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Escher is a collection of libraries for X Window System written purely in Java.
The newest version!
package gnu.app.redbook;
import gnu.x11.extension.glx.GL;
/**
* Render a lighted, filled Bezier surface. To demonstrate two-dimensional
* evaluators. Modified from bezmesh.c
.
*
* @see
* screenshot
*
* @see
* help output
*/
public class BezierMesh extends gnu.x11.extension.glx.Application {
private static final float [] [] [] CONTROL_POINTS = {
{{-1.5f, -1.5f, 4.0f},
{-0.5f, -1.5f, 2.0f},
{0.5f, -1.5f, -1.0f},
{1.5f, -1.5f, 2.0f}},
{{-1.5f, -0.5f, 1.0f},
{-0.5f, -0.5f, 3.0f},
{0.5f, -0.5f, 0.0f},
{1.5f, -0.5f, -1.0f}},
{{-1.5f, 0.5f, 4.0f},
{-0.5f, 0.5f, 0.0f},
{0.5f, 0.5f, 3.0f},
{1.5f, 0.5f, 4.0f}},
{{-1.5f, 1.5f, -2.0f},
{-0.5f, 1.5f, -2.0f},
{0.5f, 1.5f, 0.0f},
{1.5f, 1.5f, -1.0f}}
};
private static final float [] LIGHT_AMBIENT
= {0.2f, 0.2f, 0.2f, 1.0f};
private static final float [] LIGHT_POSITION
= {0.0f, 0.0f, 2.0f, 1.0f};
private static final float [] MATERIAL_DIFFUSE
= {0.6f, 0.6f, 0.6f, 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 BezierMesh (String [] args) {
super (args, RESIZE_BIT);
about ("0.1", "bezier mesh",
"Stephen Tse ",
"http://escher.sourceforge.net/");
if (help_option) return;
visual_config.set_depth_size (1);
init_window (500, 500);
gl.enable (GL.AUTO_NORMAL);
gl.enable (GL.DEPTH_TEST);
gl.enable (GL.MAP2_VERTEX_3);
gl.map2f (GL.MAP2_VERTEX_3, 0.0f, 1.0f, 3, 4,
0.0f, 1.0f, 12, 4, gnu.util.Misc.linearize (CONTROL_POINTS));
gl.map_grid2f (20, 0.0f, 1.0f, 20, 0.0f, 1.0f);
init_light ();
}
protected void handle_expose () {
gl.clear (GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
gl.push_matrix ();
gl.rotatef (85.0f, 1.0f, 1.0f, 1.0f);
gl.eval_mesh2 (GL.FILL, 0, 20, 0, 20);
gl.pop_matrix ();
gl.swap_buffers (window);
}
protected void handle_resize (int width, int height) {
gl.viewport (0, 0, width, height);
gl.matrix_mode (GL.PROJECTION);
gl.load_identity ();
double wh = (float) width / (float) height;
double hw = (float) height / (float) width;
if (width <= height)
gl.ortho (-4.0, 4.0, -4.0*hw, 4.0*hw, -4.0, 4.0);
else
gl.ortho (-4.0*wh, 4.0*wh, -4.0, 4.0, -4.0, 4.0);
gl.matrix_mode (GL.MODELVIEW);
gl.load_identity ();
}
private void init_light () {
gl.enable (GL.LIGHTING);
gl.enable (GL.LIGHT0);
gl.lightfv (GL.LIGHT0, GL.AMBIENT, LIGHT_AMBIENT);
gl.lightfv (GL.LIGHT0, GL.POSITION, LIGHT_POSITION);
gl.materialfv (GL.FRONT, GL.DIFFUSE, MATERIAL_DIFFUSE);
gl.materialfv (GL.FRONT, GL.SPECULAR, MATERIAL_SPECULAR);
gl.materialf (GL.FRONT, GL.SHININESS, MATERIAL_SHININESS);
}
public static void main (String [] args) {
new BezierMesh (args).exec ();
}
}
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