/*
* Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
*/
package demos.cubefbo;
import com.jogamp.common.nio.Buffers;
import java.nio.ByteBuffer;
import java.nio.ShortBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES1;
import com.jogamp.opengl.GL2;
class CubeObject {
CubeObject (boolean useTexCoords) {
// Initialize data Buffers
this.cubeVertices = Buffers.newDirectShortBuffer(s_cubeVertices.length);
cubeVertices.put(s_cubeVertices);
cubeVertices.rewind();
this.cubeColors = Buffers.newDirectByteBuffer(s_cubeColors.length);
cubeColors.put(s_cubeColors);
cubeColors.rewind();
this.cubeNormals = Buffers.newDirectByteBuffer(s_cubeNormals.length);
cubeNormals.put(s_cubeNormals);
cubeNormals.rewind();
this.cubeIndices = Buffers.newDirectByteBuffer(s_cubeIndices.length);
cubeIndices.put(s_cubeIndices);
cubeIndices.rewind();
if (useTexCoords) {
this.cubeTexCoords = Buffers.newDirectShortBuffer(s_cubeTexCoords.length);
cubeTexCoords.put(s_cubeTexCoords);
cubeTexCoords.rewind();
}
}
private void perspective(GL2 gl, float fovy, float aspect, float zNear, float zFar) {
float xmin;
float xmax;
float ymin;
float ymax;
ymax = zNear * (float)Math.tan((fovy * Math.PI) / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
gl.glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
static final float[] light_position = { -50.f, 50.f, 50.f, 0.f };
static final float[] light_ambient = { 0.125f, 0.125f, 0.125f, 1.f };
static final float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 1.f };
static final float[] material_spec = { 1.0f, 1.0f, 1.0f, 0.f };
static final float[] zero_vec4 = { 0.0f, 0.0f, 0.0f, 0.f };
public void dispose(GL2 gl) {
gl.glDisableClientState(GL2ES1.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL2ES1.GL_NORMAL_ARRAY);
gl.glDisableClientState(GL2ES1.GL_COLOR_ARRAY);
gl.glDisableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY);
this.cubeVertices.clear();
this.cubeVertices=null;
this.cubeColors.clear();
this.cubeColors=null;
this.cubeNormals.clear();
this.cubeNormals=null;
this.cubeIndices.clear();
this.cubeIndices=null;
if(null!=this.cubeTexCoords) {
this.cubeTexCoords.clear();
this.cubeTexCoords=null;
}
}
public void reshape(GL2 gl, int x, int y, int width, int height) {
float aspect = (height != 0) ? ((float)width / (float)height) : 1.0f;
gl.glViewport(0, 0, width, height);
gl.glScissor(0, 0, width, height);
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_POSITION, light_position, 0);
gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_AMBIENT, light_ambient, 0);
gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_DIFFUSE, light_diffuse, 0);
gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_SPECULAR, zero_vec4, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2ES1.GL_SPECULAR, material_spec, 0);
gl.glEnable(GL2ES1.GL_NORMALIZE);
gl.glEnable(GL2ES1.GL_LIGHTING);
gl.glEnable(GL2ES1.GL_LIGHT0);
gl.glEnable(GL2ES1.GL_COLOR_MATERIAL);
gl.glEnable(GL.GL_CULL_FACE);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST);
gl.glShadeModel(GL2ES1.GL_SMOOTH);
gl.glDisable(GL.GL_DITHER);
gl.glClearColor(0.0f, 0.1f, 0.0f, 1.0f);
gl.glEnableClientState(GL2ES1.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL2ES1.GL_NORMAL_ARRAY);
gl.glEnableClientState(GL2ES1.GL_COLOR_ARRAY);
if (cubeTexCoords != null) {
gl.glEnableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY);
} else {
gl.glDisableClientState(GL2ES1.GL_TEXTURE_COORD_ARRAY);
}
gl.glMatrixMode(GL2ES1.GL_PROJECTION);
gl.glLoadIdentity();
perspective(gl, 55.f, aspect, 0.1f, 100.f);
gl.glCullFace(GL.GL_BACK);
}
public void display(GL2 gl, float xRot, float yRot) {
// System.out.println("CubeObject .. p1: "+this);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Draw a green square using MIDP
//g.setColor(0, 255, 0);
//g.fillRect(20, 20, width - 40, height - 40);
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.f, 0.f, -30.f);
// gl.glTranslatef(0.f, 0.f, -30.f);
// gl.glRotatef((float)(time * 29.77f), 1.0f, 2.0f, 0.0f);
// gl.glRotatef((float)(time * 22.311f), -0.1f, 0.0f, -5.0f);
gl.glRotatef(yRot, 0, 1, 0);
gl.glRotatef(xRot, 1, 0, 0);
gl.glVertexPointer(3, GL.GL_SHORT, 0, cubeVertices);
gl.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, cubeColors);
gl.glNormalPointer(GL.GL_BYTE, 0, cubeNormals);
if (cubeTexCoords != null) {
gl.glTexCoordPointer(2, GL.GL_SHORT, 0, cubeTexCoords);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
}
// System.out.println("CubeObject .. p8: "+this);
gl.glDrawElements(GL.GL_TRIANGLES, 6 * 6, GL.GL_UNSIGNED_BYTE, cubeIndices);
// System.out.println("CubeObject .. p9: "+this);
// time += 0.01f;
}
boolean initialized = false;
// float time = 0.0f;
ShortBuffer cubeVertices;
ShortBuffer cubeTexCoords;
// FloatBuffer cubeTexCoords;
ByteBuffer cubeColors;
ByteBuffer cubeNormals;
ByteBuffer cubeIndices;
private static final short[] s_cubeVertices =
{
-10, 10, 10, 10, -10, 10, 10, 10, 10, -10, -10, 10,
-10, 10, -10, 10, -10, -10, 10, 10, -10, -10, -10, -10,
-10, -10, 10, 10, -10, -10, 10, -10, 10, -10, -10, -10,
-10, 10, 10, 10, 10, -10, 10, 10, 10, -10, 10, -10,
10, -10, 10, 10, 10, -10, 10, 10, 10, 10, -10, -10,
-10, -10, 10, -10, 10, -10, -10, 10, 10, -10, -10, -10
};
private static final short[] s_cubeTexCoords =
{
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
0, (short) 0xffff, (short) 0xffff, 0, (short) 0xffff, (short) 0xffff, 0, 0,
};
private static final byte[] s_cubeColors =
{
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255,
(byte) 0, (byte) 128, (byte) 0, (byte) 255, (byte) 0, (byte) 128, (byte) 0, (byte) 255
};
/*
private static final byte[] s_cubeColors =
{
(byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255,
(byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255,
(byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255,
(byte)40, (byte)80, (byte)160, (byte)255, (byte)40, (byte)80, (byte)160, (byte)255,
(byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255,
(byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255,
(byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255,
(byte)128, (byte)128, (byte)128, (byte)255, (byte)128, (byte)128, (byte)128, (byte)255,
(byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255,
(byte)255, (byte)110, (byte)10, (byte)255, (byte)255, (byte)110, (byte)10, (byte)255,
(byte)255, (byte)70, (byte)60, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255,
(byte)255, (byte)70, (byte)60, (byte)255, (byte)255, (byte)70, (byte)60, (byte)255
};
*/
private static final byte[] s_cubeIndices =
{
0, 3, 1, 2, 0, 1, /* front */
6, 5, 4, 5, 7, 4, /* back */
8, 11, 9, 10, 8, 9, /* top */
15, 12, 13, 12, 14, 13, /* bottom */
16, 19, 17, 18, 16, 17, /* right */
23, 20, 21, 20, 22, 21 /* left */
};
private static final byte[] s_cubeNormals =
{
0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0, 127,
0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0, -128,
0, -128, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0,
0, 127, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0,
127, 0, 0, 127, 0, 0, 127, 0, 0, 127, 0, 0,
-128, 0, 0, -128, 0, 0, -128, 0, 0, -128, 0, 0
};
}