How to make the camera move in the direction of the rotation? - java

How can I make the camera move in the direction of the rotation? How do I calculate the position of the camera to follow the rotation?
This is my code:
import javax.media.opengl.*;
import javax.media.opengl.awt.*;
import com.sun.opengl.util.*;
import com.sun.opengl.util.gl2.GLUT;
import javax.media.opengl.glu.*;
import java.awt.event.*;
import java.awt.*;
import javax.swing.*;
public class Rotation2 extends JFrame implements GLEventListener, KeyListener
{
GLCanvas canvas = null;
Animator an;
public Rotation2()
{
canvas=new GLCanvas();
an=new Animator(canvas);
add(canvas);
canvas.addGLEventListener(this);
canvas.addKeyListener(this);
setSize(1280,900);
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
an.start();
requestFocus();
}
float xPosition = 0;
float zPosition = 0;
float red = 0;
float green = 0;
float blue = 1;
public void init(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
GLU glu = new GLU();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
double w = drawable.getWidth();
double h = drawable.getHeight();
double aspect = w/h;
glu.gluPerspective(60.0, aspect, 2.0, 20.0);
}
double zRot = 0;
double xRot = 0;
public void display(GLAutoDrawable drawable)
{
GL2 gl=drawable.getGL().getGL2();
GLU glu = new GLU();
GLUT glut = new GLUT();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glClearColor(0f,0f,0f,0f);
//xPosition+=0.005;
//zPosition+=0.005;
gl.glRotated(zRot, 0, 1, 0);
gl.glRotated(xRot, 1, 0, 0);
glu.gluLookAt(xPosition, 0, zPosition,
xPosition, 0, (zPosition+20),
0, 1, 0);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
red = 0.0f;
green = 0.0f;
blue = 0.9f;
gl.glColor3f(red, green, blue);
//transforming the place the next shape
//will be drawn.
gl.glTranslated(2, 0, 2);
//We use wire here because default
//lighting is not good enough to
//use when rendering the solid version
glut.glutWireIcosahedron();
//more shapes to navigate through
gl.glTranslated(-4, 0, 0);
glut.glutWireIcosahedron();
red = 0.0f;
green = 0.9f;
blue = 0.1f;
gl.glColor3f(red, green, blue);
gl.glTranslated(4, 0, 4);
glut.glutWireIcosahedron();
gl.glTranslated(-4, 0, 0);
glut.glutWireIcosahedron();
red = 0.9f;
green = 0.0f;
blue = 0.1f;
gl.glColor3f(red, green, blue);
gl.glTranslated(4, 0, 4);
glut.glutWireIcosahedron();
gl.glTranslated(-4, 0, 0);
glut.glutWireIcosahedron();
red = 0.9f;
green = 0.0f;
blue = 0.9f;
gl.glColor3f(red, green, blue);
gl.glTranslated(4, 0, 4);
glut.glutWireIcosahedron();
gl.glTranslated(-4, 0, 0);
glut.glutWireIcosahedron();
}
public void reshape(GLAutoDrawable drawable,int x,int y,int width,int height)
{}
public void dispose(GLAutoDrawable drawable)
{}
public static void main(String[] ar)
{
new Rotation2();
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) {
zPosition++;
}
else if (e.getKeyCode() == KeyEvent.VK_S) {
zPosition--;
}
else if(e.getKeyCode() == KeyEvent.VK_A) {
xPosition++;
}
else if (e.getKeyCode() == KeyEvent.VK_D) {
xPosition--;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
zRot+=5;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
zRot-=5;
}
else if (e.getKeyCode() == KeyEvent.VK_UP) {
xRot-=5;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
xRot+=5;
}
canvas.repaint();
}
#Override
public void keyReleased(KeyEvent e) {
}
}
p.s. You have to click the canvas for things to start working.

elect is right, you have to understand the basic concepts, you can't just tinker with no understanding of the notions on computer graphics. You can read the OpenGL Red Book, its code examples have been ported to JOGL and are available on Github here.
Those classes of my own first person shooter's very oldest alpha version show how to implement a camera except that you cannot look up or down:
GameGLView
GameController
GameModel
P.S: I have to update it soon to make it work with JOGL 2.3.2 and later. It works with JOGL 2.3.1.
P.P.S: I updated the source code above to make it work with JOGL 2.3.2 yesterday (February, 4th, 2016).

Related

how to Rotate only one object by using glrotate in java

I am trying to rotate only one square but it did not work it rotates all of them
in this code when I click N it creates a new square and pushes it in the array I want when I click R to
rotates specific square not all of them
when I search on google I found that glrotate move all the objects created after the calling and I did
know if it is right
package assignment;
import static org.lwjgl.opengl.GL11.*;
import java.util.ArrayList;
import java.util.Random;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
public class input {
private static final ArrayList<Square> shapes = new ArrayList<Square>();
private static boolean thingselected=false;
private static boolean flag=true;
public static void main(String[] args) {
// TODO Auto-generated method stub
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Input Demo");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
glMatrixMode(GL_PROJECTION);
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
shapes.add(new Square(20,20));
while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT);
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
Display.destroy();
System.exit(0);
}
while(Keyboard.next()) {
if(Keyboard.getEventKey()==Keyboard.KEY_N && Keyboard.getEventKeyState()) {
shapes.add(new Square(15,15));
}
}
for (final Square square:shapes) {
System.out.println(square.rotated);
if(Mouse.isButtonDown(0) && square.ismoved(Mouse.getX(),480-`Mouse.getY())&&!thingselected) {`
square.selected=true;
thingselected=true;
}
if(square.selected) {
square.update(Mouse.getDX(), -Mouse.getDY());
}
if(Mouse.isButtonDown(1) ) {
square.selected=false;
thingselected=false;
}
if(Keyboard.isKeyDown(Keyboard.KEY_C)&&square.ismoved(Mouse.getX(),480-Mouse.getY())&&!thingselected ) {
square.changeColor();
}
if(Keyboard.getEventKey() == Keyboard.KEY_R && square.ismoved(Mouse.getX(),480-Mouse.getY())){
if(flag)
square.rotated=true;
if(square.rotated)
{
square.rotate();
}
flag = false;
}
if(Keyboard.getEventKey() == Keyboard.KEY_T) {
square.transelate();
}
square.draw();
}
Display.update();
Display.sync(60);
}
Display.destroy();
}
private static class Square{
public int x,y;
private float red,green,blue;
public boolean selected=false;
public boolean rotated=false;
Square(int x, int y){
this.x=x;
this.y=y;
Random random=new Random();
red=random.nextFloat();
green=random.nextFloat();
blue=random.nextFloat();
}
void draw() {
glColor3f(red, green, blue);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x+50, y);
glVertex2f(x+50, y+50);
glVertex2f(x, y+50);
glEnd();
}
boolean ismoved(int mousex,int mousey) {
return mousex > x && mousex < x+50 && mousey > y && mousey < y+50;
}
void update(double dx,double dy) {
x+=dx;
y+=dy;
}
void changeColor() {
Random random=new Random();
red=random.nextFloat();
green=random.nextFloat();
blue=random.nextFloat();
}
void transelate() {
glTranslated(0.1, 0, 0);
}
void rotate() {
glRotated(0.1, 0, 0, 1);
}
}
glRotate and glTranslate manipulate the current matrix. You have to do the rotation and translation before drawing the object. Use glPushMatrix and glPopMatrix (see glPushMatrix / glPopMatrix) to save the current matrix on the matrix stack before changing it and to restore it after the object is drawn.
Add variables for the rotation and translation and change them in translate an roatate. Use the variables in draw:
private static class Square {
private double translateX, angleZ;
// [...]
void draw() {
glPushMatrix();
glTranslated(translateX, 0, 0);
glRotated(angleZ, 0, 0, 1);
glColor3f(red, green, blue);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x+50, y);
glVertex2f(x+50, y+50);
glVertex2f(x, y+50);
glEnd();
glPopMatrix();
}
void transelate() {
translateX += 0.1;
}
void rotate() {
angleZ += 0.1;
}
}

How do I translate this polygon in opengl using fps animator?

I'm trying to write a code where my polygon moves from left to right ends of my screen. The main issue I shared is that I'm not able to translate this using fps animator This is my polygon code:
private void drawface(GL2 gl)
{
gl.glBegin(GL2.GL_POLYGON);
gl.glVertex2f(0, 130);
gl.glVertex2f(120, 130);
gl.glVertex2f(120, 140);
gl.glVertex2f(0, 140);
gl.glEnd();
}
Then this is my display function:
public void display(GLAutoDrawable arg0)
{
final GL2 gl = arg0.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glPushMatrix();
gl.glColor3f(0.5f, 1f, 0.75f);
gl.glTranslatef(t1x, 1, 1);
drawface(gl);
gl.glPopMatrix();
}
I'm updating the int t1x through a KeyEvent method
public void keyPressed(KeyEvent arg0)
{
int key = arg0.getKeyCode();
if(key == KeyEvent.VK_RIGHT)
{
t1x++;
}
else if(key == KeyEvent.VK_LEFT)
t1x--;
}
But my polygon isn't translating when I click the right arrow key. What should I do ?

Why is my background image stretched out in libGDX?

This is my first try in libGDX and I've not seen an issue like this before, googling didn't help either. What I'm trying to to display a background, Later on I'll make this move, but for me it was a great start to actually display the image. It displays, but it's streched out (See picture below)
And my code is:
private BombArrangement game;
private OrthographicCamera gameCamera;
private Viewport gamePort;
private Texture backGroundTexture;
public PlayScreen(BombArrangement game) {
this.game = game;
gameCamera = new OrthographicCamera();
gamePort = new FitViewport(BombArrangement.V_WIDTH, BombArrangement.V_HEIGHT, gameCamera);
backGroundTexture = new Texture("startbackground.png");
}
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(new TextureRegion(backGroundTexture, 0, 0, BombArrangement.V_WIDTH, BombArrangement.V_HEIGHT), 0, 0);
game.batch.end();
}
#Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
}
}
I tried several things like textureregions, sprites and more but all of them give this result.
not exactly sure what your want to do but i use this to render my background in my main menu:
//Camera
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Viewport
ScreenViewport viewport = new ScreenViewport(camera);
//Background
backgroundImage = new Texture(pathToImage);
//Stage
stage = new Stage();
stage.setViewport(viewport);
(this is located in my constructor and camera, backgroundImage and stage are fields in my class)
in render method
(ConfigData holds data of settings applied to the game; DEFAULT_WIDHT and -HEIGHT are just some values I use to initialize the window when not in fullscreen mode; Replace them with your values used in the DesktopLauncher for
config.widht
and
config.height
):
#Override
public void render(float delta) {
//Clear screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.getBatch().begin();
stage.getBatch().draw(backgroundImage, 0, 0, ConfigData.DEFAULT_WIDTH, ConfigData.DEFAULT_HEIGHT);
stage.getBatch().end();
stage.draw();
}
my resize method:
#Override
public void resize(int width, int height) {
camera.setToOrtho(false, width, height);
stage.getViewport().update(width, height);
}
hopes this helps somehow someone because i figured out this by myself and it costed some effort (:
As a response to your last comment:
You are now scaling down the height correctly but the width remains the same. Try to multiply the width by the same amount you scale the height down, so with some alterations to the code you linked in the comment (not tested):
private Texture texture;
private int x1, x2, speed, scaledHeight, scaledWidth;
public StartBackground() {
texture = new Texture("startbackground.png");
x1 = 0;
x2 = texture.getWidth();
speed = 5;
float imageRatio = Gdx.graphics.getHeight() / texture.getHeight();
scaledHeight = (int) (texture.getHeight() * imageRatio);
scaledWidth = (int) (texture.getWidth() * imageRatio);
}
public void updateAndRender(float deltaTime, SpriteBatch spriteBatch) {
x1 -= speed;
x2 -= speed;
// If image is off screen and not visible
if (x1 + texture.getWidth() <= 0) x1 = x2 + texture.getWidth();
if (x2 + texture.getWidth() <= 0) x2 = x1 + texture.getWidth();
// Render
spriteBatch.draw(texture, x1, 0, scaledWidth, scaledHeight);
spriteBatch.draw(texture, x2, 0, scaledWidth, scaledHeight);
}

Attaching images to JLabel's border

I want to write a custom subclass of JLabel that would have two images attached to the border, that can be moved by moving the mouse. Real effects like this:
Here's my subclass, how could I add these attached images?
public class Rect extends JLabel{
private int width,height;
public Rect (int width,int height){
this.width = width;
this.height = height;
setText("b1");
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.red);
g.drawRect(0, 0, this.width, this.height);
}
public void reDraw(){
this.repaint();
}
public void setWidth(int width) {
this.width = width;
repaint();
}
public void setHeight(int height) {
this.height = height;
repaint();
}
}
To do this there are 4 things you should to do:
Extend an AbstractBorder not a Jlabel, then you can easily add your custom border to any component, not just a jLabel.
Override the paintBorder method so that you can draw your border.
Add an mouse action listeners to keep track of your border images.
And lastly you need a bit of logic to manage your border images.
I found this question interesting so I took a crack at making something as a test. It came out well, and does what you want, but will need a bit of work to get it looking correct. See below for a break down of each point.
Example image before we look at the code:
Extend an AbstractBorder:
public class MyCustomBorder extends AbstractBorder
{
private Color borderColour;
private int borderThickness = 10;
private Point firstSlider = new Point(0, 0);
private Point secondSlider = new Point(0, 0);
private BufferedImage firstSliderImage;
private BufferedImage secondSliderImage;
Boolean draggingFirst = false;
Boolean draggingSecond = false;
//See usage info
public MyCustomBorder(Color colour, int thickness, Point firstSlider, BufferedImage firstSliderImage, Point secondSlider, BufferedImage secondSliderImage)
{
borderColour = colour;
borderThickness = thickness;
this.firstSlider = firstSlider;
this.secondSlider = secondSlider;
this.firstSliderImage = firstSliderImage;
this.secondSliderImage = secondSliderImage;
}
Override the paintBorder method and insets:
#Override
public void paintBorder(Component c, Graphics g, int x, int y, int width, int height)
{
super.paintBorder(c, g, x, y, width, height);
Graphics2D g2d = null;
if (g instanceof Graphics2D)
{
g2d = (Graphics2D) g;
//Draw border fill (currently hard coded to white, but can be changed)
g2d.setColor(Color.white);
//Top
g2d.fill(new Rectangle2D.Double(0, 0, width, borderThickness));
//Left
g2d.fill(new Rectangle2D.Double(0, 0, borderThickness, height));
//Bottom
g2d.fill(new Rectangle2D.Double(0, height-borderThickness, width, borderThickness));
//Right
g2d.fill(new Rectangle2D.Double(width-borderThickness, 0, borderThickness, height));
//draw black seperator
g2d.setColor(borderColour);
//Top
g2d.fill(new Rectangle2D.Double(borderThickness, borderThickness, width-(borderThickness*2), 1));
//Left
g2d.fill(new Rectangle2D.Double(borderThickness, borderThickness, 1, height-(borderThickness*2)));
//Bottom
g2d.fill(new Rectangle2D.Double(borderThickness, height-borderThickness-1, width-(borderThickness*2), 1));
//Right
g2d.fill(new Rectangle2D.Double(width-borderThickness-1, borderThickness, 1, height-(borderThickness*2)));
//draw sliders an custom position
g2d.drawImage(scale(secondSliderImage), null, secondSlider.x, secondSlider.y);
g2d.drawImage(scale(firstSliderImage), null, firstSlider.x, firstSlider.y);
}
}
#Override
public Insets getBorderInsets(Component c)
{
return (getBorderInsets(c, new Insets(borderThickness, borderThickness, borderThickness, borderThickness)));
}
#Override
public Insets getBorderInsets(Component c, Insets insets)
{
insets.left = insets.top = insets.right = insets.bottom = borderThickness;
return insets;
}
#Override
public boolean isBorderOpaque()
{
return false;
}
}
Add mouse action listeners:
//listeners for dragging
void addListeners(Component button)
{
button.addMouseMotionListener(new java.awt.event.MouseMotionAdapter()
{
public void mouseDragged(java.awt.event.MouseEvent evt)
{
//Only drag if a slider was selected
if (draggingFirst)
{
//update position of silder
firstSlider = snapToEdge(evt.getPoint(), evt.getComponent());
evt.getComponent().repaint();
}
else if (draggingSecond)
{
//update position of silder
secondSlider = snapToEdge(evt.getPoint(), evt.getComponent());
evt.getComponent().repaint();
}
}
});
button.addMouseListener(new java.awt.event.MouseAdapter()
{
//check if a slider was selected
public void mousePressed(java.awt.event.MouseEvent evt)
{
if (isInside(evt.getPoint(), firstSlider))
{
draggingFirst = true;
}
else if (isInside(evt.getPoint(), secondSlider))
{
draggingSecond = true;
}
}
public void mouseReleased(java.awt.event.MouseEvent evt)
{
//cancel selected slider
draggingFirst = false;
draggingSecond = false;
}
});
}
Logic:
//check if a slider was selected
private Boolean isInside(Point clicked, Point toCheck)
{
if (clicked.x > toCheck.x && clicked.x < toCheck.x + borderThickness)
{
if (clicked.y > toCheck.y && clicked.y < toCheck.y + borderThickness)
{
return true;
}
}
return false;
}
//snap a sliders co-ords to as edge
private Point snapToEdge(Point dragged, Component label)
{
//work out how close to each edge
int topEdge = dragged.y;
int leftEdge = dragged.x;
int rightEdge = label.getWidth()- dragged.x;
int bottomEdge = label.getHeight() - dragged.y;
//snap to slider co-ords to closest edge
if (topEdge < leftEdge && topEdge < rightEdge && topEdge < bottomEdge)
{
dragged.y = 0;
}
else if (leftEdge < rightEdge && leftEdge < bottomEdge)
{
dragged.x = 0;
}
else if (rightEdge < bottomEdge)
{
dragged.x = label.getWidth()-borderThickness;
}
else
{
dragged.y = label.getHeight()-borderThickness;
}
return dragged;
}
//scale slider images to fit border size
public BufferedImage scale(BufferedImage image)
{
BufferedImage resizedImage = null;
if (image != null)
{
double border = borderThickness;
resizedImage = new BufferedImage(borderThickness, borderThickness, TYPE_INT_ARGB);
Graphics2D g = resizedImage.createGraphics();
AffineTransform at = AffineTransform.getScaleInstance(border / (double)image.getWidth(), border / (double)image.getHeight());
g.drawRenderedImage(image, at);
}
return resizedImage;
}
The full code to copy and paste can be found here:
https://github.com/sorifiend/customBorder/blob/master/MyCustomBorder.java
Usage Example:
You can put this code in your form class to add a border to most swing components. In this example I added it to a jLabel called my_jLabel:
//Create border
MyCustomBorder border = new MyCustomBorder(Color.BLACK, 10, new Point(0, 0), img1, new Point(0, 0), img2);
//Add border to component called my_jLabel
my_jLabel.setBorder(border);
//Add action listeners for dragging sliders (very important)
border.addListeners(my_jLabel);

When using textures in a JOGL application, ati graphics cards all eventually crash

I have an application written in Java with JOGL that works fine on nvidia cards, but when I run it on an ati card, it works perfect until I add textures on 1 or more faces. Eventually, the java vm crashes hard, and it either says it is a crash in the ati driver thread or in the kernel system thread. I managed to recreate it in a simpler bit of code, but it takes a couple minutes to get the crash. up/ down rotates the image, return toggles the textures. keep doing that for a couple of minutes with an ati card and it will crash. I've tried it on about 10 or 15 machines.
package org.yourorghere;
import com.sun.opengl.util.Animator;
import com.sun.opengl.util.texture.Texture;
import com.sun.opengl.util.texture.TextureIO;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
/**
* SimpleJOGL.java <BR>
* author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
*
* This version is equal to Brian Paul's version 1.2 1999/10/21
*/
public class SimpleJOGL implements GLEventListener, KeyListener {
GLCanvas canvas;
int lists;
float angle = 0.f;
boolean needsRotate = false;
boolean needsTexture = false;
Texture texture1;
Texture texture2;
Color c1 = Color.red;
Color c2 = Color.green;
public SimpleJOGL(GLCanvas canvas) {
this.canvas = canvas;
}
public static void main(String[] args) {
Frame frame = new Frame("Simple JOGL Application");
GLCanvas canvas = new GLCanvas();
SimpleJOGL sjogl = new SimpleJOGL(canvas);
canvas.addKeyListener(sjogl);
canvas.addGLEventListener(sjogl);
frame.add(canvas);
frame.setSize(640, 480);
final Animator animator = new Animator(canvas);
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
});
// Center frame
frame.setLocationRelativeTo(null);
frame.setVisible(true);
animator.start();
}
public void init(GLAutoDrawable drawable) {
// Use debug pipeline
// drawable.setGL(new DebugGL(drawable.getGL()));
GL gl = drawable.getGL();
System.err.println("INIT GL IS: " + gl.getClass().getName());
// Enable VSync
gl.setSwapInterval(1);
// double buffer
gl.glEnable(GL.GL_DOUBLEBUFFER);
drawable.setAutoSwapBufferMode(false);
// Enable VSync
gl.setSwapInterval(1);
// Setup the drawing area and shading mode
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glDisable(GL.GL_BLEND);
// -- lighting --
gl.glEnable(GL.GL_COLOR_MATERIAL);
gl.glLightModelf(GL.GL_LIGHT_MODEL_TWO_SIDE, 1.0f);
gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
gl.glEnable(GL.GL_MAP1_VERTEX_3);
gl.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, new float[]{.3f,.3f,.3f,1.f},0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, new float[]{.55f,.55f,.55f,1.f},0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, new float[]{.05f,.05f,.05f,1.f}, 0);
gl.glFrontFace(GL.GL_CCW);
gl.glEnable(GL.GL_LIGHT0);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE, new float[]{.5f,.5f,.5f,1.0f}, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[]{.05f, .05f, .05f, 1.0f}, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, new float[]{0.01f, 0.01f, 0.01f, 1.f}, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, new float[]{30}, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_COLOR_INDEXES, new float[]{1.0f, 0.0f, 0.0f, 1.0f}, 0);
gl.glCullFace(GL.GL_BACK);
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.GL_RESCALE_NORMAL);
lists = gl.glGenLists(3);
this.needsRotate = true;
this.needsTexture = true;
}
private void reTexture(GL gl) {
BufferedImage image1 = makeImage(c1);
BufferedImage image2 = makeImage(c2);
makeShape(gl, image1, image2);
}
private BufferedImage makeImage(Color c) {
int y = 1200;
int x = 1024;
BufferedImage image = new BufferedImage(y, y, BufferedImage.TYPE_INT_RGB);
Graphics2D g = image.createGraphics();
g.setBackground(Color.white);
g.clearRect(0, 0, y,y);
Rectangle2D r = new Rectangle2D.Float(128,128,x-256,x-256);
g.setColor(c);
g.fill(r);
g.dispose();
return image;
}
private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) {
float x = 1024.f/1200.f;
texture1 = TextureIO.newTexture(image1, false) ;
texture2 = TextureIO.newTexture(image2, false) ;
gl.glNewList(lists+1, GL.GL_COMPILE);
gl.glColor3f(0f, .8f, .4f);
// Drawing Using Triangles
gl.glBegin(GL.GL_POLYGON);
gl.glTexCoord2f(0, 0);
gl.glVertex3f(0.0f, 0.0f, 0.0f); // Top
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(x, 0);
gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(x, x);
gl.glVertex3f(1.0f, 1.0f, 0.0f); // Bottom Right
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(0, x);
gl.glVertex3f(0f, 1.0f, 0.0f); // Bottom Right
gl.glNormal3f(0, 0, 1);
gl.glEnd();
texture1.disable();
gl.glEndList();
gl.glNewList(lists+2, GL.GL_COMPILE);
texture2.enable();
texture2.bind();
gl.glBegin(GL.GL_POLYGON);
gl.glTexCoord2f(0, 0);
gl.glVertex3f(0.0f, 0.0f, 0.0f); // Top
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(x, 0);
gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(x, x);
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
gl.glNormal3f(0, 0, 1);
gl.glTexCoord2f(0, x);
gl.glVertex3f(0f, -1.0f, 0.0f); // Bottom Right
gl.glNormal3f(0, 0, 1);
gl.glEnd();
texture2.disable();
gl.glEndList();
}
public void rotate(GL gl) {
gl.glNewList(lists, GL.GL_COMPILE);
gl.glLoadIdentity();
gl.glTranslatef(-2.f, 0.f, -6.f);
gl.glRotatef(angle, 1.0f, 0.f, 0.f);
gl.glCallList(lists+1);
gl.glRotatef(-45, 1.f, 0.f, 0.f);
gl.glCallList(lists+2);
gl.glEndList();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
GLU glu = new GLU();
if (height <= 0) { // avoid a divide by zero error!
height = 1;
}
final float h = (float) width / (float) height;
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();
}
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
if (needsTexture) {
reTexture(gl);
needsTexture = false;
}
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[]{1.f, 1.f, 1.f, 0.f}, 0);
gl.glLoadIdentity();
gl.glTranslatef(-2.f, 0.f, -6.f);
gl.glRotatef(angle, 1.0f, 0.f, 0.f);
texture1.enable();
texture1.bind();
gl.glCallList(lists+1);
texture1.disable();
gl.glRotatef(-45, 1.f, 0.f, 0.f);
gl.glCallList(lists+2);
// Flush all drawing operations to the graphics card
drawable.swapBuffers();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
angle -= 5;
needsRotate = true;
}
if (e.getKeyCode() == KeyEvent.VK_UP) {
angle += 5;
needsRotate = true;
}
if (e.getKeyCode() == KeyEvent.VK_ENTER) {
Color c = c1;
c1 = c2;
c2 = c;
needsTexture = true;
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
canvas.repaint();
}
}
thank you!
You need to dispose of the textures when you have finished with them, e.g.
private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) {
if (texture1 != null) {
texture1.dispose();
}
texture1 = TextureIO.newTexture(image1, false) ;
if (texture2 != null) {
texture2.dispose();
}
texture2 = TextureIO.newTexture(image2, false) ;
// ...
}
otherwise you will eventually run out of texture names.
Note: Texture does not have a finalizer.

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