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author | Sven Gothel <[email protected]> | 2009-03-16 15:10:57 +0000 |
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committer | Sven Gothel <[email protected]> | 2009-03-16 15:10:57 +0000 |
commit | 3b83ea25d64ab2c92822265f2eb74b35eddab722 (patch) | |
tree | a041ed8697b747fec0e198578df1c6cfbfc6adda /src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java | |
parent | af88a8948eb945fdf97d8553f339effc2349fd24 (diff) |
repair
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1872 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java')
-rw-r--r-- | src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java | 1342 |
1 files changed, 1342 insertions, 0 deletions
diff --git a/src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java b/src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java new file mode 100644 index 000000000..5a1f7d12d --- /dev/null +++ b/src/jogl/classes/com/sun/opengl/util/gl2/GLUT.java @@ -0,0 +1,1342 @@ +/* + * Copyright (c) 2003 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. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ + +package com.sun.opengl.util.gl2; + +import javax.media.opengl.*; +import javax.media.opengl.glu.*; +import javax.media.opengl.glu.gl2.*; + +/** Subset of the routines provided by the GLUT interface. Note the + signatures of many of the methods are necessarily different than + the corresponding C version. A GLUT object must only be used from + one particular thread at a time. <P> + + Copyright (c) Mark J. Kilgard, 1994, 1997. <P> + + (c) Copyright 1993, Silicon Graphics, Inc. <P> + + ALL RIGHTS RESERVED <P> + + Permission to use, copy, modify, and distribute this software + for any purpose and without fee is hereby granted, provided + that the above copyright notice appear in all copies and that + both the copyright notice and this permission notice appear in + supporting documentation, and that the name of Silicon + Graphics, Inc. not be used in advertising or publicity + pertaining to distribution of the software without specific, + written prior permission. <P> + + THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU + "AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR + OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF + MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO + EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE + ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR + CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER, + INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE, + SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR + NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY + OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, + ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR + PERFORMANCE OF THIS SOFTWARE. <P> + + US Government Users Restricted Rights <P> + + Use, duplication, or disclosure by the Government is subject to + restrictions set forth in FAR 52.227.19(c)(2) or subparagraph + (c)(1)(ii) of the Rights in Technical Data and Computer + Software clause at DFARS 252.227-7013 and/or in similar or + successor clauses in the FAR or the DOD or NASA FAR + Supplement. Unpublished-- rights reserved under the copyright + laws of the United States. Contractor/manufacturer is Silicon + Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA + 94039-7311. <P> + + OpenGL(TM) is a trademark of Silicon Graphics, Inc. <P> +*/ + +public class GLUT { + public static final int STROKE_ROMAN = 0; + public static final int STROKE_MONO_ROMAN = 1; + public static final int BITMAP_9_BY_15 = 2; + public static final int BITMAP_8_BY_13 = 3; + public static final int BITMAP_TIMES_ROMAN_10 = 4; + public static final int BITMAP_TIMES_ROMAN_24 = 5; + public static final int BITMAP_HELVETICA_10 = 6; + public static final int BITMAP_HELVETICA_12 = 7; + public static final int BITMAP_HELVETICA_18 = 8; + + private GLUgl2 glu = new GLUgl2(); + + //---------------------------------------------------------------------- + // Shapes + // + + public void glutWireSphere(double radius, int slices, int stacks) { + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_LINE); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluSphere(quadObj, radius, slices, stacks); + } + + public void glutSolidSphere(double radius, int slices, int stacks) { + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluSphere(quadObj, radius, slices, stacks); + } + + public void glutWireCone(double base, double height, + int slices, int stacks) { + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_LINE); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluCylinder(quadObj, base, 0.0, height, slices, stacks); + } + + public void glutSolidCone(double base, double height, + int slices, int stacks) { + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluCylinder(quadObj, base, 0.0, height, slices, stacks); + } + + public void glutWireCylinder(double radius, double height, int slices, int stacks) { + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_LINE); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluCylinder(quadObj, radius, radius, height, slices, stacks); + } + + public void glutSolidCylinder(double radius, double height, int slices, int stacks) { + GL2 gl = GLUgl2.getCurrentGL2(); + + // Prepare table of points for drawing end caps + double [] x = new double[slices]; + double [] y = new double[slices]; + double angleDelta = Math.PI * 2 / slices; + double angle = 0; + for (int i = 0 ; i < slices ; i ++) { + angle = i * angleDelta; + x[i] = Math.cos(angle) * radius; + y[i] = Math.sin(angle) * radius; + } + + // Draw bottom cap + gl.glBegin(GL2.GL_TRIANGLE_FAN); + gl.glNormal3d(0,0,-1); + gl.glVertex3d(0,0,0); + for (int i = 0 ; i < slices ; i ++) { + gl.glVertex3d(x[i], y[i], 0); + } + gl.glVertex3d(x[0], y[0], 0); + gl.glEnd(); + + // Draw top cap + gl.glBegin(GL2.GL_TRIANGLE_FAN); + gl.glNormal3d(0,0,1); + gl.glVertex3d(0,0,height); + for (int i = 0 ; i < slices ; i ++) { + gl.glVertex3d(x[i], y[i], height); + } + gl.glVertex3d(x[0], y[0], height); + gl.glEnd(); + + // Draw walls + quadObjInit(glu); + glu.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); + glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); + /* If we ever changed/used the texture or orientation state + of quadObj, we'd need to change it to the defaults here + with gluQuadricTexture and/or gluQuadricOrientation. */ + glu.gluCylinder(quadObj, radius, radius, height, slices, stacks); + } + + public void glutWireCube(float size) { + drawBox(GLUgl2.getCurrentGL2(), size, GL2.GL_LINE_LOOP); + } + + public void glutSolidCube(float size) { + drawBox(GLUgl2.getCurrentGL2(), size, GL2.GL_QUADS); + } + + public void glutWireTorus(double innerRadius, double outerRadius, + int nsides, int rings) { + GL2 gl = GLUgl2.getCurrentGL2(); + gl.glPushAttrib(GL2.GL_POLYGON_BIT); + gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE); + doughnut(gl, innerRadius, outerRadius, nsides, rings); + gl.glPopAttrib(); + } + + public void glutSolidTorus(double innerRadius, double outerRadius, + int nsides, int rings) { + doughnut(GLUgl2.getCurrentGL2(), innerRadius, outerRadius, nsides, rings); + } + + public void glutWireDodecahedron() { + dodecahedron(GLUgl2.getCurrentGL2(), GL2.GL_LINE_LOOP); + } + + public void glutSolidDodecahedron() { + dodecahedron(GLUgl2.getCurrentGL2(), GL2.GL_TRIANGLE_FAN); + } + + public void glutWireOctahedron() { + octahedron(GLUgl2.getCurrentGL2(), GL2.GL_LINE_LOOP); + } + + public void glutSolidOctahedron() { + octahedron(GLUgl2.getCurrentGL2(), GL2.GL_TRIANGLES); + } + + public void glutWireIcosahedron() { + icosahedron(GLUgl2.getCurrentGL2(), GL2.GL_LINE_LOOP); + } + + public void glutSolidIcosahedron() { + icosahedron(GLUgl2.getCurrentGL2(), GL2.GL_TRIANGLES); + } + + public void glutWireTetrahedron() { + tetrahedron(GLUgl2.getCurrentGL2(), GL2.GL_LINE_LOOP); + } + + public void glutSolidTetrahedron() { + tetrahedron(GLUgl2.getCurrentGL2(), GL2.GL_TRIANGLES); + } + +/** + * Renders the teapot as a solid shape of the specified size. The teapot is + * created in a way that replicates the C GLUT implementation. + * + * @param scale + * the factor by which to scale the teapot + */ + public void glutSolidTeapot(double scale) { + glutSolidTeapot(scale, true); + } + + /** + * Renders the teapot as a solid shape of the specified size. The teapot can + * either be created in a way that is backward-compatible with the standard + * C glut library (i.e. broken), or in a more pleasing way (i.e. with + * surfaces whose front-faces point outwards and standing on the z=0 plane, + * instead of the y=-1 plane). Both surface normals and texture coordinates + * for the teapot are generated. The teapot is generated with OpenGL + * evaluators. + * + * @param scale + * the factor by which to scale the teapot + * @param cStyle + * whether to create the teapot in exactly the same way as in the C + * implementation of GLUT + */ + public void glutSolidTeapot(double scale, boolean cStyle) { + teapot(GLUgl2.getCurrentGL2(), 14, scale, GL2.GL_FILL, cStyle); + } + + /** + * Renders the teapot as a wireframe shape of the specified size. The teapot + * is created in a way that replicates the C GLUT implementation. + * + * @param scale + * the factor by which to scale the teapot + */ + public void glutWireTeapot(double scale) { + glutWireTeapot(scale, true); + } + + /** + * Renders the teapot as a wireframe shape of the specified size. The teapot + * can either be created in a way that is backward-compatible with the + * standard C glut library (i.e. broken), or in a more pleasing way (i.e. + * with surfaces whose front-faces point outwards and standing on the z=0 + * plane, instead of the y=-1 plane). Both surface normals and texture + * coordinates for the teapot are generated. The teapot is generated with + * OpenGL evaluators. + * + * @param scale + * the factor by which to scale the teapot + * @param cStyle + * whether to create the teapot in exactly the same way as in the C + * implementation of GLUT + */ + public void glutWireTeapot(double scale, boolean cStyle) { + teapot(GLUgl2.getCurrentGL2(), 10, scale, GL2.GL_LINE, cStyle); + } + + //---------------------------------------------------------------------- + // Fonts + // + + public void glutBitmapCharacter(int font, char character) { + GL2 gl = GLUgl2.getCurrentGL2(); + int[] swapbytes = new int[1]; + int[] lsbfirst = new int[1]; + int[] rowlength = new int[1]; + int[] skiprows = new int[1]; + int[] skippixels = new int[1]; + int[] alignment = new int[1]; + beginBitmap(gl, + swapbytes, + lsbfirst, + rowlength, + skiprows, + skippixels, + alignment); + bitmapCharacterImpl(gl, font, character); + endBitmap(gl, + swapbytes, + lsbfirst, + rowlength, + skiprows, + skippixels, + alignment); + } + + public void glutBitmapString (int font, String string) { + GL2 gl = GLUgl2.getCurrentGL2(); + int[] swapbytes = new int[1]; + int[] lsbfirst = new int[1]; + int[] rowlength = new int[1]; + int[] skiprows = new int[1]; + int[] skippixels = new int[1]; + int[] alignment = new int[1]; + beginBitmap(gl, + swapbytes, + lsbfirst, + rowlength, + skiprows, + skippixels, + alignment); + int len = string.length(); + for (int i = 0; i < len; i++) { + bitmapCharacterImpl(gl, font, string.charAt(i)); + } + endBitmap(gl, + swapbytes, + lsbfirst, + rowlength, + skiprows, + skippixels, + alignment); + } + + public int glutBitmapWidth (int font, char character) { + BitmapFontRec fontinfo = getBitmapFont(font); + int c = character & 0xFFFF; + if (c < fontinfo.first || c >= fontinfo.first + fontinfo.num_chars) + return 0; + BitmapCharRec ch = fontinfo.ch[c - fontinfo.first]; + if (ch != null) + return (int) ch.advance; + else + return 0; + } + + public void glutStrokeCharacter(int font, char character) { + GL2 gl = GLUgl2.getCurrentGL2(); + StrokeFontRec fontinfo = getStrokeFont(font); + int c = character & 0xFFFF; + if (c < 0 || c >= fontinfo.num_chars) + return; + StrokeCharRec ch = fontinfo.ch[c]; + if (ch != null) { + for (int i = 0; i < ch.num_strokes; i++) { + StrokeRec stroke = ch.stroke[i]; + gl.glBegin(GL2.GL_LINE_STRIP); + for (int j = 0; j < stroke.num_coords; j++) { + CoordRec coord = stroke.coord[j]; + gl.glVertex2f(coord.x, coord.y); + } + gl.glEnd(); + } + gl.glTranslatef(ch.right, 0.0f, 0.0f); + } + } + + public void glutStrokeString(int font, String string) { + GL2 gl = GLUgl2.getCurrentGL2(); + StrokeFontRec fontinfo = getStrokeFont(font); + int len = string.length(); + for (int pos = 0; pos < len; pos++) { + int c = string.charAt(pos) & 0xFFFF; + if (c < 0 || c >= fontinfo.num_chars) + continue; + StrokeCharRec ch = fontinfo.ch[c]; + if (ch != null) { + for (int i = 0; i < ch.num_strokes; i++) { + StrokeRec stroke = ch.stroke[i]; + gl.glBegin(GL2.GL_LINE_STRIP); + for (int j = 0; j < stroke.num_coords; j++) { + CoordRec coord = stroke.coord[j]; + gl.glVertex2f(coord.x, coord.y); + } + gl.glEnd(); + } + gl.glTranslatef(ch.right, 0.0f, 0.0f); + } + } + } + + public int glutStrokeWidth (int font, char character) { + return (int) glutStrokeWidthf(font, character); + } + + public float glutStrokeWidthf (int font, char character) { + StrokeFontRec fontinfo = getStrokeFont(font); + int c = character & 0xFFFF; + if (c < 0 || c >= fontinfo.num_chars) + return 0; + StrokeCharRec ch = fontinfo.ch[c]; + if (ch != null) + return ch.right; + else + return 0; + } + + public int glutBitmapLength (int font, String string) { + BitmapFontRec fontinfo = getBitmapFont(font); + int length = 0; + int len = string.length(); + for (int pos = 0; pos < len; pos++) { + int c = string.charAt(pos) & 0xFFFF; + if (c >= fontinfo.first && c < fontinfo.first + fontinfo.num_chars) { + BitmapCharRec ch = fontinfo.ch[c - fontinfo.first]; + if (ch != null) + length += ch.advance; + } + } + return length; + } + + public int glutStrokeLength (int font, String string) { + return (int) glutStrokeLengthf(font, string); + } + + public float glutStrokeLengthf (int font, String string) { + StrokeFontRec fontinfo = getStrokeFont(font); + float length = 0; + int len = string.length(); + for (int i = 0; i < len; i++) { + char c = string.charAt(i); + if (c >= 0 && c < fontinfo.num_chars) { + StrokeCharRec ch = fontinfo.ch[c]; + if (ch != null) + length += ch.right; + } + } + return length; + } + + /** + This function draws a wireframe dodecahedron whose + facets are rhombic and + whose vertices are at unit radius. + No facet lies normal to any coordinate axes. + The polyhedron is centered at the origin. + */ + public void glutWireRhombicDodecahedron() { + GL2 gl = GLUgl2.getCurrentGL2(); + for( int i = 0; i < 12; i++ ) { + gl.glBegin( GL2.GL_LINE_LOOP ); + gl.glNormal3dv( rdod_n[ i ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 0 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 1 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 2 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 3 ] ],0 ); + gl.glEnd( ); + } + } + + /** + This function draws a solid-shaded dodecahedron + whose facets are rhombic and + whose vertices are at unit radius. + No facet lies normal to any coordinate axes. + The polyhedron is centered at the origin. + */ + public void glutSolidRhombicDodecahedron() { + GL2 gl = GLUgl2.getCurrentGL2(); + gl.glBegin( GL2.GL_QUADS ); + for( int i = 0; i < 12; i++ ) { + gl.glNormal3dv( rdod_n[ i ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 0 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 1 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 2 ] ],0 ); + gl.glVertex3dv( rdod_r[ rdod_v[ i ][ 3 ] ],0 ); + } + gl.glEnd( ); + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + //---------------------------------------------------------------------- + // Shape implementation + // + + private GLUquadric quadObj; + private void quadObjInit(GLUgl2 glu) { + if (quadObj == null) { + quadObj = glu.gluNewQuadric(); + } + if (quadObj == null) { + throw new GLException("Out of memory"); + } + } + + private static void doughnut(GL2 gl, double r, double R, int nsides, int rings) { + int i, j; + float theta, phi, theta1; + float cosTheta, sinTheta; + float cosTheta1, sinTheta1; + float ringDelta, sideDelta; + + ringDelta = (float) (2.0 * Math.PI / rings); + sideDelta = (float) (2.0 * Math.PI / nsides); + + theta = 0.0f; + cosTheta = 1.0f; + sinTheta = 0.0f; + for (i = rings - 1; i >= 0; i--) { + theta1 = theta + ringDelta; + cosTheta1 = (float) Math.cos(theta1); + sinTheta1 = (float) Math.sin(theta1); + gl.glBegin(GL2.GL_QUAD_STRIP); + phi = 0.0f; + for (j = nsides; j >= 0; j--) { + float cosPhi, sinPhi, dist; + + phi += sideDelta; + cosPhi = (float) Math.cos(phi); + sinPhi = (float) Math.sin(phi); + dist = (float) (R + r * cosPhi); + + gl.glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi); + gl.glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, (float) r * sinPhi); + gl.glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi); + gl.glVertex3f(cosTheta * dist, -sinTheta * dist, (float) r * sinPhi); + } + gl.glEnd(); + theta = theta1; + cosTheta = cosTheta1; + sinTheta = sinTheta1; + } + } + + private static float[][] boxVertices; + private static final float[][] boxNormals = { + {-1.0f, 0.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, -1.0f} + }; + private static final int[][] boxFaces = { + {0, 1, 2, 3}, + {3, 2, 6, 7}, + {7, 6, 5, 4}, + {4, 5, 1, 0}, + {5, 6, 2, 1}, + {7, 4, 0, 3} + }; + private void drawBox(GL2 gl, float size, int type) { + if (boxVertices == null) { + float[][] v = new float[8][]; + for (int i = 0; i < 8; i++) { + v[i] = new float[3]; + } + v[0][0] = v[1][0] = v[2][0] = v[3][0] = -0.5f; + v[4][0] = v[5][0] = v[6][0] = v[7][0] = 0.5f; + v[0][1] = v[1][1] = v[4][1] = v[5][1] = -0.5f; + v[2][1] = v[3][1] = v[6][1] = v[7][1] = 0.5f; + v[0][2] = v[3][2] = v[4][2] = v[7][2] = -0.5f; + v[1][2] = v[2][2] = v[5][2] = v[6][2] = 0.5f; + boxVertices = v; + } + float[][] v = boxVertices; + float[][] n = boxNormals; + int[][] faces = boxFaces; + for (int i = 5; i >= 0; i--) { + gl.glBegin(type); + gl.glNormal3fv(n[i], 0); + float[] vt = v[faces[i][0]]; + gl.glVertex3f(vt[0] * size, vt[1] * size, vt[2] * size); + vt = v[faces[i][1]]; + gl.glVertex3f(vt[0] * size, vt[1] * size, vt[2] * size); + vt = v[faces[i][2]]; + gl.glVertex3f(vt[0] * size, vt[1] * size, vt[2] * size); + vt = v[faces[i][3]]; + gl.glVertex3f(vt[0] * size, vt[1] * size, vt[2] * size); + gl.glEnd(); + } + } + + private float[][] dodec; + + private void initDodecahedron() { + dodec = new float[20][]; + for (int i = 0; i < dodec.length; i++) { + dodec[i] = new float[3]; + } + + float alpha, beta; + + alpha = (float) Math.sqrt(2.0f / (3.0f + Math.sqrt(5.0))); + beta = 1.0f + (float) Math.sqrt(6.0 / (3.0 + Math.sqrt(5.0)) - + 2.0 + 2.0 * Math.sqrt(2.0 / (3.0 + Math.sqrt(5.0)))); + dodec[0][0] = -alpha; dodec[0][1] = 0; dodec[0][2] = beta; + dodec[1][0] = alpha; dodec[1][1] = 0; dodec[1][2] = beta; + dodec[2][0] = -1; dodec[2][1] = -1; dodec[2][2] = -1; + dodec[3][0] = -1; dodec[3][1] = -1; dodec[3][2] = 1; + dodec[4][0] = -1; dodec[4][1] = 1; dodec[4][2] = -1; + dodec[5][0] = -1; dodec[5][1] = 1; dodec[5][2] = 1; + dodec[6][0] = 1; dodec[6][1] = -1; dodec[6][2] = -1; + dodec[7][0] = 1; dodec[7][1] = -1; dodec[7][2] = 1; + dodec[8][0] = 1; dodec[8][1] = 1; dodec[8][2] = -1; + dodec[9][0] = 1; dodec[9][1] = 1; dodec[9][2] = 1; + dodec[10][0] = beta; dodec[10][1] = alpha; dodec[10][2] = 0; + dodec[11][0] = beta; dodec[11][1] = -alpha; dodec[11][2] = 0; + dodec[12][0] = -beta; dodec[12][1] = alpha; dodec[12][2] = 0; + dodec[13][0] = -beta; dodec[13][1] = -alpha; dodec[13][2] = 0; + dodec[14][0] = -alpha; dodec[14][1] = 0; dodec[14][2] = -beta; + dodec[15][0] = alpha; dodec[15][1] = 0; dodec[15][2] = -beta; + dodec[16][0] = 0; dodec[16][1] = beta; dodec[16][2] = alpha; + dodec[17][0] = 0; dodec[17][1] = beta; dodec[17][2] = -alpha; + dodec[18][0] = 0; dodec[18][1] = -beta; dodec[18][2] = alpha; + dodec[19][0] = 0; dodec[19][1] = -beta; dodec[19][2] = -alpha; + } + + private static void diff3(float[] a, float[] b, float[] c) { + c[0] = a[0] - b[0]; + c[1] = a[1] - b[1]; + c[2] = a[2] - b[2]; + } + + private static void crossprod(float[] v1, float[] v2, float[] prod) { + float[] p = new float[3]; /* in case prod == v1 or v2 */ + + p[0] = v1[1] * v2[2] - v2[1] * v1[2]; + p[1] = v1[2] * v2[0] - v2[2] * v1[0]; + p[2] = v1[0] * v2[1] - v2[0] * v1[1]; + prod[0] = p[0]; + prod[1] = p[1]; + prod[2] = p[2]; + } + + private static void normalize(float[] v) { + float d; + + d = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + if (d == 0.0) { + v[0] = d = 1.0f; + } + d = 1 / d; + v[0] *= d; + v[1] *= d; + v[2] *= d; + } + + private void pentagon(GL2 gl, int a, int b, int c, int d, int e, int shadeType) { + float[] n0 = new float[3]; + float[] d1 = new float[3]; + float[] d2 = new float[3]; + + diff3(dodec[a], dodec[b], d1); + diff3(dodec[b], dodec[c], d2); + crossprod(d1, d2, n0); + normalize(n0); + + gl.glBegin(shadeType); + gl.glNormal3fv(n0, 0); + gl.glVertex3fv(dodec[a], 0); + gl.glVertex3fv(dodec[b], 0); + gl.glVertex3fv(dodec[c], 0); + gl.glVertex3fv(dodec[d], 0); + gl.glVertex3fv(dodec[e], 0); + gl.glEnd(); + } + + private void dodecahedron(GL2 gl, int type) { + if (dodec == null) { + initDodecahedron(); + } + pentagon(gl, 0, 1, 9, 16, 5, type); + pentagon(gl, 1, 0, 3, 18, 7, type); + pentagon(gl, 1, 7, 11, 10, 9, type); + pentagon(gl, 11, 7, 18, 19, 6, type); + pentagon(gl, 8, 17, 16, 9, 10, type); + pentagon(gl, 2, 14, 15, 6, 19, type); + pentagon(gl, 2, 13, 12, 4, 14, type); + pentagon(gl, 2, 19, 18, 3, 13, type); + pentagon(gl, 3, 0, 5, 12, 13, type); + pentagon(gl, 6, 15, 8, 10, 11, type); + pentagon(gl, 4, 17, 8, 15, 14, type); + pentagon(gl, 4, 12, 5, 16, 17, type); + } + + private static void recorditem(GL2 gl, float[] n1, float[] n2, float[] n3, int shadeType) { + float[] q0 = new float[3]; + float[] q1 = new float[3]; + + diff3(n1, n2, q0); + diff3(n2, n3, q1); + crossprod(q0, q1, q1); + normalize(q1); + + gl.glBegin(shadeType); + gl.glNormal3fv(q1, 0); + gl.glVertex3fv(n1, 0); + gl.glVertex3fv(n2, 0); + gl.glVertex3fv(n3, 0); + gl.glEnd(); + } + + private static void subdivide(GL2 gl, float[] v0, float[] v1, float[] v2, int shadeType) { + int depth; + float[] w0 = new float[3]; + float[] w1 = new float[3]; + float[] w2 = new float[3]; + float l; + int i, j, k, n; + + depth = 1; + for (i = 0; i < depth; i++) { + for (j = 0; i + j < depth; j++) { + k = depth - i - j; + for (n = 0; n < 3; n++) { + w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth; + w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n]) + / depth; + w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n]) + / depth; + } + l = (float) Math.sqrt(w0[0] * w0[0] + w0[1] * w0[1] + w0[2] * w0[2]); + w0[0] /= l; + w0[1] /= l; + w0[2] /= l; + l = (float) Math.sqrt(w1[0] * w1[0] + w1[1] * w1[1] + w1[2] * w1[2]); + w1[0] /= l; + w1[1] /= l; + w1[2] /= l; + l = (float) Math.sqrt(w2[0] * w2[0] + w2[1] * w2[1] + w2[2] * w2[2]); + w2[0] /= l; + w2[1] /= l; + w2[2] /= l; + recorditem(gl, w1, w0, w2, shadeType); + } + } + } + + private static void drawtriangle(GL2 gl, int i, float[][] data, int[][] ndx, int shadeType) { + float[] x0 = data[ndx[i][0]]; + float[] x1 = data[ndx[i][1]]; + float[] x2 = data[ndx[i][2]]; + subdivide(gl, x0, x1, x2, shadeType); + } + + /* octahedron data: The octahedron produced is centered at the + origin and has radius 1.0 */ + private static final float[][] odata = + { + {1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, -1.0f} + }; + + private static final int[][] ondex = + { + {0, 4, 2}, + {1, 2, 4}, + {0, 3, 4}, + {1, 4, 3}, + {0, 2, 5}, + {1, 5, 2}, + {0, 5, 3}, + {1, 3, 5} + }; + + private static void octahedron(GL2 gl, int shadeType) { + int i; + + for (i = 7; i >= 0; i--) { + drawtriangle(gl, i, odata, ondex, shadeType); + } + } + + /* icosahedron data: These numbers are rigged to make an + icosahedron of radius 1.0 */ + + private static final float X = .525731112119133606f; + private static final float Z = .850650808352039932f; + + private static final float[][] idata = + { + {-X, 0, Z}, + {X, 0, Z}, + {-X, 0, -Z}, + {X, 0, -Z}, + {0, Z, X}, + {0, Z, -X}, + {0, -Z, X}, + {0, -Z, -X}, + {Z, X, 0}, + {-Z, X, 0}, + {Z, -X, 0}, + {-Z, -X, 0} + }; + + private static final int[][] index = + { + {0, 4, 1}, + {0, 9, 4}, + {9, 5, 4}, + {4, 5, 8}, + {4, 8, 1}, + {8, 10, 1}, + {8, 3, 10}, + {5, 3, 8}, + {5, 2, 3}, + {2, 7, 3}, + {7, 10, 3}, + {7, 6, 10}, + {7, 11, 6}, + {11, 0, 6}, + {0, 1, 6}, + {6, 1, 10}, + {9, 0, 11}, + {9, 11, 2}, + {9, 2, 5}, + {7, 2, 11}, + }; + + private static void icosahedron(GL2 gl, int shadeType) { + int i; + + for (i = 19; i >= 0; i--) { + drawtriangle(gl, i, idata, index, shadeType); + } + } + + /* rhombic dodecahedron data: */ + + private static final double rdod_r[][] = + { + { 0.0, 0.0, 1.0 }, + { 0.707106781187, 0.000000000000, 0.5 }, + { 0.000000000000, 0.707106781187, 0.5 }, + { -0.707106781187, 0.000000000000, 0.5 }, + { 0.000000000000, -0.707106781187, 0.5 }, + { 0.707106781187, 0.707106781187, 0.0 }, + { -0.707106781187, 0.707106781187, 0.0 }, + { -0.707106781187, -0.707106781187, 0.0 }, + { 0.707106781187, -0.707106781187, 0.0 }, + { 0.707106781187, 0.000000000000, -0.5 }, + { 0.000000000000, 0.707106781187, -0.5 }, + { -0.707106781187, 0.000000000000, -0.5 }, + { 0.000000000000, -0.707106781187, -0.5 }, + { 0.0, 0.0, -1.0 } + }; + + private static final int rdod_v[][] = + { + { 0, 1, 5, 2 }, + { 0, 2, 6, 3 }, + { 0, 3, 7, 4 }, + { 0, 4, 8, 1 }, + { 5, 10, 6, 2 }, + { 6, 11, 7, 3 }, + { 7, 12, 8, 4 }, + { 8, 9, 5, 1 }, + { 5, 9, 13, 10 }, + { 6, 10, 13, 11 }, + { 7, 11, 13, 12 }, + { 8, 12, 13, 9 } + }; + + private static final double rdod_n[][] = + { + { 0.353553390594, 0.353553390594, 0.5 }, + { -0.353553390594, 0.353553390594, 0.5 }, + { -0.353553390594, -0.353553390594, 0.5 }, + { 0.353553390594, -0.353553390594, 0.5 }, + { 0.000000000000, 1.000000000000, 0.0 }, + { -1.000000000000, 0.000000000000, 0.0 }, + { 0.000000000000, -1.000000000000, 0.0 }, + { 1.000000000000, 0.000000000000, 0.0 }, + { 0.353553390594, 0.353553390594, -0.5 }, + { -0.353553390594, 0.353553390594, -0.5 }, + { -0.353553390594, -0.353553390594, -0.5 }, + { 0.353553390594, -0.353553390594, -0.5 } + }; + + /* tetrahedron data: */ + + private static final float T = 1.73205080756887729f; + + private static final float[][] tdata = + { + {T, T, T}, + {T, -T, -T}, + {-T, T, -T}, + {-T, -T, T} + }; + + private static final int[][] tndex = + { + {0, 1, 3}, + {2, 1, 0}, + {3, 2, 0}, + {1, 2, 3} + }; + + private static final void tetrahedron(GL2 gl, int shadeType) { + for (int i = 3; i >= 0; i--) + drawtriangle(gl, i, tdata, tndex, shadeType); + } + + // Teapot implementation (a modified port of glut_teapot.c) + // + // Rim, body, lid, and bottom data must be reflected in x and + // y; handle and spout data across the y axis only. + private static final int[][] teapotPatchData = { + /* rim */ + {102, 103, 104, 105, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15}, + /* body */ + {12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27}, + {24, 25, 26, 27, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40}, + /* lid */ + {96, 96, 96, 96, 97, 98, 99, 100, 101, 101, 101, 101, 0, 1, 2, 3,}, + {0, 1, 2, 3, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117}, + /* bottom */ + {118, 118, 118, 118, 124, 122, 119, 121, 123, 126, 125, 120, 40, 39, 38, 37}, + /* handle */ + {41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56}, + {53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 28, 65, 66, 67}, + /* spout */ + {68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83}, + {80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95} + }; + private static final float[][] teapotCPData = { + {0.2f, 0f, 2.7f}, + {0.2f, -0.112f, 2.7f}, + {0.112f, -0.2f, 2.7f}, + {0f, -0.2f, 2.7f}, + {1.3375f, 0f, 2.53125f}, + {1.3375f, -0.749f, 2.53125f}, + {0.749f, -1.3375f, 2.53125f}, + {0f, -1.3375f, 2.53125f}, + {1.4375f, 0f, 2.53125f}, + {1.4375f, -0.805f, 2.53125f}, + {0.805f, -1.4375f, 2.53125f}, + {0f, -1.4375f, 2.53125f}, + {1.5f, 0f, 2.4f}, + {1.5f, -0.84f, 2.4f}, + {0.84f, -1.5f, 2.4f}, + {0f, -1.5f, 2.4f}, + {1.75f, 0f, 1.875f}, + {1.75f, -0.98f, 1.875f}, + {0.98f, -1.75f, 1.875f}, + {0f, -1.75f, 1.875f}, + {2f, 0f, 1.35f}, + {2f, -1.12f, 1.35f}, + {1.12f, -2f, 1.35f}, + {0f, -2f, 1.35f}, + {2f, 0f, 0.9f}, + {2f, -1.12f, 0.9f}, + {1.12f, -2f, 0.9f}, + {0f, -2f, 0.9f}, + {-2f, 0f, 0.9f}, + {2f, 0f, 0.45f}, + {2f, -1.12f, 0.45f}, + {1.12f, -2f, 0.45f}, + {0f, -2f, 0.45f}, + {1.5f, 0f, 0.225f}, + {1.5f, -0.84f, 0.225f}, + {0.84f, -1.5f, 0.225f}, + {0f, -1.5f, 0.225f}, + {1.5f, 0f, 0.15f}, + {1.5f, -0.84f, 0.15f}, + {0.84f, -1.5f, 0.15f}, + {0f, -1.5f, 0.15f}, + {-1.6f, 0f, 2.025f}, + {-1.6f, -0.3f, 2.025f}, + {-1.5f, -0.3f, 2.25f}, + {-1.5f, 0f, 2.25f}, + {-2.3f, 0f, 2.025f}, + {-2.3f, -0.3f, 2.025f}, + {-2.5f, -0.3f, 2.25f}, + {-2.5f, 0f, 2.25f}, + {-2.7f, 0f, 2.025f}, + {-2.7f, -0.3f, 2.025f}, + {-3f, -0.3f, 2.25f}, + {-3f, 0f, 2.25f}, + {-2.7f, 0f, 1.8f}, + {-2.7f, -0.3f, 1.8f}, + {-3f, -0.3f, 1.8f}, + {-3f, 0f, 1.8f}, + {-2.7f, 0f, 1.575f}, + {-2.7f, -0.3f, 1.575f}, + {-3f, -0.3f, 1.35f}, + {-3f, 0f, 1.35f}, + {-2.5f, 0f, 1.125f}, + {-2.5f, -0.3f, 1.125f}, + {-2.65f, -0.3f, 0.9375f}, + {-2.65f, 0f, 0.9375f}, + {-2f, -0.3f, 0.9f}, + {-1.9f, -0.3f, 0.6f}, + {-1.9f, 0f, 0.6f}, + {1.7f, 0f, 1.425f}, + {1.7f, -0.66f, 1.425f}, + {1.7f, -0.66f, 0.6f}, + {1.7f, 0f, 0.6f}, + {2.6f, 0f, 1.425f}, + {2.6f, -0.66f, 1.425f}, + {3.1f, -0.66f, 0.825f}, + {3.1f, 0f, 0.825f}, + {2.3f, 0f, 2.1f}, + {2.3f, -0.25f, 2.1f}, + {2.4f, -0.25f, 2.025f}, + {2.4f, 0f, 2.025f}, + {2.7f, 0f, 2.4f}, + {2.7f, -0.25f, 2.4f}, + {3.3f, -0.25f, 2.4f}, + {3.3f, 0f, 2.4f}, + {2.8f, 0f, 2.475f}, + {2.8f, -0.25f, 2.475f}, + {3.525f, -0.25f, 2.49375f}, + {3.525f, 0f, 2.49375f}, + {2.9f, 0f, 2.475f}, + {2.9f, -0.15f, 2.475f}, + {3.45f, -0.15f, 2.5125f}, + {3.45f, 0f, 2.5125f}, + {2.8f, 0f, 2.4f}, + {2.8f, -0.15f, 2.4f}, + {3.2f, -0.15f, 2.4f}, + {3.2f, 0f, 2.4f}, + {0f, 0f, 3.15f}, + {0.8f, 0f, 3.15f}, + {0.8f, -0.45f, 3.15f}, + {0.45f, -0.8f, 3.15f}, + {0f, -0.8f, 3.15f}, + {0f, 0f, 2.85f}, + {1.4f, 0f, 2.4f}, + {1.4f, -0.784f, 2.4f}, + {0.784f, -1.4f, 2.4f}, + {0f, -1.4f, 2.4f}, + {0.4f, 0f, 2.55f}, + {0.4f, -0.224f, 2.55f}, + {0.224f, -0.4f, 2.55f}, + {0f, -0.4f, 2.55f}, + {1.3f, 0f, 2.55f}, + {1.3f, -0.728f, 2.55f}, + {0.728f, -1.3f, 2.55f}, + {0f, -1.3f, 2.55f}, + {1.3f, 0f, 2.4f}, + {1.3f, -0.728f, 2.4f}, + {0.728f, -1.3f, 2.4f}, + {0f, -1.3f, 2.4f}, + {0f, 0f, 0f}, + {1.425f, -0.798f, 0f}, + {1.5f, 0f, 0.075f}, + {1.425f, 0f, 0f}, + {0.798f, -1.425f, 0f}, + {0f, -1.5f, 0.075f}, + {0f, -1.425f, 0f}, + {1.5f, -0.84f, 0.075f}, + {0.84f, -1.5f, 0.075f} + }; + // Since GL2.glMap2f expects a packed array of floats, we must convert + // from a 3-dimensional array to a 1-dimensional array + private static final float[] teapotTex = { + 0, 0, 1, 0, 0, 1, 1, 1 + }; + + private static void teapot(GL2 gl, + int grid, + double scale, + int type, + boolean backCompatible) + { + // As mentioned above, GL2.glMap2f expects a packed array of floats + float[] p = new float[4*4*3]; + float[] q = new float[4*4*3]; + float[] r = new float[4*4*3]; + float[] s = new float[4*4*3]; + int i, j, k, l; + + gl.glPushAttrib(GL2.GL_ENABLE_BIT | GL2.GL_EVAL_BIT | GL2.GL_POLYGON_BIT); + gl.glEnable(GL2.GL_AUTO_NORMAL); + gl.glEnable(GL2.GL_NORMALIZE); + gl.glEnable(GL2.GL_MAP2_VERTEX_3); + gl.glEnable(GL2.GL_MAP2_TEXTURE_COORD_2); + gl.glPushMatrix(); + if (!backCompatible) { + // The time has come to have the teapot no longer be inside out + gl.glFrontFace(GL2.GL_CW); + gl.glScaled(0.5*scale, 0.5*scale, 0.5*scale); + } else { + // We want the teapot in it's backward compatible position and + // orientation + gl.glRotatef(270.0f, 1, 0, 0); + gl.glScalef((float)(0.5 * scale), + (float)(0.5 * scale), + (float)(0.5 * scale)); + gl.glTranslatef(0.0f, 0.0f, -1.5f); + } + for (i = 0; i < 10; i++) { + for (j = 0; j < 4; j++) { + for (k = 0; k < 4; k++) { + for (l = 0; l < 3; l++) { + p[(j*4+k)*3+l] = teapotCPData[teapotPatchData[i][j * 4 + k]][l]; + q[(j*4+k)*3+l] = + teapotCPData[teapotPatchData[i][j * 4 + (3 - k)]][l]; + if (l == 1) + q[(j*4+k)*3+l] *= -1.0; + if (i < 6) { + r[(j*4+k)*3+l] = + teapotCPData[teapotPatchData[i][j * 4 + (3 - k)]][l]; + if (l == 0) + r[(j*4+k)*3+l] *= -1.0; + s[(j*4+k)*3+l] = teapotCPData[teapotPatchData[i][j * 4 + k]][l]; + if (l == 0) + s[(j*4+k)*3+l] *= -1.0; + if (l == 1) + s[(j*4+k)*3+l] *= -1.0; + } + } + } + } + gl.glMap2f(GL2.GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, teapotTex, 0); + gl.glMap2f(GL2.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, p, 0); + gl.glMapGrid2f(grid, 0.0f, 1.0f, grid, 0.0f, 1.0f); + evaluateTeapotMesh(gl, grid, type, i, !backCompatible); + gl.glMap2f(GL2.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, q, 0); + evaluateTeapotMesh(gl, grid, type, i, !backCompatible); + if (i < 6) { + gl.glMap2f(GL2.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, r, 0); + evaluateTeapotMesh(gl, grid, type, i, !backCompatible); + gl.glMap2f(GL2.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, s, 0); + evaluateTeapotMesh(gl, grid, type, i, !backCompatible); + } + } + gl.glPopMatrix(); + gl.glPopAttrib(); + } + + private static void evaluateTeapotMesh(GL2 gl, + int grid, + int type, + int partNum, + boolean repairSingularities) + { + if (repairSingularities && (partNum == 5 || partNum == 3)) { + // Instead of using evaluators that give bad results at singularities, + // evaluate by hand + gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, type); + for (int nv = 0; nv < grid; nv++) { + if (nv == 0) { + // Draw a small triangle-fan to fill the hole + gl.glDisable(GL2.GL_AUTO_NORMAL); + gl.glNormal3f(0, 0, partNum == 3 ? 1 : -1); + gl.glBegin(GL2.GL_TRIANGLE_FAN); + { + gl.glEvalCoord2f(0, 0); + // Note that we draw in clock-wise order to match the evaluator + // method + for (int nu = 0; nu <= grid; nu++) + { + gl.glEvalCoord2f(nu / (float)grid, (1f / grid) / (float)grid); + } + } + gl.glEnd(); + gl.glEnable(GL2.GL_AUTO_NORMAL); + } + // Draw the rest of the piece as an evaluated quad-strip + gl.glBegin(GL2.GL_QUAD_STRIP); + { + // Note that we draw in clock-wise order to match the evaluator method + for (int nu = grid; nu >= 0; nu--) { + gl.glEvalCoord2f(nu / (float)grid, (nv + 1) / (float)grid); + gl.glEvalCoord2f(nu / (float)grid, Math.max(nv, 1f / grid) + / (float)grid); + } + } + gl.glEnd(); + } + } else { + gl.glEvalMesh2(type, 0, grid, 0, grid); + } + } + + //---------------------------------------------------------------------- + // Font implementation + // + + private static void bitmapCharacterImpl(GL2 gl, int font, char cin) { + BitmapFontRec fontinfo = getBitmapFont(font); + int c = cin & 0xFFFF; + if (c < fontinfo.first || + c >= fontinfo.first + fontinfo.num_chars) + return; + BitmapCharRec ch = fontinfo.ch[c - fontinfo.first]; + if (ch != null) { + gl.glBitmap(ch.width, ch.height, ch.xorig, ch.yorig, + ch.advance, 0, ch.bitmap, 0); + } + } + + private static final BitmapFontRec[] bitmapFonts = new BitmapFontRec[9]; + private static final StrokeFontRec[] strokeFonts = new StrokeFontRec[9]; + + private static BitmapFontRec getBitmapFont(int font) { + BitmapFontRec rec = bitmapFonts[font]; + if (rec == null) { + switch (font) { + case BITMAP_9_BY_15: + rec = GLUTBitmap9x15.glutBitmap9By15; + break; + case BITMAP_8_BY_13: + rec = GLUTBitmap8x13.glutBitmap8By13; + break; + case BITMAP_TIMES_ROMAN_10: + rec = GLUTBitmapTimesRoman10.glutBitmapTimesRoman10; + break; + case BITMAP_TIMES_ROMAN_24: + rec = GLUTBitmapTimesRoman24.glutBitmapTimesRoman24; + break; + case BITMAP_HELVETICA_10: + rec = GLUTBitmapHelvetica10.glutBitmapHelvetica10; + break; + case BITMAP_HELVETICA_12: + rec = GLUTBitmapHelvetica12.glutBitmapHelvetica12; + break; + case BITMAP_HELVETICA_18: + rec = GLUTBitmapHelvetica18.glutBitmapHelvetica18; + break; + default: + throw new GLException("Unknown bitmap font number " + font); + } + bitmapFonts[font] = rec; + } + return rec; + } + + private static StrokeFontRec getStrokeFont(int font) { + StrokeFontRec rec = strokeFonts[font]; + if (rec == null) { + switch (font) { + case STROKE_ROMAN: + rec = GLUTStrokeRoman.glutStrokeRoman; + break; + case STROKE_MONO_ROMAN: + rec = GLUTStrokeMonoRoman.glutStrokeMonoRoman; + break; + default: + throw new GLException("Unknown stroke font number " + font); + } + } + return rec; + } + + private static void beginBitmap(GL2 gl, + int[] swapbytes, + int[] lsbfirst, + int[] rowlength, + int[] skiprows, + int[] skippixels, + int[] alignment) { + gl.glGetIntegerv(GL2.GL_UNPACK_SWAP_BYTES, swapbytes, 0); + gl.glGetIntegerv(GL2.GL_UNPACK_LSB_FIRST, lsbfirst, 0); + gl.glGetIntegerv(GL2.GL_UNPACK_ROW_LENGTH, rowlength, 0); + gl.glGetIntegerv(GL2.GL_UNPACK_SKIP_ROWS, skiprows, 0); + gl.glGetIntegerv(GL2.GL_UNPACK_SKIP_PIXELS, skippixels, 0); + gl.glGetIntegerv(GL2.GL_UNPACK_ALIGNMENT, alignment, 0); + /* Little endian machines (DEC Alpha for example) could + benefit from setting GL_UNPACK_LSB_FIRST to GL_TRUE + instead of GL_FALSE, but this would require changing the + generated bitmaps too. */ + gl.glPixelStorei(GL2.GL_UNPACK_SWAP_BYTES, GL2.GL_FALSE); + gl.glPixelStorei(GL2.GL_UNPACK_LSB_FIRST, GL2.GL_FALSE); + gl.glPixelStorei(GL2.GL_UNPACK_ROW_LENGTH, 0); + gl.glPixelStorei(GL2.GL_UNPACK_SKIP_ROWS, 0); + gl.glPixelStorei(GL2.GL_UNPACK_SKIP_PIXELS, 0); + gl.glPixelStorei(GL2.GL_UNPACK_ALIGNMENT, 1); + } + + private static void endBitmap(GL2 gl, + int[] swapbytes, + int[] lsbfirst, + int[] rowlength, + int[] skiprows, + int[] skippixels, + int[] alignment) { + /* Restore saved modes. */ + gl.glPixelStorei(GL2.GL_UNPACK_SWAP_BYTES, swapbytes[0]); + gl.glPixelStorei(GL2.GL_UNPACK_LSB_FIRST, lsbfirst[0]); + gl.glPixelStorei(GL2.GL_UNPACK_ROW_LENGTH, rowlength[0]); + gl.glPixelStorei(GL2.GL_UNPACK_SKIP_ROWS, skiprows[0]); + gl.glPixelStorei(GL2.GL_UNPACK_SKIP_PIXELS, skippixels[0]); + gl.glPixelStorei(GL2.GL_UNPACK_ALIGNMENT, alignment[0]); + } +} |