import java.applet.Applet; import java.awt.Graphics; import java.awt.event.ComponentEvent; import java.awt.event.ComponentListener; // must import jgl.GL.... import jgl.GL; import jgl.GLAUX; public class bezmesh extends Applet implements ComponentListener { // must use GL to use jGL..... // and use GLAUX to use the aux functions..... // remember to give GL to initialize GLAUX GL myGL = new GL (); GLAUX myAUX = new GLAUX (myGL); private static final float ctrlpoints [][][] = { {{-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 void initlights () { float ambient[] = {0.2f, 0.2f, 0.2f, 1.0f}; float position[] = {0.0f, 0.0f, 2.0f, 1.0f}; float mat_diffuse[] = {0.6f, 0.6f, 0.6f, 1.0f}; float mat_specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; float mat_shininess[] = {50.0f}; myGL.glEnable (GL.GL_LIGHTING); myGL.glEnable (GL.GL_LIGHT0); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_AMBIENT, ambient); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_POSITION, position); myGL.glMaterialfv (GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse); myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SPECULAR, mat_specular); myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SHININESS, mat_shininess); } private void myinit () { myGL.glClearColor (0.0f, 0.0f, 0.0f, 1.0f); myGL.glMap2f (GL.GL_MAP2_VERTEX_3, 0.0f, 1.0f, 3, 4, 0.0f, 1.0f, 12, 4, ctrlpoints); myGL.glEnable (GL.GL_MAP2_VERTEX_3); myGL.glEnable (GL.GL_AUTO_NORMAL); myGL.glEnable (GL.GL_NORMALIZE); myGL.glMapGrid2f (20, 0.0f, 1.0f, 20, 0.0f, 1.0f); initlights (); /* for lighted version only */ } private void display () { myGL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); myGL.glPushMatrix (); myGL.glRotatef (85.0f, 1.0f, 1.0f, 1.0f); myGL.glEvalMesh2 (GL.GL_FILL, 0, 20, 0, 20); myGL.glPopMatrix (); myGL.glFlush (); } public void componentMoved (ComponentEvent e) {} public void componentShown (ComponentEvent e) {} public void componentHidden (ComponentEvent e) {} public void componentResized (ComponentEvent e) { // get window width and height by myself myReshape (getSize ().width, getSize ().height); display (); repaint (); } private void myReshape (int w, int h) { myGL.glViewport (0, 0, w, h); myGL.glMatrixMode (GL.GL_PROJECTION); myGL.glLoadIdentity (); if (w <= h) { myGL.glOrtho (-4.0f, 4.0f, -4.0f *(float)h/(float)w, 4.0f *(float)h/(float)w, -4.0f, 4.0f); } else { myGL.glOrtho (-4.0f *(float)w/(float)h, 4.0f *(float)w/(float)h, -4.0f, 4.0f, -4.0f, 4.0f); } myGL.glMatrixMode (GL.GL_MODELVIEW); myGL.glLoadIdentity (); } public void update (Graphics g) { // skip the clear screen command.... paint (g); } public void paint (Graphics g) { // STRANGE if call display here, it will be never stoped myGL.glXSwapBuffers (g, this); } public void init () { myAUX.auxInitPosition (0, 0, 500, 500); myAUX.auxInitWindow (this); myinit (); // as call auxReshapeFunc() addComponentListener (this); myReshape (getSize ().width, getSize ().height); // call display as call auxMainLoop(display); display (); } }