This example shows how to use OpenGL display lists which allows you to prebuild objects and display them on the screen with just one line of code.

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.lesson12;

/*--.          .-"-.
                 /   o_O        / O o \
                 \_  (__\       \_ v _/
                 //   \\        //   \\
                ((     ))      ((     ))
 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤--""---""--¤¤¤¤--""---""--¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
 ¤                 |||            |||                             ¤
 ¤                  |              |                              ¤
 ¤                                                                ¤
 ¤ Programmer:Abdul Bezrati                                       ¤
 ¤ Program   :Nehe's 12th lesson port to JOGL                     ¤
 ¤ Comments  :None                                                ¤
 ¤    _______                                                     ¤
 ¤  /` _____ `\;,    This email address is being protected from spambots. You need JavaScript enabled to view it.                         ¤
 ¤ (__(^===^)__)';,                                 ___           ¤
 ¤   /  :::  \   ,;                               /^   ^\         ¤
 ¤  |   :::   | ,;'                              ( Ö   Ö )        ¤
 ¤¤¤'._______.'`¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ --°oOo--(_)--oOo°--¤¤*/

import demos.common.GLDisplay;

/**
 * @author Abdul Bezrati
 */
public class Lesson12 {
    public static void main(String[] args) {
        GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 12: Display lists");
        Renderer renderer = new Renderer();
        InputHandler inputHandler = new InputHandler(renderer, neheGLDisplay);
        neheGLDisplay.addGLEventListener(renderer);
        neheGLDisplay.addKeyListener(inputHandler);
        neheGLDisplay.start();
    }
}


package demos.nehe.lesson12;

import demos.common.GLDisplay;

import javax.swing.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

class InputHandler extends KeyAdapter {
    private Renderer renderer;

    public InputHandler(Renderer renderer, GLDisplay glDisplay) {
        this.renderer = renderer;
        glDisplay.registerKeyStrokeForHelp(
                KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "Decrease X-axis rotation");
        
        glDisplay.registerKeyStrokeForHelp(
                KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), "Increase X-axis rotation");
        
        glDisplay.registerKeyStrokeForHelp(
                KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "Decrease Y-axis rotation");
        
        glDisplay.registerKeyStrokeForHelp(
                KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "Increase Y-axis rotation");
    }

    public void keyPressed(KeyEvent e) {
        processKeyEvent(e, true);
    }

    public void keyReleased(KeyEvent e) {
        processKeyEvent(e, false);
    }

    private void processKeyEvent(KeyEvent e, boolean pressed) {
        switch (e.getKeyCode()) {
            case KeyEvent.VK_UP:
                renderer.decreaseXrot(pressed);
                break;
            case KeyEvent.VK_DOWN:
                renderer.increaseXrot(pressed);
                break;
            case KeyEvent.VK_LEFT:
                renderer.decreaseYrot(pressed);
                break;
            case KeyEvent.VK_RIGHT:
                renderer.increaseYrot(pressed);
                break;
        }
    }
}


package demos.nehe.lesson12;

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;

class Renderer implements GLEventListener {
    private float[][] boxcol = {{1.0f, 0.0f, 0.0f},
                                {1.0f, 0.5f, 0.0f},
                                {1.0f, 1.0f, 0.0f},
                                {0.0f, 1.0f, 0.0f},
                                {0.0f, 1.0f, 1.0f}};
    private float[][] topcol = {{0.5f, 0.0f, 0.0f},
                                {0.5f, .25f, 0.0f},
                                {0.5f, 0.5f, 0.0f},
                                {0.0f, 0.5f, 0.0f},
                                {0.0f, 0.5f, 0.5f}};
    private float xrot;                         // Rotates Cube On The X Axis
    private boolean increaseX;
    private boolean decreaseX;

    private float yrot;                         // Rotates Cube On The Y Axis
    private boolean increaseY;
    private boolean decreaseY;

    private int[] textures = new int[1];        // Storage For 1 Texture
    private int xloop;                          // Loop For X Axis
    private int yloop;                          // Loop For Y Axis
    private int box;                            // Storage For The Box Display List
    private int top;                            // Storage For The Top Display List

    private GLU glu = new GLU();

    public void increaseXrot(boolean increase) {
        increaseX = increase;
    }

    public void decreaseXrot(boolean decrease) {
        decreaseX = decrease;
    }

    public void increaseYrot(boolean increase) {
        increaseY = increase;
    }

    public void decreaseYrot(boolean decrease) {
        decreaseY = decrease;
    }

    private void loadGLTexture(GL gl) {
        TextureReader.Texture texture = null;
        try {
            texture = TextureReader.readTexture("demos/data/images/Cube.bmp");
        } catch (IOException e) {
            e.printStackTrace();
            throw new RuntimeException(e);
        }

        gl.glGenTextures(1, textures, 0);  // Create The Texture
        // Typical Texture Generation Using Data From The Bitmap
        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);
        gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, 3, texture.getWidth(), texture.getHeight(),
                0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, texture.getPixels());
        
        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);
    }

    private void buildLists(GL gl) {
        box = gl.glGenLists(2);            // Generate 2 Different Lists
        gl.glNewList(box, GL.GL_COMPILE);  // Start With The Box List

        gl.glBegin(GL.GL_QUADS);
        gl.glNormal3f(0.0f, -1.0f, 0.0f);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);  // Bottom 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.glNormal3f(0.0f, 0.0f, 1.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Front 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.glNormal3f(0.0f, 0.0f, -1.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);  // Back 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.glNormal3f(1.0f, 0.0f, 0.0f);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Right 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.glNormal3f(-1.0f, 0.0f, 0.0f);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-1.0f, -1.0f, -1.0f);  // Left 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.glEnd();

        gl.glEndList();

        top = box + 1;                     // Storage For "Top" Is "Box" Plus One
        gl.glNewList(top, GL.GL_COMPILE);  // Now The "Top" Display List

        gl.glBegin(GL.GL_QUADS);
        gl.glNormal3f(0.0f, 1.0f, 0.0f);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);// Top 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.glEnd();
        gl.glEndList();
    }

    public void init(GLAutoDrawable drawable) {
        GL gl = drawable.getGL();
        gl.glEnable(GL.GL_TEXTURE_2D);                              // Enable Texture Mapping
        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

  // The Type Of Depth Testing To Do
        gl.glDepthFunc(GL.GL_LEQUAL);                               
        
        // Quick And Dirty Lighting (Assumes Light0 Is Set Up)
        gl.glEnable(GL.GL_LIGHT0);                            
        
        gl.glEnable(GL.GL_LIGHTING);                                // Enable Lighting

  // Enable Material Coloring
        gl.glEnable(GL.GL_COLOR_MATERIAL);                          
        
        // Really Nice Perspective Calculations
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); 

        loadGLTexture(gl);
        buildLists(gl);
    }

    private void update() {
        if (decreaseX)
            xrot -= 8f;
        if (increaseX)
            xrot += 8f;
        if (decreaseY)
            yrot -= 8f;
        if (increaseY)
            yrot += 8f;
    }

    public void display(GLAutoDrawable drawable) {
        update();
        GL gl = drawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glBindTexture(GL.GL_TEXTURE_2D, textures[0]);
        for (yloop = 1; yloop < 6; yloop++) {
            for (xloop = 0; xloop < yloop; xloop++) {
                gl.glLoadIdentity();          // Reset The View
                gl.glTranslatef(1.4f + ((float) xloop * 2.8f) - 
                        ((float) yloop * 1.4f), ((6.0f - (float) yloop) * 2.4f) - 7.0f, -20.0f);
                
                gl.glRotatef(45.0f - (2.0f * yloop) + xrot, 1.0f, 0.0f, 0.0f);
                gl.glRotatef(45.0f + yrot, 0.0f, 1.0f, 0.0f);
                gl.glColor3fv(boxcol[yloop - 1], 0);
                gl.glCallList(box);
                gl.glColor3fv(topcol[yloop - 1], 0);
                gl.glCallList(top);
            }
        }
    }

    public void reshape(GLAutoDrawable drawable,
                        int xstart,
                        int ystart,
                        int width,
                        int height) {
        GL gl = drawable.getGL();

        height = (height == 0) ? 1 : height;

        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();

        glu.gluPerspective(45, (float) width / height, 1, 1000);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void displayChanged(GLAutoDrawable drawable,
                               boolean modeChanged,
                               boolean deviceChanged) {
    }
}