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This example shows how to rotate both the triangle and the quad. The triangle rotates on the Y axis, and the quad rotates on the X axis.
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.lesson04;
import demos.common.GLDisplay;
/**
* @author Kevin J. Duling
*/
public class Lesson04 {
public static void main(String[] args) {
GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 04: Rotation");
neheGLDisplay.addGLEventListener(new Renderer());
neheGLDisplay.start();
}
}
package demos.nehe.lesson04;
import javax.media.opengl.GL;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.glu.GLU;
/*
* Lesson04.java
*
* Created on July 14, 2003, 12:53 PM
*/
/** Port of the NeHe OpenGL Tutorial (Lesson 4)
* to Java using the Jogl interface to OpenGL. Jogl can be obtained
* at http://jogl.dev.java.net/
*
* @author Kevin Duling (
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
)
*/
class Renderer implements GLEventListener {
private float rquad = 0.0f;
private float rtri = 0.0f;
/** 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();
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
gl.glRotatef(rtri, 0.0f, 1.0f, 0.0f);
gl.glBegin(GL.GL_TRIANGLES); // Drawing Using Triangles
gl.glColor3f(1.0f, 0.0f, 0.0f); // Set the current drawing color to red
gl.glVertex3f(0.0f, 1.0f, 0.0f); // Top
gl.glColor3f(0.0f, 1.0f, 0.0f); // Set the current drawing color to green
gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
gl.glColor3f(0.0f, 0.0f, 1.0f); // Set the current drawing color to blue
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
gl.glEnd(); // Finished Drawing The Triangle
gl.glLoadIdentity();
gl.glTranslatef(1.5f, 0.0f, -6.0f);
gl.glRotatef(rquad, 1.0f, 0.0f, 0.0f);
gl.glBegin(GL.GL_QUADS); // Draw A Quad
gl.glColor3f(0.5f, 0.5f, 1.0f); // Set the current drawing color to light blue
gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
gl.glEnd(); // Done Drawing The Quad
gl.glFlush();
rtri += 0.2f;
rquad += 0.15f;
}
/** 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) {
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);
}
/** 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();
final GLU glu = new GLU();
if (height <= 0) // avoid a divide by zero error!
height = 1;
final float h = (float) width / (float) height;
// don't need to call this according to jogl docs
// 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();
}
}
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