// NFC_10 [OpenGL Teapot Applet].nova // Using namespace declarations. using Library.NFC; using Library.OpenGL; // The applet class. class TeapotApplet : Applet, IRun { // Instance data members. private uint teaList; private float rotX, rotY; private float rotationSpeed; private int drawFrame; private bool threadActive; // The window's OpenGL rendering context. private RenderingContext renderingContext; // Application class's "main" function. public static void main( String[] args ) { // Output the keyboard contols. Stream.write( "Keyboard controls:\n" + " left = rotate y-axis -ve\n" + " right = rotate y-axis +ve\n" + " up = rotate x-axis -ve\n" + " down = rotate x-axis +ve\n" ); // Create a new applet window with a new applet instance. AppletWindow window = new AppletWindow( new TeapotApplet( ), "NFC_10 [OpenGL Teapot Applet]", 640, 640 ); // Show the applet window. window.show( true ); // Process the applet window's events. window.processEvents( ); } // Initialize the applet. public virtual void onInit( ) { // Initialize the static data members. rotX = rotY = 0; rotationSpeed = 4.0f; drawFrame = 0; threadActive = true; // Create an OpenGL rendering context. renderingContext = OpenGL.createContext( graphics ); // Make the new rendering context the current one. OpenGL.makeCurrent( graphics, renderingContext ); // Initialize OpenGL. initOpenGL( ); // Create a new thread to update the applet. Thread updateThread = new Thread( this, null ); // Start the thread. updateThread.start( ); } // Initialize OpenGL. public void initOpenGL( ) { float[] position = { 0.0f, 3.0f, 3.0f, 0.0f }; float[] localView = { 0.0f }; float[] ambient = { 0.1745f, 0.01175f, 0.01175f }; float[] diffuse = { 0.61424f, 0.04136f, 0.04136f }; float[] specular = { 0.727811f, 0.626959f, 0.626959f }; OpenGL.glEnable( OpenGL.GL_DEPTH_TEST ); OpenGL.glDepthFunc( OpenGL.GL_LESS ); OpenGL.glLightfv( OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, position ); OpenGL.glLightModelfv( OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER, localView ); OpenGL.glFrontFace( OpenGL.GL_CW ); OpenGL.glEnable( OpenGL.GL_LIGHTING ); OpenGL.glEnable( OpenGL.GL_LIGHT0 ); OpenGL.glEnable( OpenGL.GL_AUTO_NORMAL ); OpenGL.glEnable( OpenGL.GL_NORMALIZE ); OpenGL.glMaterialfv( OpenGL.GL_FRONT, OpenGL.GL_AMBIENT, ambient ); OpenGL.glMaterialfv( OpenGL.GL_FRONT, OpenGL.GL_DIFFUSE, diffuse ); OpenGL.glMaterialfv( OpenGL.GL_FRONT, OpenGL.GL_SPECULAR, specular ); OpenGL.glMaterialf( OpenGL.GL_FRONT, OpenGL.GL_SHININESS, 0.6f * 128.0f ); OpenGL.glClearColor( 0.5f, 0.5f, 0.5f, 0.0f ); OpenGL.glColor3f( 1.0f, 1.0f, 1.0f ); teapot( 14 ); } // On paint event handler. public virtual void onPaint( ) { // Check if there are any frames to render. // Double buffering uses two frames. if ( drawFrame < 2 ) { // Render the teapot. OpenGL.glClear( OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT ); OpenGL.glPushMatrix( ); OpenGL.glTranslatef( 0.0f, 0.0f, -5.0f ); OpenGL.glRotatef( rotY, 0.0f, 1.0f, 0.0f ); OpenGL.glRotatef( rotX, 1.0f, 0.0f, 0.0f ); OpenGL.glCallList( teaList ); OpenGL.glPopMatrix( ); drawFrame++; } // Swap the window's OpenGL buffers. OpenGL.swapBuffers( graphics ); } // The thread's run method. public virtual Object run( Object arg ) { // Run while the active flag is set. while ( threadActive ) { if ( getKeyState( KeyReference.VK_LEFT ) ) { rotY -= rotationSpeed; drawFrame = 0; } if ( getKeyState( KeyReference.VK_RIGHT ) ) { rotY += rotationSpeed; drawFrame = 0; } if ( getKeyState( KeyReference.VK_UP ) ) { rotX -= rotationSpeed; drawFrame = 0; } if ( getKeyState( KeyReference.VK_DOWN ) ) { rotX += rotationSpeed; drawFrame = 0; } // Repaint the applet. repaint( ); } // Set the current OpenGL context to null. OpenGL.makeCurrent( null, null ); // Delete the OpenGL context. OpenGL.deleteContext( renderingContext ); return null; } // On size event handler. public virtual void onSize( int w, int h ) { // Resize the scene. OpenGL.glViewport( 0, 0, w, h ); OpenGL.glMatrixMode( OpenGL.GL_PROJECTION ); OpenGL.glLoadIdentity( ); OpenGL.glOrtho( -6.0, 6.0, -6.0, 6.0, -1.0, 10.0 ); OpenGL.glMatrixMode( OpenGL.GL_MODELVIEW ); OpenGL.glLoadIdentity( ); drawFrame = 0; } // On close event handler. public virtual void onClose( ) { // Set the active flag to false to stop the rendering thread. threadActive = false; } // Create the teapot's geometry. private void teapot( int grid ) { int[][] patchData = { { 102, 103, 104, 105, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }, { 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27 }, { 24, 25, 26, 27, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40 }, { 96, 96, 96, 96, 97, 98, 99, 100, 101, 101, 101, 101, 0, 1, 2, 3 }, { 0, 1, 2, 3, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117 }, { 118, 118, 118, 118, 124, 122, 119, 121, 123, 126, 125, 120, 40, 39, 38, 37 }, { 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56 }, { 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 28, 65, 66, 67 }, { 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 }, { 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95 } }; double[][] cpData = { { 0.2, 0.0, 2.7 }, { 0.2, -0.112, 2.7 }, { 0.112, -0.2, 2.7 }, { 0.0, -0.2, 2.7 }, { 1.3375, 0.0, 2.53125 }, { 1.3375, -0.749, 2.53125 }, { 0.749, -1.3375, 2.53125 }, { 0.0, -1.3375, 2.53125 }, { 1.4375, 0.0, 2.53125 }, { 1.4375, -0.805, 2.53125 }, { 0.805, -1.4375, 2.53125 }, { 0.0, -1.4375, 2.53125 }, { 1.5, 0.0, 2.4 }, { 1.5, -0.84, 2.4 }, { 0.84, -1.5, 2.4 }, { 0.0, -1.5, 2.4 }, { 1.75, 0.0, 1.875 }, { 1.75, -0.98, 1.875 }, { 0.98, -1.75, 1.875 }, { 0.0, -1.75, 1.875 }, { 2.0, 0.0, 1.35 }, { 2.0, -1.12, 1.35 }, { 1.12, -2.0, 1.35 }, { 0.0, -2.0, 1.35 }, { 2.0, 0.0, 0.9 }, { 2.0, -1.12, 0.9 }, { 1.12, -2.0, 0.9 }, { 0.0, -2.0, 0.9 }, { -2.0, 0.0, 0.9 }, { 2.0, 0.0, 0.45 }, { 2.0, -1.12, 0.45 }, { 1.12, -2.0, 0.45 }, { 0.0, -2.0, 0.45 }, { 1.5, 0.0, 0.225 }, { 1.5, -0.84, 0.225 }, { 0.84, -1.5, 0.225 }, { 0.0, -1.5, 0.225 }, { 1.5, 0.0, 0.15 }, { 1.5, -0.84, 0.15 }, { 0.84, -1.5, 0.15 }, { 0.0, -1.5, 0.15 }, { -1.6, 0.0, 2.025 }, { -1.6, -0.3, 2.025 }, { -1.5, -0.3, 2.25 }, { -1.5, 0.0, 2.25 }, { -2.3, 0.0, 2.025 }, { -2.3, -0.3, 2.025 }, { -2.5, -0.3, 2.25 }, { -2.5, 0.0, 2.25 }, { -2.7, 0.0, 2.025 }, { -2.7, -0.3, 2.025 }, { -3.0, -0.3, 2.25 }, { -3.0, 0.0, 2.25 }, { -2.7, 0.0, 1.8 }, { -2.7, -0.3, 1.8 }, { -3.0, -0.3, 1.8 }, { -3.0, 0.0, 1.8 }, { -2.7, 0.0, 1.575 }, { -2.7, -0.3, 1.575 }, { -3.0, -0.3, 1.35 }, { -3.0, 0.0, 1.35 }, { -2.5, 0.0, 1.125 }, { -2.5, -0.3, 1.125 }, { -2.65, -0.3, 0.9375 }, { -2.65, 0.0, 0.9375 }, { -2.0, -0.3, 0.9 }, { -1.9, -0.3, 0.6 }, { -1.9, 0.0, 0.6 }, { 1.7, 0.0, 1.425 }, { 1.7, -0.66, 1.425 }, { 1.7, -0.66, 0.6 }, { 1.7, 0.0, 0.6 }, { 2.6, 0.0, 1.425 }, { 2.6, -0.66, 1.425 }, { 3.1, -0.66, 0.825 }, { 3.1, 0.0, 0.825 }, { 2.3, 0.0, 2.1 }, { 2.3, -0.25, 2.1 }, { 2.4, -0.25, 2.025 }, { 2.4, 0.0, 2.025 }, { 2.7, 0.0, 2.4 }, { 2.7, -0.25, 2.4 }, { 3.3, -0.25, 2.4 }, { 3.3, 0.0, 2.4 }, { 2.8, 0.0, 2.475 }, { 2.8, -0.25, 2.475 }, { 3.525, -0.25, 2.49375 }, { 3.525, 0.0, 2.49375 }, { 2.9, 0.0, 2.475 }, { 2.9, -0.15, 2.475 }, { 3.45, -0.15, 2.5125 }, { 3.45, 0.0, 2.5125 }, { 2.8, 0.0, 2.4 }, { 2.8, -0.15, 2.4 }, { 3.2, -0.15, 2.4 }, { 3.2, 0.0, 2.4 }, { 0.0, 0.0, 3.15 }, { 0.8, 0.0, 3.15 }, { 0.8, -0.45, 3.15 }, { 0.45, -0.8, 3.15 }, { 0.0, -0.8, 3.15 }, { 0.0, 0.0, 2.85 }, { 1.4, 0.0, 2.4 }, { 1.4, -0.784, 2.4 }, { 0.784, -1.4, 2.4 }, { 0.0, -1.4, 2.4 }, { 0.4, 0.0, 2.55 }, { 0.4, -0.224, 2.55 }, { 0.224, -0.4, 2.55 }, { 0.0, -0.4, 2.55 }, { 1.3, 0.0, 2.55 }, { 1.3, -0.728, 2.55 }, { 0.728, -1.3, 2.55 }, { 0.0, -1.3, 2.55 }, { 1.3, 0.0, 2.4 }, { 1.3, -0.728, 2.4 }, { 0.728, -1.3, 2.4 }, { 0.0, -1.3, 2.4 }, { 0.0, 0.0, 0.0 }, { 1.425, -0.798, 0.0 }, { 1.5, 0.0, 0.075 }, { 1.425, 0.0, 0.0 }, { 0.798, -1.425, 0.0 }, { 0.0, -1.5, 0.075 }, { 0.0, -1.425, 0.0 }, { 1.5, -0.84, 0.075 }, { 0.84, -1.5, 0.075 } }; double[][][] p = createArray( 4, 4, 3 ), q = createArray( 4, 4, 3 ), r = createArray( 4, 4, 3 ), s = createArray( 4, 4, 3 ); int i, j, k, l; teaList = OpenGL.glGenLists( 1 ); OpenGL.glNewList( teaList, OpenGL.GL_COMPILE ); OpenGL.glPushMatrix( ); OpenGL.glRotatef( 270.0f, 1.0f, 0.0f, 0.0f ); for ( i = 0; i < 10; i++ ) { for ( j = 0; j < 4; j++ ) { for ( k = 0; k < 4; k++ ) { for ( l = 0; l < 3; l++ ) { p[ j ][ k ][ l ] = cpData[ patchData[ i ][ j * 4 + k ] ][ l ]; q[ j ][ k ][ l ] = cpData[ patchData[ i ][ j * 4 + ( 3 - k ) ] ][ l ]; if ( l == 1 ) { q[ j ][ k ][ l ] *= -1.0; } if ( i < 6 ) { r[ j ][ k ][ l ] = cpData[ patchData[ i ][ j * 4 + ( 3 - k ) ] ][ l ]; if ( l == 0 ) { r[ j ][ k ][ l ] *= -1.0; } s[ j ][ k ][ l ] = cpData[ patchData[ i ][ j * 4 + k ] ][ l ]; if ( l == 0 ) { s[ j ][ k ][ l ] *= -1.0; } if ( l == 1 ) { s[ j ][ k ][ l ] *= -1.0; } } } } } OpenGL.glMap2d( OpenGL.GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4, p ); OpenGL.glEnable( OpenGL.GL_MAP2_VERTEX_3 ); OpenGL.glMapGrid2d( grid, 0.0, 1.0, grid, 0.0, 1.0 ); OpenGL.glEvalMesh2( OpenGL.GL_FILL, 0, grid, 0, grid ); OpenGL.glMap2d( OpenGL.GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4, q ); OpenGL.glEvalMesh2( OpenGL.GL_FILL, 0, grid, 0, grid ); if ( i < 6 ) { OpenGL.glMap2d( OpenGL.GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4, r ); OpenGL.glEvalMesh2( OpenGL.GL_FILL, 0, grid, 0, grid ); OpenGL.glMap2d( OpenGL.GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4, s ); OpenGL.glEvalMesh2( OpenGL.GL_FILL, 0, grid, 0, grid ); } } OpenGL.glDisable( OpenGL.GL_MAP2_VERTEX_3 ); OpenGL.glPopMatrix( ); OpenGL.glEndList( ); } // Create a three dimensional array of doubles with the specified sizes. private double[][][] createArray( uint size0, uint size1, uint size2 ) { // Declare a local reference to the array to create. double[][][] array; // Create the first level of the array. array = new double[ size0 ][][]; // Create the second levels of the array. for ( uint i = 0; i < size0; i++ ) { array[ i ] = new double[ size1 ][]; // Create the third levels of the array. for ( uint j = 0; j < size1; j++ ) { array[ i ][ j ] = new double[ size2 ]; // Initialize the third level of the array. for ( uint k = 0; k < size2; k++ ) { array[ i ][ j ][ k ] = 0.0; } } } // Return the new array. return array; } }