/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.test.junit.jogl.demos.es1; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES1; import com.jogamp.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.opengl.glu.GLU; import com.jogamp.opengl.glu.gl2es1.GLUgl2es1; import com.jogamp.opengl.util.ImmModeSink; /** * A utility class to encapsulate drawing a single triangle for unit tests. * @author Wade Walker */ public class OneTriangle { public static void setup( final GL2ES1 gl, final int width, final int height ) { gl.glMatrixMode( GLMatrixFunc.GL_PROJECTION ); gl.glLoadIdentity(); // coordinate system origin at lower left with width and height same as the window final GLU glu = new GLUgl2es1(); glu.gluOrtho2D( 0.0f, width, 0.0f, height ); gl.glMatrixMode( GLMatrixFunc.GL_MODELVIEW ); gl.glLoadIdentity(); gl.glViewport( 0, 0, width, height ); } public static void render( final GL2ES1 gl, final int width, final int height) { gl.glClear( GL.GL_COLOR_BUFFER_BIT ); // draw a triangle filling the window gl.glLoadIdentity(); final ImmModeSink immModeSink = ImmModeSink.createFixed(3*3, 3, GL.GL_FLOAT, // vertex 3, GL.GL_FLOAT, // color 0, GL.GL_FLOAT, // normal 0, GL.GL_FLOAT, // texCoords GL.GL_STATIC_DRAW); immModeSink.glBegin(GL.GL_TRIANGLES); immModeSink.glColor3f( 1, 0, 0 ); immModeSink.glVertex2f( 0, 0 ); immModeSink.glColor3f( 0, 1, 0 ); immModeSink.glVertex2f( width, 0 ); immModeSink.glColor3f( 0, 0, 1 ); immModeSink.glVertex2f( width / 2f, height ); immModeSink.glEnd(gl, true); } }