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-rw-r--r--demos/src/jgudemos/BouncingText3D.java78
1 files changed, 39 insertions, 39 deletions
diff --git a/demos/src/jgudemos/BouncingText3D.java b/demos/src/jgudemos/BouncingText3D.java
index 7ab16ab..4be64a3 100644
--- a/demos/src/jgudemos/BouncingText3D.java
+++ b/demos/src/jgudemos/BouncingText3D.java
@@ -18,15 +18,13 @@ import java.util.ArrayList;
import java.util.Iterator;
import java.util.Random;
-import javax.media.opengl.GL;
-import javax.media.opengl.GLAutoDrawable;
-import javax.media.opengl.GLCanvas;
-import javax.media.opengl.GLEventListener;
-import javax.media.opengl.glu.GLU;
-import javax.media.opengl.glu.GLUquadric;
+import javax.media.opengl.*;
+import javax.media.opengl.awt.*;
+import javax.media.opengl.glu.*;
import javax.vecmath.Point3f;
-import com.geofx.opengl.util.TextRenderer3D;
+import net.java.joglutils.jogltext.TextRenderer3D;
+
import com.sun.opengl.util.Animator;
/**
@@ -53,7 +51,7 @@ public class BouncingText3D implements GLEventListener
private ArrayList<TextInfo3D> textInfo = new ArrayList<TextInfo3D>();
private GLU glu = new GLU();
- protected GLUquadric QUADRIC = glu.gluNewQuadric();
+ protected GLUquadric QUADRIC;
/**
* Main entry point for the app. The only argument that is parsed
@@ -111,7 +109,9 @@ public class BouncingText3D implements GLEventListener
*/
public void init(GLAutoDrawable drawable)
{
- GL gl = drawable.getGL();
+ QUADRIC = glu.gluNewQuadric();
+
+ GL2 gl = drawable.getGL().getGL2();
System.out.println("INIT GL IS: " + gl.getClass().getName());
System.out.println("init GL called. GL Class: " + gl.getClass().getName()
@@ -121,18 +121,18 @@ public class BouncingText3D implements GLEventListener
// Setup the drawing area and shading mode
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- gl.glShadeModel(GL.GL_SMOOTH);
+ gl.glShadeModel(GL2.GL_SMOOTH);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightAmbient, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightDiffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, LightPosition, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, LightAmbient, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, LightDiffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, LightPosition, 0);
- gl.glEnable(GL.GL_DEPTH_TEST);
- gl.glDepthFunc(GL.GL_LESS);
+ gl.glEnable(GL2.GL_DEPTH_TEST);
+ gl.glDepthFunc(GL2.GL_LESS);
- gl.glEnable(GL.GL_BLEND);
- gl.glEnable(GL.GL_LINE_SMOOTH);
- gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
+ gl.glEnable(GL2.GL_BLEND);
+ gl.glEnable(GL2.GL_LINE_SMOOTH);
+ gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
// Note that it has to be a TRUETYPE font - not OpenType. Apparently, AWT can't
// handle CFF glyphs
@@ -153,18 +153,18 @@ public class BouncingText3D implements GLEventListener
*/
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)
{
- GL gl = drawable.getGL();
+ GL2 gl = drawable.getGL().getGL2();
if (height <= 0) // avoid a divide by zero error!
height = 1;
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
- gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
@@ -174,13 +174,13 @@ public class BouncingText3D implements GLEventListener
*/
public void display(GLAutoDrawable drawable)
{
- GL gl = drawable.getGL();
+ GL2 gl = drawable.getGL().getGL2();
// Clear the drawing area
- gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+ gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SHININESS, mat_shininess, 0);
// Reset the current matrix to the "identity"
gl.glLoadIdentity();
@@ -191,8 +191,8 @@ public class BouncingText3D implements GLEventListener
try
{
- gl.glEnable(GL.GL_LIGHTING);
- gl.glEnable(GL.GL_LIGHT0);
+ gl.glEnable(GL2.GL_LIGHTING);
+ gl.glEnable(GL2.GL_LIGHT0);
drawAxes(gl);
@@ -202,10 +202,10 @@ public class BouncingText3D implements GLEventListener
updateTextInfo( info );
- gl.glPushAttrib(GL.GL_TRANSFORM_BIT);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glPushAttrib(GL2.GL_TRANSFORM_BIT);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
- gl.glEnable( GL.GL_NORMALIZE);
+ gl.glEnable( GL2.GL_NORMALIZE);
gl.glTranslatef(info.position.x, info.position.y, info.position.z);
gl.glRotatef(info.angle.x, 1, 0, 0);
@@ -214,7 +214,7 @@ public class BouncingText3D implements GLEventListener
// System.out.println(" x,y,z: " + info.position.x + " " + info.position.y + " " + info.position.z + " angle: " + info.angle );
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE, info.material, 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT_AND_DIFFUSE, info.material, 0);
tr3.call(info.index);
@@ -229,10 +229,10 @@ public class BouncingText3D implements GLEventListener
}
}
- /**
- * This method essentially always ignored.
- */
- public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged)
+ /**
+ * No explicit cleanup necessary.
+ */
+ public void dispose(GLAutoDrawable drawable)
{
}
@@ -399,7 +399,7 @@ public class BouncingText3D implements GLEventListener
}
// draw some striped-pole axes for visdual reference
- protected void drawAxes(GL gl)
+ protected void drawAxes(GL2 gl)
{
float[] mat_ambient_red = { 1.0f, 0.0f, 0.0f, 1.0f };
float[] mat_ambient_green = { 0.0f, 1.0f, 0.0f, 1.0f };
@@ -413,7 +413,7 @@ public class BouncingText3D implements GLEventListener
}
// draw a single striped pole axis
- private void drawAxis(GL gl, int rot, float[] material )
+ private void drawAxis(GL2 gl, int rot, float[] material )
{
float[] mat_ambient_grey = { 0.5f, 0.5f, 0.5f, 1.0f };
final double AXIS_RADIUS = 0.01;
@@ -434,9 +434,9 @@ public class BouncingText3D implements GLEventListener
while ( pos < AXIS_HEIGHT/2.0f )
{
if ((i++ & 1)==0)
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, material, 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, material, 0);
else
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, mat_ambient_grey, 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, mat_ambient_grey, 0);
glu.gluCylinder(QUADRIC, AXIS_RADIUS, AXIS_RADIUS, AXIS_STEP, 8, 1);
gl.glTranslatef(0.0f, 0.0f, AXIS_STEP);