cheesy Fresnel approximation = (1-(I.N))^p\n" +
"DP3 r0.x, r8, r11;\n" +
"ADD r0.x, misc.y, -r0.x;\n" +
"MUL r0.x, r0.x, r0.x;\n" +
"MUL oCol0, r0.x, fresnel;\n" +
"\n" +
"# transform vertex to clip space\n" +
"DP4 oPos.x, mvp[0], iPos ;\n" +
"DP4 oPos.y, mvp[1], iPos ;\n" +
"DP4 oPos.z, mvp[2], iPos ;\n" +
"DP4 oPos.w, mvp[3], iPos ;\n" +
"\n" +
"END\n";
public void init(GLAutoDrawable drawable) {
drawable.setGL(new DebugGL2(drawable.getGL().getGL2()));
initComplete = false;
GL2 gl = drawable.getGL().getGL2();
float cc = 1.0f;
gl.glClearColor(cc, cc, cc, 1);
gl.glColor3f(1,1,1);
gl.glEnable(GL.GL_DEPTH_TEST);
try {
initExtension(gl, "GL_ARB_vertex_program");
initExtension(gl, "GL_VERSION_1_3"); // For multitexturing support
if (!gl.isExtensionAvailable("GL_ARB_fragment_program")) {
// if (gl.isExtensionAvailable("GL_NV_register_combiners")) {
// useRegisterCombiners = true;
// } else {
final String message = "This demo requires the GL_ARB_fragment_program extension";
// + "or GL_NV_register_combiners extension";
new Thread(new Runnable() {
public void run() {
JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
shutdownDemo();
}
}).start();
throw new RuntimeException(message);
// }
}
} catch (RuntimeException e) {
shutdownDemo();
throw(e);
}
b[' '] = true; // animate by default
int[] vtxProgTmp = new int[1];
gl.glGenProgramsARB(1, vtxProgTmp, 0);
vtxProg = vtxProgTmp[0];
gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vtxProg);
gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, transformRefract.length(),
transformRefract);
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 0.0f, 1.0f); // eye position
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, fresnel, fresnel, fresnel, 1.0f); // fresnel multiplier
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, -1.0f, 1.0f, 0.0f); // texture scale
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // misc constants
try {
cubemap = Cubemap.loadFromStreams(gl,
getClass().getClassLoader(),
"demos/data/cubemaps/uffizi_",
"png", true);
} catch (IOException e) {
shutdownDemo();
throw new RuntimeException(e);
}
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
gl.glDisable(GL.GL_CULL_FACE);
// if (useRegisterCombiners) {
// initCombiners(gl);
// } else {
initFragmentProgram(gl);
// }
try {
bunnydl = Bunny.gen3DObjectList(gl);
} catch (IOException e) {
throw new RuntimeException(e);
}
doViewAll = true;
// Do this only once per drawable, not once each time the OpenGL
// context is created
if (firstRender) {
firstRender = false;
// Register the window with the ManipManager
ManipManager manager = ManipManager.getManipManager();
manager.registerWindow((AWTGLAutoDrawable) drawable);
this.drawable = drawable;
viewer = new ExaminerViewer();
viewer.setUpVector(Vec3f.Y_AXIS);
viewer.setNoAltKeyMode(true);
viewer.setAutoRedrawMode(false);
viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
public BSphere getBoundingSphere() {
return new BSphere(new Vec3f(0, 0, 0), 1.0f);
}
});
viewer.setVertFOV((float) (15.0f * Math.PI / 32.0f));
viewer.setZNear(0.1f);
viewer.setZFar(10.0f);
}
initComplete = true;
}
public void dispose(GLAutoDrawable drawable) {
}
public void display(GLAutoDrawable drawable) {
if (!initComplete) {
return;
}
time.update();
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT);
if (doViewAll) {
viewer.viewAll(gl);
doViewAll = false;
}
if (getFlag(' ')) {
viewer.rotateAboutFocalPoint(new Rotf(Vec3f.Y_AXIS, (float) (time.deltaT() * animRate)));
}
if (toggleWire) {
toggleWire = false;
wire = !wire;
if (wire) {
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
}
// draw background
gl.glDisable(GL.GL_DEPTH_TEST);
drawSkyBox(gl);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glPushMatrix();
viewer.update(gl);
ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters());
ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vtxProg);
gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB);
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 62, fresnel, fresnel, fresnel, 1.0f);
// set texture transforms
gl.glActiveTexture(GL.GL_TEXTURE0);
cubemap.bind(gl);
cubemap.enable(gl);
gl.glMatrixMode(GL.GL_TEXTURE);
gl.glLoadIdentity();
viewer.updateInverseRotation(gl);
gl.glActiveTexture(GL.GL_TEXTURE1);
cubemap.bind(gl);
cubemap.enable(gl);
gl.glMatrixMode(GL.GL_TEXTURE);
gl.glLoadIdentity();
viewer.updateInverseRotation(gl);
// if (useRegisterCombiners) {
// gl.glEnable(GL2.GL_REGISTER_COMBINERS_NV);
// } else {
gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg);
gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB);
// }
gl.glColor3f(1.0f, 1.0f, 1.0f);
if (getFlag('s')) {
// single pass
setRefraction(gl, refract);
drawObj(gl, obj);
} else {
// red pass
gl.glColorMask(true, false, false, false);
setRefraction(gl, refract);
drawObj(gl, obj);
gl.glDepthMask(false);
gl.glDepthFunc(GL.GL_EQUAL);
// green pass
gl.glColorMask(false, true, false, false);
setRefraction(gl, refract + wavelengthDelta);
drawObj(gl, obj);
// blue pass
gl.glColorMask(false, false, true, false);
setRefraction(gl, refract + (wavelengthDelta * 2));
drawObj(gl, obj);
gl.glDepthMask(true);
gl.glDepthFunc(GL.GL_LESS);
gl.glColorMask(true, true, true, false);
}
// if (useRegisterCombiners) {
// gl.glDisable(GL2.GL_REGISTER_COMBINERS_NV);
// } else {
gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB);
// }
gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB);
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glPopMatrix();
}
// Unused routines
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
//----------------------------------------------------------------------
// Internals only below this point
//
public void shutdownDemo() {
if (drawable != null) {
viewer.detach();
ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
drawable.removeGLEventListener(this);
}
super.shutdownDemo();
}
private boolean[] b = new boolean[256];
private void dispatchKey(char k) {
setFlag(k, !getFlag(k));
// Quit on escape or 'q'
if ((k == (char) 27) || (k == 'q')) {
shutdownDemo();
return;
}
switch (k) {
case '1':
obj = 0;
break;
case '2':
obj = 1;
break;
case '3':
obj = 2;
break;
case '4':
obj = 3;
break;
case 'v':
doViewAll = true;
break;
case 'w':
toggleWire = true;
break;
default:
break;
}
}
private void setFlag(char key, boolean val) {
b[((int) key) & 0xFF] = val;
}
private boolean getFlag(char key) {
return b[((int) key) & 0xFF];
}
private void initExtension(GL gl, String glExtensionName) {
if (!gl.isExtensionAvailable(glExtensionName)) {
final String message = "OpenGL extension \"" + glExtensionName + "\" not available";
new Thread(new Runnable() {
public void run() {
JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
shutdownDemo();
}
}).start();
throw new RuntimeException(message);
}
}
// initalize texture combiners to compute:
// refraction*(1-fresnel) + reflection*fresnel
// private void initCombiners(GL gl) {
// gl.glCombinerParameteriNV(GL.GL_NUM_GENERAL_COMBINERS_NV, 1);
//
// // combiner 0
// // a*b+c*d
// gl.glCombinerInputNV(GL.GL_COMBINER0_NV, GL.GL_RGB, GL.GL_VARIABLE_A_NV, GL.GL_TEXTURE0, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
// gl.glCombinerInputNV(GL.GL_COMBINER0_NV, GL.GL_RGB, GL.GL_VARIABLE_B_NV, GL.GL_PRIMARY_COLOR_NV, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB);
// gl.glCombinerInputNV(GL.GL_COMBINER0_NV, GL.GL_RGB, GL.GL_VARIABLE_C_NV, GL.GL_TEXTURE1, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
// gl.glCombinerInputNV(GL.GL_COMBINER0_NV, GL.GL_RGB, GL.GL_VARIABLE_D_NV, GL.GL_PRIMARY_COLOR_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
//
// // output:
// // (stage, portion, abOutput, cdOutput, sumOutput, scale, bias, abDotProduct, cdDotProduct, muxSum)
// gl.glCombinerOutputNV(GL.GL_COMBINER0_NV, GL.GL_RGB, GL.GL_DISCARD_NV, GL.GL_DISCARD_NV, GL.GL_SPARE0_NV, GL.GL_NONE, GL.GL_NONE, false, false, false);
//
// // final combiner
// // output: Frgb = A*B + (1-A)*C + D
// // (variable, input, mapping, componentUsage);
// gl.glFinalCombinerInputNV(GL.GL_VARIABLE_A_NV, GL.GL_SPARE0_NV, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
// gl.glFinalCombinerInputNV(GL.GL_VARIABLE_B_NV, GL.GL_ZERO, GL.GL_UNSIGNED_INVERT_NV, GL.GL_RGB);
// gl.glFinalCombinerInputNV(GL.GL_VARIABLE_C_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
// gl.glFinalCombinerInputNV(GL.GL_VARIABLE_D_NV, GL.GL_ZERO, GL.GL_UNSIGNED_IDENTITY_NV, GL.GL_RGB);
// }
private void initFragmentProgram(GL2 gl) {
int[] fragProgTmp = new int[1];
gl.glGenProgramsARB(1, fragProgTmp, 0);
fragProg = fragProgTmp[0];
String combineFragProg =
"!!ARBfp1.0\n" +
"# compute refraction*(1-fresnel) + reflection*fresnel\n" +
"TEMP texSamp0, texSamp1;\n" +
"TEMP invFresnel;\n" +
"PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n" +
"TEX texSamp0, fragment.texcoord[0], texture[0], CUBE;\n" +
"TEX texSamp1, fragment.texcoord[1], texture[1], CUBE;\n" +
"SUB invFresnel, one, fragment.color;\n" +
"MUL texSamp0, texSamp0, invFresnel;\n" +
"MUL texSamp1, texSamp1, fragment.color;\n" +
"ADD texSamp0, texSamp0, texSamp1;\n" +
"MOV result.color, texSamp0;\n" +
"END";
gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg);
gl.glProgramStringARB(GL2.GL_FRAGMENT_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB,
combineFragProg.length(), combineFragProg);
int[] errPos = new int[1];
gl.glGetIntegerv(GL2.GL_PROGRAM_ERROR_POSITION_ARB, errPos, 0);
if (errPos[0] >= 0) {
System.out.println("Fragment program failed to load:");
String errMsg = gl.glGetString(GL2.GL_PROGRAM_ERROR_STRING_ARB);
if (errMsg == null) {
System.out.println("[No error message available]");
} else {
System.out.println("Error message: \"" + errMsg + "\"");
}
System.out.println("Error occurred at position " + errPos[0] + " in program:");
int endPos = errPos[0];
while (endPos < combineFragProg.length() && combineFragProg.charAt(endPos) != '\n') {
++endPos;
}
System.out.println(combineFragProg.substring(errPos[0], endPos));
}
}
private void drawSkyBox(GL2 gl) {
// Compensates for ExaminerViewer's modification of modelview matrix
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
gl.glActiveTexture(GL.GL_TEXTURE0);
cubemap.bind(gl);
cubemap.enable(gl);
// This is a workaround for a driver bug on Mac OS X where the
// normals are not being sent down to the hardware in
// GL_NORMAL_MAP texgen mode. Temporarily enabling lighting
// causes the normals to be sent down. Thanks to Ken Dyke.
gl.glEnable(GL2ES1.GL_LIGHTING);
gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_NORMAL_MAP);
gl.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_NORMAL_MAP);
gl.glTexGeni(GL2.GL_R, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_NORMAL_MAP);
gl.glEnable(GL2.GL_TEXTURE_GEN_S);
gl.glEnable(GL2.GL_TEXTURE_GEN_T);
gl.glEnable(GL2.GL_TEXTURE_GEN_R);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
gl.glMatrixMode(GL.GL_TEXTURE);
gl.glPushMatrix();
gl.glLoadIdentity();
viewer.updateInverseRotation(gl);
glut.glutSolidSphere(5.0, 40, 20);
gl.glDisable(GL2ES1.GL_LIGHTING);
gl.glPopMatrix();
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glDisable(GL2.GL_TEXTURE_GEN_S);
gl.glDisable(GL2.GL_TEXTURE_GEN_T);
gl.glDisable(GL2.GL_TEXTURE_GEN_R);
}
private void drawObj(GL2 gl, int obj) {
switch(obj) {
case 0:
gl.glCallList(bunnydl);
break;
case 1:
glut.glutSolidSphere(0.5, 64, 64);
break;
case 2:
glut.glutSolidTorus(0.25, 0.5, 64, 64);
break;
case 3:
drawPlane(gl, 1.0f, 1.0f, 50, 50);
break;
}
}
private void setRefraction(GL2 gl, float index) {
gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, index, index*index, 0.0f, 0.0f);
}
// draw square subdivided into quad strips
private void drawPlane(GL2 gl, float w, float h, int rows, int cols) {
int x, y;
float vx, vy, s, t;
float ts, tt, tw, th;
ts = 1.0f / cols;
tt = 1.0f / rows;
tw = w / cols;
th = h / rows;
gl.glNormal3f(0.0f, 0.0f, 1.0f);
for(y=0; y