package glredbook12x;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
import javax.media.opengl.glu.GLUquadric;
import javax.swing.JFrame;
import com.sun.opengl.util.GLUT;
/**
* This program demonstrates the use of some of the gluQuadric* routines.
* Quadric objects are created with some quadric properties and the callback
* routine to handle errors. Note that the cylinder has no top or bottom and the
* circle has a hole in it.
*
* @author Kiet Le (java port)
*/
public class quadric
extends JFrame
implements GLEventListener
, KeyListener
{
private GLCapabilities caps;
private GLCanvas canvas;
private GLU glu;
private GLUT glut;
private int startList;
public quadric()
{
super("quadric");
caps = new GLCapabilities();
canvas = new GLCanvas(caps);
canvas.addGLEventListener(this);
canvas.addKeyListener(this);
add(canvas);
}
public void run()
{
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(500, 500);
setLocationRelativeTo(null);
setVisible(true);
canvas.requestFocusInWindow();
}
public static void main(String[] args)
{
new quadric().run();
}
public void init(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
glu = new GLU();
glut = new GLUT();
GLUquadric qobj;
float mat_ambient[] =
{ 0.5f, 0.5f, 0.5f, 1.0f };
float mat_specular[] =
{ 1.0f, 1.0f, 1.0f, 1.0f };
float mat_shininess[] =
{ 50.0f };
float light_position[] =
{ 1.0f, 1.0f, 1.0f, 0.0f };
float model_ambient[] =
{ 0.5f, 0.5f, 0.5f, 1.0f };
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position, 0);
gl.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, model_ambient, 0);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
gl.glEnable(GL.GL_DEPTH_TEST);
/*
* Create 4 display lists, each with a different quadric object. Different
* drawing styles and surface normal specifications are demonstrated.
*/
startList = gl.glGenLists(4);
qobj = glu.gluNewQuadric();
/*
* glu.gluQuadricCallback(qobj, GLU.GLU_ERROR, errorCallback); <br>
* Quadric call backs have yet been implemented in JOGL.
* But this program still work.
*/
glu.gluQuadricDrawStyle(qobj, GLU.GLU_FILL); /* smooth shaded */
glu.gluQuadricNormals(qobj, GLU.GLU_SMOOTH);
gl.glNewList(startList, GL.GL_COMPILE);
glu.gluSphere(qobj, 0.75, 15, 10);
gl.glEndList();
glu.gluQuadricDrawStyle(qobj, GLU.GLU_FILL); /* flat shaded */
glu.gluQuadricNormals(qobj, GLU.GLU_FLAT);
gl.glNewList(startList + 1, GL.GL_COMPILE);
glu.gluCylinder(qobj, 0.5, 0.3, 1.0, 15, 5);
gl.glEndList();
glu.gluQuadricDrawStyle(qobj, GLU.GLU_LINE); /* all polygons wireframe */
glu.gluQuadricNormals(qobj, GLU.GLU_NONE);
gl.glNewList(startList + 2, GL.GL_COMPILE);
glu.gluDisk(qobj, 0.25, 1.0, 20, 4);
gl.glEndList();
glu.gluQuadricDrawStyle(qobj, GLU.GLU_SILHOUETTE); /* boundary only */
glu.gluQuadricNormals(qobj, GLU.GLU_NONE);
gl.glNewList(startList + 3, GL.GL_COMPILE);
glu.gluPartialDisk(qobj, 0.0, 1.0, 20, 4, 0.0, 225.0);
gl.glEndList();
}
public void display(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
gl.glEnable(GL.GL_LIGHTING);
gl.glShadeModel(GL.GL_SMOOTH);
gl.glTranslatef(-1.0f, -1.0f, 0.0f);
gl.glCallList(startList);
gl.glShadeModel(GL.GL_FLAT);
gl.glTranslatef(0.0f, 2.0f, 0.0f);
gl.glPushMatrix();
gl.glRotatef(300.0f, 1.0f, 0.0f, 0.0f);
gl.glCallList(startList + 1);
gl.glPopMatrix();
gl.glDisable(GL.GL_LIGHTING);
gl.glColor3f(0.0f, 1.0f, 1.0f);
gl.glTranslatef(2.0f, -2.0f, 0.0f);
gl.glCallList(startList + 2);
gl.glColor3f(1.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 2.0f, 0.0f);
gl.glCallList(startList + 3);
gl.glPopMatrix();
gl.glFlush();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h)
{
GL gl = drawable.getGL();
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
if (w <= h) gl.glOrtho(-2.5, 2.5, -2.5 * (float) h / (float) w,
2.5 * (float) h / (float) w, -10.0, 10.0);
else gl.glOrtho(-2.5 * (float) w / (float) h, 2.5 * (float) w / (float) h,
-2.5, 2.5, -10.0, 10.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
boolean deviceChanged)
{
}
public void keyTyped(KeyEvent key)
{
}
public void keyPressed(KeyEvent key)
{
switch (key.getKeyChar()) {
case KeyEvent.VK_ESCAPE:
System.exit(0);
break;
default:
System.out.println("nothin pressed.");
break;
}
}
public void keyReleased(KeyEvent key)
{
}
}
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