diff options
Diffstat (limited to 'src/net/java/joglutils/model/examples')
-rw-r--r-- | src/net/java/joglutils/model/examples/DisplayListRenderer.java | 106 | ||||
-rw-r--r-- | src/net/java/joglutils/model/examples/ModelTest.java | 55 |
2 files changed, 80 insertions, 81 deletions
diff --git a/src/net/java/joglutils/model/examples/DisplayListRenderer.java b/src/net/java/joglutils/model/examples/DisplayListRenderer.java index 50f7d99..4989356 100644 --- a/src/net/java/joglutils/model/examples/DisplayListRenderer.java +++ b/src/net/java/joglutils/model/examples/DisplayListRenderer.java @@ -10,16 +10,14 @@ package net.java.joglutils.model.examples;
import net.java.joglutils.model.*;
-import com.sun.opengl.util.texture.Texture;
-import com.sun.opengl.util.texture.TextureCoords;
-import com.sun.opengl.util.texture.TextureIO;
+import com.sun.opengl.util.texture.*;
+import com.sun.opengl.util.texture.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.HashMap;
import javax.imageio.ImageIO;
-import javax.media.opengl.GL;
-import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.*;
import net.java.joglutils.model.ResourceRetriever;
import net.java.joglutils.model.geometry.Bounds;
import net.java.joglutils.model.geometry.Material;
@@ -56,13 +54,13 @@ public class DisplayListRenderer implements iModel3DRenderer { public void render(Object context, Model model)
{
- GL gl = null;
+ GL2 gl = null;
- if (context instanceof GL)
- gl = (GL) context;
+ if (context instanceof GL2)
+ gl = (GL2) context;
else if (context instanceof GLAutoDrawable)
- gl = ((GLAutoDrawable) context).getGL();
+ gl = ((GLAutoDrawable) context).getGL().getGL2();
if (gl == null) {
return;
@@ -81,22 +79,22 @@ public class DisplayListRenderer implements iModel3DRenderer { }
// save some current state variables
- boolean isTextureEnabled = gl.glIsEnabled(GL.GL_TEXTURE_2D);
- boolean isLightingEnabled = gl.glIsEnabled(GL.GL_LIGHTING);
- boolean isMaterialEnabled = gl.glIsEnabled(GL.GL_COLOR_MATERIAL);
+ boolean isTextureEnabled = gl.glIsEnabled(GL2.GL_TEXTURE_2D);
+ boolean isLightingEnabled = gl.glIsEnabled(GL2.GL_LIGHTING);
+ boolean isMaterialEnabled = gl.glIsEnabled(GL2.GL_COLOR_MATERIAL);
// check lighting
- if (!model.isUsingLighting()) { gl.glDisable(GL.GL_LIGHTING); }
+ if (!model.isUsingLighting()) { gl.glDisable(GL2.GL_LIGHTING); }
// check texture
- if (model.isUsingTexture()) { gl.glEnable(GL.GL_TEXTURE_2D); }
- else { gl.glDisable(GL.GL_TEXTURE_2D); }
+ if (model.isUsingTexture()) { gl.glEnable(GL2.GL_TEXTURE_2D); }
+ else { gl.glDisable(GL2.GL_TEXTURE_2D); }
// check wireframe
- if (model.isRenderingAsWireframe()) { gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE); }
- else { gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL); }
+ if (model.isRenderingAsWireframe()) { gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE); }
+ else { gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL); }
- gl.glDisable(GL.GL_COLOR_MATERIAL);
+ gl.glDisable(GL2.GL_COLOR_MATERIAL);
gl.glPushMatrix();
@@ -115,7 +113,7 @@ public class DisplayListRenderer implements iModel3DRenderer { gl.glCallList(displayList);
// Disabled lighting for drawing the boundary lines so they are all white (or whatever I chose)
- gl.glDisable(GL.GL_LIGHTING);
+ gl.glDisable(GL2.GL_LIGHTING);
if (model.isRenderModelBounds())
gl.glCallList(modelBoundsList);
if (model.isRenderObjectBounds())
@@ -125,21 +123,21 @@ public class DisplayListRenderer implements iModel3DRenderer { // Reset the flags back for lighting and texture
if (isTextureEnabled) {
- gl.glEnable(GL.GL_TEXTURE_2D);
+ gl.glEnable(GL2.GL_TEXTURE_2D);
} else {
- gl.glDisable(GL.GL_TEXTURE_2D);
+ gl.glDisable(GL2.GL_TEXTURE_2D);
}
if (isLightingEnabled) {
- gl.glEnable(GL.GL_LIGHTING);
+ gl.glEnable(GL2.GL_LIGHTING);
} else {
- gl.glDisable(GL.GL_LIGHTING);
+ gl.glDisable(GL2.GL_LIGHTING);
}
if (isMaterialEnabled) {
- gl.glEnable(GL.GL_COLOR_MATERIAL);
+ gl.glEnable(GL2.GL_COLOR_MATERIAL);
} else {
- gl.glDisable(GL.GL_COLOR_MATERIAL);
+ gl.glDisable(GL2.GL_COLOR_MATERIAL);
}
}
@@ -150,7 +148,7 @@ public class DisplayListRenderer implements iModel3DRenderer { * @param file
* @return
*/
- private int initialize(GL gl, Model model)
+ private int initialize(GL2 gl, Model model)
{
if (this.isDebugging)
System.out.println("Initialize Model: " + model.getSource());
@@ -217,7 +215,7 @@ public class DisplayListRenderer implements iModel3DRenderer { if (this.isDebugging)
System.out.println(" Model List");
- gl.glNewList(compiledList, GL.GL_COMPILE);
+ gl.glNewList(compiledList, GL2.GL_COMPILE);
genList(gl, model);
gl.glEndList();
@@ -225,7 +223,7 @@ public class DisplayListRenderer implements iModel3DRenderer { if (this.isDebugging)
System.out.println(" Boundary List");
- gl.glNewList(modelBoundsList, GL.GL_COMPILE);
+ gl.glNewList(modelBoundsList, GL2.GL_COMPILE);
genModelBoundsList(gl, model);
gl.glEndList();
@@ -233,7 +231,7 @@ public class DisplayListRenderer implements iModel3DRenderer { if (this.isDebugging)
System.out.println(" Object Boundary List");
- gl.glNewList(objectBoundsList, GL.GL_COMPILE);
+ gl.glNewList(objectBoundsList, GL2.GL_COMPILE);
genObjectBoundsList(gl, model);
gl.glEndList();
@@ -264,7 +262,7 @@ public class DisplayListRenderer implements iModel3DRenderer { return;
}
- texture.put(id, TextureIO.newTexture(bufferedImage, true));
+ texture.put(id, AWTTextureIO.newTexture(bufferedImage, true));
}
}
@@ -273,7 +271,7 @@ public class DisplayListRenderer implements iModel3DRenderer { *
* @param gl
*/
- private void genList(GL gl, Model model) {
+ private void genList(GL2 gl, Model model) {
TextureCoords coords;
for (int i=0; i<model.getNumberOfMeshes(); i++) {
@@ -288,7 +286,7 @@ public class DisplayListRenderer implements iModel3DRenderer { Texture t = texture.get(tempObj.materialID);
// switch to texture mode and push a new matrix on the stack
- gl.glMatrixMode(GL.GL_TEXTURE);
+ gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glPushMatrix();
// check to see if the texture needs flipping
@@ -298,14 +296,14 @@ public class DisplayListRenderer implements iModel3DRenderer { }
// switch to modelview matrix and push a new matrix on the stack
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
// This is required to repeat textures...because some are not and so only
// part of the model gets filled in....Might be a way to check if this is
// required per object but I'm not sure...would need to research this.
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
// enable, bind and get texture coordinates
t.enable();
@@ -329,11 +327,11 @@ public class DisplayListRenderer implements iModel3DRenderer { float[] rgba = new float[4];
Material material = model.getMaterial(tempObj.faces[j].materialID);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, material.diffuseColor.getRGBComponents(rgba), 0);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, material.ambientColor.getRGBComponents(rgba), 0);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, material.specularColor.getRGBComponents(rgba), 0);
- gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, material.shininess);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, material.emissive.getRGBComponents(rgba), 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_DIFFUSE, material.diffuseColor.getRGBComponents(rgba), 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT, material.ambientColor.getRGBComponents(rgba), 0);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, material.specularColor.getRGBComponents(rgba), 0);
+ gl.glMaterialf(GL2.GL_FRONT, GL2.GL_SHININESS, material.shininess);
+ gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_EMISSION, material.emissive.getRGBComponents(rgba), 0);
}
}
@@ -341,7 +339,7 @@ public class DisplayListRenderer implements iModel3DRenderer { int vertexIndex = 0;
int normalIndex = 0;
int textureIndex = 0;
- gl.glBegin(GL.GL_POLYGON);
+ gl.glBegin(GL2.GL_POLYGON);
//TODO: the number of vertices for a face is not always 3
for (int whichVertex=0; whichVertex<tempObj.faces[j].vertIndex.length; whichVertex++) {
vertexIndex = tempObj.faces[j].vertIndex[whichVertex];
@@ -387,10 +385,10 @@ public class DisplayListRenderer implements iModel3DRenderer { if (t != null)
t.disable();
- gl.glMatrixMode(GL.GL_TEXTURE);
+ gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glPopMatrix();
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPopMatrix();
}
}
@@ -406,7 +404,7 @@ public class DisplayListRenderer implements iModel3DRenderer { * @param gl
* @param id
*/
- public void renderBoundsOfObject(GL gl, int id, Model model) {
+ public void renderBoundsOfObject(GL2 gl, int id, Model model) {
if (id >=0 && id <= model.getNumberOfMeshes()) {
if (model.getMesh(id).bounds != null) {
drawBounds(gl, model.getMesh(id).bounds);
@@ -422,7 +420,7 @@ public class DisplayListRenderer implements iModel3DRenderer { * @param gLDrawable
*/
private void genModelBoundsList(GLAutoDrawable gLDrawable, Model model) {
- GL gl = gLDrawable.getGL();
+ GL2 gl = gLDrawable.getGL().getGL2();
drawBounds(gl, model.getBounds());
}
@@ -432,7 +430,7 @@ public class DisplayListRenderer implements iModel3DRenderer { *
* @param gl
*/
- private void genModelBoundsList(GL gl, Model model) {
+ private void genModelBoundsList(GL2 gl, Model model) {
drawBounds(gl, model.getBounds());
}
@@ -442,7 +440,7 @@ public class DisplayListRenderer implements iModel3DRenderer { * @param gLDrawable
*/
private void genObjectBoundsList(GLAutoDrawable gLDrawable, Model model) {
- GL gl = gLDrawable.getGL();
+ GL2 gl = gLDrawable.getGL().getGL2();
genObjectBoundsList(gl, model);
}
@@ -451,7 +449,7 @@ public class DisplayListRenderer implements iModel3DRenderer { *
* @param gl
*/
- private void genObjectBoundsList(GL gl, Model model) {
+ private void genObjectBoundsList(GL2 gl, Model model) {
for (int i=0; i<model.getNumberOfMeshes(); i++) {
if (model.getMesh(i).bounds != null) {
drawBounds(gl, model.getMesh(i).bounds);
@@ -466,9 +464,9 @@ public class DisplayListRenderer implements iModel3DRenderer { * @param gl
* @param bounds
*/
- private void drawBounds(GL gl, Bounds bounds) {
+ private void drawBounds(GL2 gl, Bounds bounds) {
// Front Face
- gl.glBegin(GL.GL_LINE_LOOP);
+ gl.glBegin(GL2.GL_LINE_LOOP);
gl.glVertex3f(bounds.min.x, bounds.min.y, bounds.min.z);
gl.glVertex3f(bounds.max.x, bounds.min.y, bounds.min.z);
gl.glVertex3f(bounds.max.x, bounds.max.y, bounds.min.z);
@@ -476,7 +474,7 @@ public class DisplayListRenderer implements iModel3DRenderer { gl.glEnd();
// Back Face
- gl.glBegin(GL.GL_LINE_LOOP);
+ gl.glBegin(GL2.GL_LINE_LOOP);
gl.glVertex3f(bounds.min.x, bounds.min.y, bounds.max.z);
gl.glVertex3f(bounds.max.x, bounds.min.y, bounds.max.z);
gl.glVertex3f(bounds.max.x, bounds.max.y, bounds.max.z);
@@ -484,7 +482,7 @@ public class DisplayListRenderer implements iModel3DRenderer { gl.glEnd();
// Connect the corners between the front and back face.
- gl.glBegin(GL.GL_LINES);
+ gl.glBegin(GL2.GL_LINES);
gl.glVertex3f(bounds.min.x, bounds.min.y, bounds.min.z);
gl.glVertex3f(bounds.min.x, bounds.min.y, bounds.max.z);
@@ -538,7 +536,7 @@ public class DisplayListRenderer implements iModel3DRenderer { return -1;
}
- public void remove(Object objID, GL gl, int howMany) {
+ public void remove(Object objID, GL2 gl, int howMany) {
Integer list = listCache.get(objID);
if(list != null)
@@ -552,7 +550,7 @@ public class DisplayListRenderer implements iModel3DRenderer { * object being passed in. If the object already has a display list
* allocated, the existing ID is returned.
*/
- public int generateList(Object objID, GL gl, int howMany) {
+ public int generateList(Object objID, GL2 gl, int howMany) {
Integer list = null;
list = listCache.get(objID);
diff --git a/src/net/java/joglutils/model/examples/ModelTest.java b/src/net/java/joglutils/model/examples/ModelTest.java index d4f1f16..f92ebd8 100644 --- a/src/net/java/joglutils/model/examples/ModelTest.java +++ b/src/net/java/joglutils/model/examples/ModelTest.java @@ -45,13 +45,11 @@ import java.awt.event.KeyEvent; import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
-import javax.media.opengl.GLCanvas;
+import javax.media.opengl.awt.GLCanvas;
import javax.swing.*;
import javax.swing.event.MouseInputAdapter;
import java.awt.event.MouseEvent;
-import javax.media.opengl.GL;
-import javax.media.opengl.GLAutoDrawable;
-import javax.media.opengl.GLEventListener;
+import javax.media.opengl.*;
import java.awt.*;
import javax.media.opengl.glu.GLU;
import net.java.joglutils.model.ModelFactory;
@@ -163,8 +161,8 @@ public class ModelTest { */
public void display(GLAutoDrawable gLDrawable)
{
- final GL gl = gLDrawable.getGL();
- gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+ final GL2 gl = gLDrawable.getGL().getGL2();
+ gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
glu.gluLookAt(0,0,10, 0,0,0, 0,1,0);
@@ -205,7 +203,7 @@ public class ModelTest { */
public void init(GLAutoDrawable gLDrawable)
{
- final GL gl = gLDrawable.getGL();
+ final GL2 gl = gLDrawable.getGL().getGL2();
try
{
@@ -249,26 +247,26 @@ public class ModelTest { float lightPosition[] = { 0, 50000000, 0, 1.0f };
float[] model_ambient = {0.5f, 0.5f, 0.5f, 1.0f};
- gl.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, model_ambient, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPosition, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, lightDiffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, lightAmbient, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, lightSpecular, 0);
-
- gl.glEnable(GL.GL_LIGHT0);
- gl.glEnable(GL.GL_LIGHTING);
- gl.glEnable(GL.GL_NORMALIZE);
-
- gl.glEnable(GL.GL_CULL_FACE);
- gl.glShadeModel(GL.GL_SMOOTH);
+ gl.glLightModelfv(GL2.GL_LIGHT_MODEL_AMBIENT, model_ambient, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, lightPosition, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, lightDiffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, lightAmbient, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, lightSpecular, 0);
+
+ gl.glEnable(GL2.GL_LIGHT0);
+ gl.glEnable(GL2.GL_LIGHTING);
+ gl.glEnable(GL2.GL_NORMALIZE);
+
+ gl.glEnable(GL2.GL_CULL_FACE);
+ gl.glShadeModel(GL2.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClearDepth(1.0f);
- gl.glEnable(GL.GL_DEPTH_TEST);
- gl.glDepthFunc(GL.GL_LEQUAL);
- gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
- //gl.glLightModeli(GL.GL_LIGHT_MODEL_TWO_SIDE, 0);
+ gl.glEnable(GL2.GL_DEPTH_TEST);
+ gl.glDepthFunc(GL2.GL_LEQUAL);
+ gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
+ //gl.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, 0);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
}
@@ -288,19 +286,22 @@ public class ModelTest { */
public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height)
{
- final GL gl = gLDrawable.getGL();
+ final GL2 gl = gLDrawable.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();
gl.glOrtho(-1, 1, -1, 1, -50, 50);
- gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
+ public void dispose(GLAutoDrawable drawable) {
+ }
+
/**
* Get the point at the start of the mouse drag
*
|