JOGL - Triângulo 3D
No capítulo anterior, vimos como desenhar formas em 3D, este capítulo ensina como desenhar um triângulo em 3D e girá-lo.
Abaixo, está o programa para desenhar um triângulo 3D e girá-lo.
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
import javax.swing.JFrame;
import com.jogamp.opengl.util.FPSAnimator;
public class Triangle3d implements GLEventListener {
private GLU glu = new GLU();
private float rtri = 0.0f;
@Override
public void display(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
// Clear The Screen And The Depth Buffer
gl.glClear( GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT );
gl.glLoadIdentity(); // Reset The View
gl.glTranslatef( -0.5f, 0.0f, -6.0f ); // Move the triangle
gl.glRotatef( rtri, 0.0f, 1.0f, 0.0f );
gl.glBegin( GL2.GL_TRIANGLES );
//drawing triangle in all dimensions
// Front
gl.glColor3f( 1.0f, 0.0f, 0.0f ); // Red
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top Of Triangle (Front)
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Green
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Left Of Triangle (Front)
gl.glColor3f( 0.0f, 0.0f, 1.0f ); // Blue
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Right Of Triangle (Front)
// Right
gl.glColor3f( 1.0f, 0.0f, 0.0f ); // Red
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top Of Triangle (Right)
gl.glColor3f( 0.0f, 0.0f, 1.0f ); // Blue
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Left Of Triangle (Right)
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Green
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Right Of Triangle (Right)
// Left
gl.glColor3f( 1.0f, 0.0f, 0.0f ); // Red
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top Of Triangle (Back)
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Green
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Left Of Triangle (Back)
gl.glColor3f( 0.0f, 0.0f, 1.0f ); // Blue
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Right Of Triangle (Back)
//left
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Red
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top Of Triangle (Left)
gl.glColor3f( 0.0f, 0.0f, 1.0f ); // Blue
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Left Of Triangle (Left)
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Green
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Right Of Triangle (Left)
gl.glEnd(); // Done Drawing 3d triangle (Pyramid)
gl.glFlush();
rtri += 0.2f;
}
@Override
public void dispose( GLAutoDrawable drawable ) {
//method body
}
@Override
public void init( GLAutoDrawable drawable ) {
//method body
}
@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;=;)
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 ) {
// TODO Auto-generated method stub
final GLProfile profile = GLProfile.get( GLProfile.GL2 );
GLCapabilities capabilities = new GLCapabilities( profile );
// The canvas
final GLCanvas glcanvas = new GLCanvas( capabilities );
Triangle3d triangle = new Triangle3d();
glcanvas.addGLEventListener( triangle );
glcanvas.setSize( 400, 400 );
final JFrame frame = new JFrame ( "3d Triangle (shallow)" );
frame.getContentPane().add( glcanvas );
frame.setSize( frame.getContentPane().getPreferredSize() );
frame.setVisible( true );
final FPSAnimator animator = new FPSAnimator(glcanvas,300,true);
animator.start();
}
}
Quando você compila e executa o programa acima, a seguinte saída é gerada. Aqui, você tem os instantâneos do triângulo 3D giratório. Como este programa não inclui teste de profundidade, o triângulo é gerado oco.
Para tornar o triângulo sólido, você precisa habilitar o teste de profundidade usando glEnable(GL_DEPTH_TEST). A ativação do buffer de profundidade fornece uma tela em branco. Isso pode ser eliminado limpando a cor usandoglClear(GL_COLOR_BUFFERBIT | GL_DEPTH_BUFFER_BIT)método. Para habilitar o teste de profundidade no método init () ou noglDisplay() método, escreva o seguinte código -
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);
}
Abaixo é fornecido o programa para desenhar um triângulo 3D com teste de profundidade.
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
import javax.swing.JFrame;
import com.jogamp.opengl.util.FPSAnimator;
public class Triangledepthtest implements GLEventListener {
private GLU glu = new GLU();
private float rtri = 0.0f;
@Override
public void display( 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);
// Clear The Screen And The Depth Buffer
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset The View
gl.glTranslatef( -0.5f,0.0f,-6.0f ); // Move the triangle
gl.glRotatef( rtri, 0.0f, 1.0f, 0.0f );
gl.glBegin( GL2.GL_TRIANGLES );
//drawing triangle in all dimensions
//front
gl.glColor3f( 1.0f, 0.0f, 0.0f ); // Red
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top
gl.glColor3f( 0.0f, 1.0f, 0.0f ); // Green
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Left
gl.glColor3f( 0.0f, 0.0f, 1.0f ); // Blue
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Right)
//right
gl.glColor3f( 1.0f, 0.0f, 0.0f );
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top
gl.glColor3f( 0.0f, 0.0f, 1.0f );
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Left
gl.glColor3f( 0.0f, 1.0f, 0.0f );
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Right
//left
gl.glColor3f( 1.0f, 0.0f, 0.0f );
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top
gl.glColor3f( 0.0f, 1.0f, 0.0f );
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Left
gl.glColor3f( 0.0f, 0.0f, 1.0f );
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Right
//top
gl.glColor3f( 0.0f, 1.0f, 0.0f );
gl.glVertex3f( 1.0f, 2.0f, 0.0f ); // Top
gl.glColor3f( 0.0f, 0.0f, 1.0f );
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Left
gl.glColor3f( 0.0f, 1.0f, 0.0f );
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Right
gl.glEnd(); // Done Drawing 3d triangle (Pyramid)
gl.glFlush();
rtri += 0.2f;
}
@Override
public void dispose( GLAutoDrawable drawable ) {
}
@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 <= 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 ) {
// TODO Auto-generated method stub
final GLProfile profile = GLProfile.get( GLProfile.GL2 );
GLCapabilities capabilities = new GLCapabilities( profile );
// The canvas
final GLCanvas glcanvas = new GLCanvas( capabilities );
Triangledepthtest triangledepthtest = new Triangledepthtest();
glcanvas.addGLEventListener( triangledepthtest );
glcanvas.setSize( 400, 400 );
final JFrame frame = new JFrame ( "3d Triangle (solid)" );
frame.getContentPane().add(glcanvas);
frame.setSize( frame.getContentPane().getPreferredSize() );
frame.setVisible( true );
final FPSAnimator animator = new FPSAnimator( glcanvas, 300,true);
animator.start();
}
}
Quando você compila e executa o programa acima, a seguinte saída é gerada.
Aqui, você pode ver os instantâneos de um triângulo 3D giratório. Visto que este programa inclui código para teste de profundidade, o triângulo é gerado sólido.