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Escher is a collection of libraries for X Window System written purely in Java.
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package gnu.app.redbook;
import gnu.x11.extension.glx.GL;
/**
* Anti-alias with accumulation buffer and orthographic parallel
* projection. Modified from accanti.c
.
*
* @see
* screenshot
*
* @see
* help output
*/
public class AntiAliasParallel extends gnu.x11.extension.glx.Application {
private static final int ACCUM_SIZE = 8;
private static final float [] TORUS_DIFFUSE
= {0.7f, 0.7f, 0.0f, 1.0f};
private static final float [] CUBE_DIFFUSE
= {0.0f, 0.7f, 0.7f, 1.0f};
private static final float [] SPHERE_DIFFUSE
= {0.7f, 0.0f, 0.7f, 1.0f};
private static final float [] OCTAHEDRON_DIFFUSE
= {0.7f, 0.4f, 0.4f, 1.0f};
private static final float [] LIGHT_MODEL_AMBIENT
= {0.2f, 0.2f, 0.2f, 1.0f};
private static final float [] LIGHT_POSITION
= {0.0f, 0.0f, 10.0f, 1.0f};
private static final float [] MATERIAL_AMBIENT
= {1.0f, 1.0f, 1.0f, 1.0f};
private static final float [] MATERIAL_SPECULAR
= {1.0f, 1.0f, 1.0f, 1.0f};
private static final float MATERIAL_SHININESS = 50.0f;
public AntiAliasParallel (String [] args) {
super (args, RESIZE_BIT);
about ("0.1", "anti-alias with parallel projection",
"Stephen Tse ",
"http://escher.sourceforge.net/");
if (help_option) return;
visual_config.set_accum_rgb_size (ACCUM_SIZE);
visual_config.set_depth_size (1);
init_window (250, 250);
gl.enable (GL.DEPTH_TEST);
gl.shade_model (GL.FLAT);
init_light ();
}
private void draw_scene () {
gl.push_matrix ();
gl.rotatef (30.0f, 1.0f, 0.0f, 0.0f);
// torus
gl.push_matrix ();
gl.translatef (-0.80f, 0.35f, 0.0f);
gl.rotatef (100.0f, 1.0f, 0.0f, 0.0f);
gl.materialfv (GL.FRONT, GL.DIFFUSE, TORUS_DIFFUSE);
glut.solid_torus (0.275, 0.85, 16, 16);
gl.pop_matrix ();
// cube
gl.push_matrix ();
gl.translatef (-0.75f, -0.50f, 0.0f);
gl.rotatef (45.0f, 0.0f, 0.0f, 1.0f);
gl.rotatef (45.0f, 1.0f, 0.0f, 0.0f);
gl.materialfv (GL.FRONT, GL.DIFFUSE, CUBE_DIFFUSE);
glut.solid_cube (1.5f);
gl.pop_matrix ();
// sphere
gl.push_matrix ();
gl.translatef (0.75f, 0.60f, 0.0f);
gl.rotatef (30.0f, 1.0f, 0.0f, 0.0f);
gl.materialfv (GL.FRONT, GL.DIFFUSE, SPHERE_DIFFUSE);
glut.solid_sphere (1.0, 16, 16);
gl.pop_matrix ();
// octahedron
gl.push_matrix ();
gl.translatef (0.70f, -0.90f, 0.25f);
gl.materialfv (GL.FRONT, GL.DIFFUSE, OCTAHEDRON_DIFFUSE);
glut.solid_octahedron ();
gl.pop_matrix ();
gl.pop_matrix ();
}
protected void handle_expose () {
gl.clear (GL.ACCUM_BUFFER_BIT);
for (int i=0; i
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