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/*
* Copyright (c) 2006 Greg Rodgers 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.
*
* The names of Greg Rodgers, Sun Microsystems, Inc. or the names of
* contributors may not 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. GREG RODGERS,
* SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S 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 GREG
* RODGERS, SUN, OR SUN'S 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 GREG
* RODGERS OR SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*/
package net.java.joglutils.test3ds;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL2ES1;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.Animator;
public class Main {
/** Creates a new instance of Main */
public Main() {
}
public static void main(final String[] args)
{
final Frame frame = new Frame();
final GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(new Renderer());
frame.add(canvas);
frame.setSize(600, 600);
final Animator animator = new Animator(canvas);
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(final WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
});
frame.show();
animator.start();
}
static class Renderer implements GLEventListener
{
private final MyModel model = new MyModel();
public void display(final GLAutoDrawable gLDrawable)
{
final GL2 gl = gLDrawable.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glPushMatrix();
gl.glScalef(0.000004f, 0.000004f, 0.000004f);
model.render(gLDrawable);
gl.glPopMatrix();
gl.glFlush();
}
public void dispose(final GLAutoDrawable drawable) {}
/** Called by the drawable immediately after the OpenGL context is
* initialized for the first time. Can be used to perform one-time OpenGL
* initialization such as setup of lights and display lists.
* @param gLDrawable The GLDrawable object.
*/
public void init(final GLAutoDrawable gLDrawable)
{
final GL2 gl = gLDrawable.getGL().getGL2();
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.3f);
gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
if (!model.isLoaded())
model.load(gLDrawable, "globe.3ds");
}
/** Called by the drawable during the first repaint after the component has
* been resized. The client can update the viewport and view volume of the
* window appropriately, for example by a call to
* GL.glViewport(int, int, int, int); note that for convenience the component
* has already called GL.glViewport(int, int, int, int)(x, y, width, height)
* when this method is called, so the client may not have to do anything in
* this method.
* @param gLDrawable The GLDrawable object.
* @param x The X Coordinate of the viewport rectangle.
* @param y The Y coordinate of the viewport rectanble.
* @param width The new width of the window.
* @param height The new height of the window.
*/
public void reshape(final GLAutoDrawable gLDrawable, final int x, final int y, final int width, int height)
{
final GL2 gl = gLDrawable.getGL().getGL2();
final GLU glu = new GLU();
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(GLMatrixFunc.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(-1000, 1000, -1000, 1000, -10000, 10000);
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
gl.glLoadIdentity();
}
}
}
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