Смена цвета сторон куба по таймеру и источник света [OpenGL] - Java
Формулировка задачи:
Здравствуйте, я новичок изучаю OpenGL и не получается реализовать две функции: смена цвета сторон куба по событию и добавления источника света. Пожалуйста помогите советом или примером! Заранее спасибо!
Вот код куба
import com.jogamp.opengl.*;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
import java.awt.*;
import javax.swing.*;
import static com.sun.tools.doclint.Entity.lt;
public class Cube implements GLEventListener {
public static DisplayMode dm, dm_old;
private GLU glu = new GLU();
private float rquad = 0.0f;
@Override
public void display( GLAutoDrawable drawable ) {
final GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT );
gl.glLoadIdentity();
gl.glTranslatef( 0f, 0f, -5.0f );
// Rotate The Cube On X, Y & Z
gl.glRotatef(rquad, 1.0f, 1.0f, 1.0f);
//giving different colors to different sides
gl.glBegin(GL2.GL_QUADS); // Start Drawing The Cube
gl.glColor3f(1f,0f,0f); //red color
gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
gl.glVertex3f( -1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top)
gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Bottom Left Of The Quad (Top)
gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Bottom Right Of The Quad (Top)
gl.glColor3f( 0f,1f,0f ); //green color
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Top Right Of The Quad
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Top Left Of The Quad
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad
gl.glColor3f( 0f,0f,1f ); //blue color
gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Top Right Of The Quad (Front)
gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Top Left Of The Quad (Front)
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad
gl.glColor3f( 1f,1f,0f ); //yellow (red + green)
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad
gl.glVertex3f( -1.0f, 1.0f, -1.0f ); // Top Right Of The Quad (Back)
gl.glVertex3f( 1.0f, 1.0f, -1.0f ); // Top Left Of The Quad (Back)
gl.glColor3f( 1f,0f,1f ); //purple (red + green)
gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Top Right Of The Quad (Left)
gl.glVertex3f( -1.0f, 1.0f, -1.0f ); // Top Left Of The Quad (Left)
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad
gl.glColor3f( 0f,1f, 1f ); //sky blue (blue +green)
gl.glVertex3f( 1.0f, 1.0f, -1.0f ); // Top Right Of The Quad (Right)
gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Top Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad
gl.glEnd(); // Done Drawing The Quad
gl.glFlush();
rquad -= 0.15f;
}
@Override
public void dispose( GLAutoDrawable drawable ) {
// TODO Auto-generated method stub
}
@Override
public void init( GLAutoDrawable drawable ) {
final GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel( GL2.GL_SMOOTH );
gl.glClearColor( 0f, 0f, 0f, 0f );
gl.glClearDepth( 1.0f );
gl.glEnable( GL2.GL_DEPTH_TEST );
gl.glDepthFunc( GL2.GL_LEQUAL );
gl.glHint( GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST );
}
@Override
public void reshape( GLAutoDrawable drawable, int x, int y, int width, int height ) {
// TODO Auto-generated method stub
final GL2 gl = drawable.getGL().getGL2();
//if( height lt;=0 )
//height = 1;
final float h = ( float ) width / ( float ) height;
gl.glViewport( 0, 0, width, height );
gl.glMatrixMode( GL2.GL_PROJECTION );
gl.glLoadIdentity();
glu.gluPerspective( 45.0f, h, 1.0, 20.0 );
gl.glMatrixMode( GL2.GL_MODELVIEW );
gl.glLoadIdentity();
}
public static void main( String[] args ) {
final GLProfile profile = GLProfile.get( GLProfile.GL2 );
GLCapabilities capabilities = new GLCapabilities( profile );
// The canvas
final GLCanvas glcanvas = new GLCanvas( capabilities );
Cube cube = new Cube();
glcanvas.addGLEventListener( cube );
glcanvas.setSize( 400, 400 );
final JFrame frame = new JFrame ( " Multicolored cube" );
frame.getContentPane().add( glcanvas );
frame.setSize( frame.getContentPane().getPreferredSize() );
frame.setVisible( true );
final FPSAnimator animator = new FPSAnimator(glcanvas, 300,true);
animator.start();
}
}
С источником света я смог разобраться, теперь все получается. Остается только понять, как заставить по таймеру менять цвет сторон куба
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);//активируем нулевой свет
gl.glEnable(GL2.GL_COLOR_MATERIAL);//включаем освещение материала (???)Решение задачи: «Смена цвета сторон куба по таймеру и источник света [OpenGL]»
textual
Листинг программы
import com.jogamp.opengl.*;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
import javax.swing.*;
import java.awt.*;
public class Cube implements GLEventListener {
public static DisplayMode dm, dm_old;
private GLU glu = new GLU();
private float rquad = 0.0f;
private float[] color1 = new float[]{1f, 0f, 0f}; //red color
private float[] color2 = new float[]{0f, 1f, 0f}; //green color
private float[] color3 = new float[]{0f, 0f, 1f}; //blue color
private float[] color4 = new float[]{1f, 1f, 0f}; //yellow (red + green)
private float[] color5 = new float[]{1f, 0f, 1f}; //purple (red + green)
private float[] color6 = new float[]{0f, 1f, 1f}; //sky blue (blue +green)
private Thread thread = new Thread();
public static void main(String[] args) {
final GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities capabilities = new GLCapabilities(profile);
// The canvas
final GLCanvas glcanvas = new GLCanvas(capabilities);
Cube cube = new Cube();
glcanvas.addGLEventListener(cube);
glcanvas.setSize(400, 400);
final JFrame frame = new JFrame(" Multicolored cube");
frame.getContentPane().add(glcanvas);
frame.setSize(frame.getContentPane().getPreferredSize());
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setVisible(true);
final FPSAnimator animator = new FPSAnimator(glcanvas, 300, true);
animator.start();
}
@Override
public void display(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0f, 0f, -5.0f);
// Rotate The Cube On X, Y & Z
gl.glRotatef(rquad, 1.0f, 1.0f, 1.0f);
//giving different colors to different sides
gl.glBegin(GL2.GL_QUADS); // Start Drawing The Cube
gl.glColor3fv(color1, 0);
gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top)
gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
gl.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
gl.glColor3fv(color2, 0);
gl.glVertex3f(1.0f, -1.0f, 1.0f); // Top Right Of The Quad
gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Top Left Of The Quad
gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad
gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad
gl.glColor3fv(color3, 0);
gl.glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad
gl.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad
gl.glColor3fv(color4, 0);
gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad
gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad
gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Back)
gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Back)
gl.glColor3fv(color5, 0);
gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Left)
gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad
gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad
gl.glColor3fv(color6, 0);
gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Right)
gl.glVertex3f(1.0f, 1.0f, 1.0f); // Top Left Of The Quad
gl.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad
gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad
gl.glEnd(); // Done Drawing The Quad
gl.glFlush();
rquad -= 0.15f;
if (!thread.isAlive()) {
thread = new Thread(() -> {
try {Thread.sleep(2000);} catch (InterruptedException e) {}
color1[0] = (float) Math.random();
color1[1] = (float) Math.random();
color1[2] = (float) Math.random();
color2[0] = (float) Math.random();
color2[1] = (float) Math.random();
color2[2] = (float) Math.random();
color3[0] = (float) Math.random();
color3[1] = (float) Math.random();
color3[2] = (float) Math.random();
color4[0] = (float) Math.random();
color4[1] = (float) Math.random();
color4[2] = (float) Math.random();
color5[0] = (float) Math.random();
color5[1] = (float) Math.random();
color5[2] = (float) Math.random();
color6[0] = (float) Math.random();
color6[1] = (float) Math.random();
color6[2] = (float) Math.random();
});
thread.start();
}
}
@Override
public void dispose(GLAutoDrawable drawable) {
// TODO Auto-generated method stub
}
@Override
public void init(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel(GL2.GL_SMOOTH);
gl.glClearColor(0f, 0f, 0f, 0f);
gl.glClearDepth(1.0f);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LEQUAL);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
// TODO Auto-generated method stub
final GL2 gl = drawable.getGL().getGL2();
//if( height lt;=0 )
//height = 1;
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
}