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 tea 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); /* Initialize light source. */ private void myinit () { float light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; /* light_position is NOT default value */ float light_position[] = { 1.0f, 1.0f, 1.0f, 0.0f }; myGL.glLightfv (GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); myGL.glLightfv (GL.GL_LIGHT0, GL.GL_POSITION, light_position); myGL.glFrontFace (GL.GL_CW); myGL.glEnable (GL.GL_LIGHTING); myGL.glEnable (GL.GL_LIGHT0); myGL.glEnable (GL.GL_AUTO_NORMAL); myGL.glEnable (GL.GL_NORMALIZE); myGL.glDepthFunc (GL.GL_LESS); myGL.glEnable (GL.GL_DEPTH_TEST); } private void display () { double eqn[] = { 1.0, 0.0, -1.0, 1.0 }; boolean two_side_on[] = { GL.GL_TRUE }; boolean two_side_off[] = { GL.GL_FALSE }; float mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; float back_diffuse[] = { 0.8f, 0.2f, 0.8f, 1.0f }; myGL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); myGL.glPushMatrix (); myGL.glClipPlane (GL.GL_CLIP_PLANE0, eqn); /* slice objects */ myGL.glEnable (GL.GL_CLIP_PLANE0); myGL.glPushMatrix (); myGL.glTranslatef (0.0f, 2.0f, 0.0f); myAUX.auxSolidTeapot (1.0); /* one-sided lighting */ myGL.glPopMatrix (); /* two-sided lighting, but same material */ myGL.glLightModeli (GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_TRUE); myGL.glMaterialfv (GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, mat_diffuse); myGL.glPushMatrix (); myGL.glTranslatef (0.0f, 0.0f, 0.0f); myAUX.auxSolidTeapot (1.0); myGL.glPopMatrix (); /* two-sided lighting, two different materials */ myGL.glMaterialfv (GL.GL_FRONT, GL.GL_DIFFUSE, mat_diffuse); myGL.glMaterialfv (GL.GL_BACK, GL.GL_DIFFUSE, back_diffuse); myGL.glPushMatrix (); myGL.glTranslatef (0.0f, -2.0f, 0.0f); myAUX.auxSolidTeapot (1.0); myGL.glPopMatrix (); myGL.glLightModeli (GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_FALSE); myGL.glDisable (GL.GL_CLIP_PLANE0); myGL.glPopMatrix (); myGL.glFlush(); } 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, -10.0f, 10.0f); } else { myGL.glOrtho (-4.0f*(float)w/(float)h, 4.0f*(float)w/(float)h, -4.0f, 4.0f, -10.0f, 10.0f); } myGL.glMatrixMode (GL.GL_MODELVIEW); } 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 (); } public void update (Graphics g) { // skip the clear screen command.... paint (g); } public void paint (Graphics g) { 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 auxIdleFunc(display) display (); } }