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Rotation - NeHe Tutorial JOGL Port E-mail
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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.


Image

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(-1.5f0.0f, -6.0f);
        gl.glRotatef(rtri, 0.0f1.0f0.0f);
        gl.glBegin(GL.GL_TRIANGLES);        // Drawing Using Triangles
        gl.glColor3f(1.0f0.0f0.0f);   // Set the current drawing color to red
        gl.glVertex3f(0.0f1.0f0.0f);  // Top
        gl.glColor3f(0.0f1.0f0.0f);   // Set the current drawing color to green
        gl.glVertex3f(-1.0f, -1.0f0.0f);  // Bottom Left
        gl.glColor3f(0.0f0.0f1.0f);   // Set the current drawing color to blue
        gl.glVertex3f(1.0f, -1.0f0.0f);  // Bottom Right
        gl.glEnd();        // Finished Drawing The Triangle
        gl.glLoadIdentity();
        gl.glTranslatef(1.5f0.0f, -6.0f);
        gl.glRotatef(rquad, 1.0f0.0f0.0f);
        gl.glBegin(GL.GL_QUADS);             // Draw A Quad
        gl.glColor3f(0.5f0.5f1.0f);   // Set the current drawing color to light blue
        gl.glVertex3f(-1.0f1.0f0.0f);  // Top Left
        gl.glVertex3f(1.0f1.0f0.0f);  // Top Right
        gl.glVertex3f(1.0f, -1.0f0.0f);  // Bottom Right
        gl.glVertex3f(-1.0f, -1.0f0.0f);  // 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(0.0f0.0f0.0f0.5f);    // 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 = (floatwidth / (floatheight;
        // 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, 1.020.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }
}

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