This example shows how to map a bitmap image onto the six sides of a cube in JOGL.

This is the Java port of the one of the NeHe OpenGL tutorials.

You can get complete IntelliJ IDEA project structure (all source, resources, build script, …) by downloading the source distribution from here.

The original post of the programmer who ported the examples can be found here.

 package demos.nehe.lesson06;

import demos.common.GLDisplay;

/**
 * @author Kevin J. Duling
 */
public class Lesson06 {
    public static void main(String[] args) {
        GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 06: Texture mapping");
        neheGLDisplay.addGLEventListener(new Renderer());
        neheGLDisplay.start();
    }
}


package demos.nehe.lesson06;

/*
 * Lesson06.java
 *
 * Created on July 16, 2003, 11:30 AM
 */

import demos.common.TextureReader;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

import java.io.IOException;

/** Port of the NeHe OpenGL Tutorial (Lesson 6)
 * to Java using the Jogl interface to OpenGL.  Jogl can be obtained
 * at http://jogl.dev.java.net/
 *
 * @author Kevin Duling (This email address is being protected from spambots. You need JavaScript enabled to view it.)
 */
class Renderer implements GLEventListener {
    private float xrot;        // X Rotation ( NEW )
    private float yrot;        // Y Rotation ( NEW )
    private float zrot;        // Z Rotation ( NEW )
    private int texture;

    private GLU glu = new GLU();

    /** Called by the drawable to initiate OpenGL rendering by the client.
     * After all GLEventListeners have been notified of a display event, the
     * drawable will swap its buffers if necessary.
     * @param gLDrawable The GLAutoDrawable object.
     */
    public void display(GLAutoDrawable gLDrawable) {
        final GL gl = gLDrawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glLoadIdentity();  // Reset The View
        gl.glTranslatef(0.0f, 0.0f, -5.0f);

        gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
        gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
        gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

        gl.glBindTexture(GL.GL_TEXTURE_2D, texture);

        gl.glBegin(GL.GL_QUADS);
        // Front Face
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        // Back Face
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        // Top Face
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        // Bottom Face
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);
        // Right face
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, -1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, 1.0f);
        // Left Face
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);
        gl.glEnd();

        xrot += 0.3f;
        yrot += 0.2f;
        zrot += 0.4f;
    }


    /** Called when the display mode has been changed.  <B>
     * !! CURRENTLY UNIMPLEMENTED IN JOGL !!</B>
     * @param gLDrawable The GLAutoDrawable object.
     * @param modeChanged Indicates if the video mode has changed.
     * @param deviceChanged Indicates if the video device has changed.
     */
    public void displayChanged(GLAutoDrawable gLDrawable, 
            boolean modeChanged, boolean deviceChanged) {
    }

    /** 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 GLAutoDrawable object.
     */
    public void init(GLAutoDrawable gLDrawable) {
        final GL gl = gLDrawable.getGL();
        gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);    // Black Background
        gl.glClearDepth(1.0f);                      // Depth Buffer Setup
        gl.glEnable(GL.GL_DEPTH_TEST);              // Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);               // The Type Of Depth Testing To Do
        // Really Nice Perspective Calculations
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);  
        gl.glEnable(GL.GL_TEXTURE_2D);
        texture = genTexture(gl);
        gl.glBindTexture(GL.GL_TEXTURE_2D, texture);
        TextureReader.Texture texture = null;
        try {
            texture = TextureReader.readTexture("demos/data/images/NeHe.png");
        } catch (IOException e) {
            e.printStackTrace();
            throw new RuntimeException(e);
        }
        makeRGBTexture(gl, glu, texture, GL.GL_TEXTURE_2D, false);
        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
    }

    /** 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 GLAutoDrawable 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(GLAutoDrawable gLDrawable, int x, int y, int width, 
            int height) {
        final GL gl = gLDrawable.getGL();

        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.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    private void makeRGBTexture(GL gl, GLU glu, TextureReader.Texture img, 
            int target, boolean mipmapped) {
        
        if (mipmapped) {
            glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(), 
                    img.getHeight(), GL.GL_RGB, GL.GL_UNSIGNED_BYTE, img.getPixels());
        } else {
            gl.glTexImage2D(target, 0, GL.GL_RGB, img.getWidth(), 
                    img.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, img.getPixels());
        }
    }

    private int genTexture(GL gl) {
        final int[] tmp = new int[1];
        gl.glGenTextures(1, tmp, 0);
        return tmp[0];
    }
}