I am having problems with textures. Please tell me where I'm going wrong. Here is all the code I used.
I'm trying to add a texture to the square. This will eventually be part of an object making program.
package ObjectMaker;
import com.sun.opengl.util.Animator;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.IntBuffer;
import java.util.Random;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
/**
* ObjectMaker.java <BR>
* author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
*
* This version is equal to Brian Paul's version 1.2 1999/10/21
*/
public class ObjectMaker implements GLEventListener {
public static final Random rnd = new _Random( System.currentTimeMillis() );
public static final ObjectMaker objectmaker = new ObjectMaker();
private int[] textures, image;
int width, height;
private IntBuffer ib;
private GLU glu;
public ObjectMaker(){
width = 32;
height = 32;
image = new int[ width * height ];
for( int o = 0; o < image.length; o++ ){
int x = o % width, y = o / width;
image[ o ] = (int)Math.floor(
Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
}
ib = IntBuffer.wrap( image );
glu = new GLU();
}
public static void main(String[] args) {
Frame frame = new Frame("Simple JOGL Application");
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener( objectmaker );
frame.add(canvas);
frame.setSize(640, 480);
final Animator animator = new Animator(canvas);
frame.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
});
// Center frame
frame.setLocationRelativeTo(null);
frame.setVisible(true);
animator.start();
}
public void init(GLAutoDrawable drawable) {
// Use debug pipeline
// drawable.setGL(new DebugGL(drawable.getGL()));
GL gl = drawable.getGL();
System.err.println("INIT GL IS: " + gl.getClass().getName());
// Enable VSync
gl.setSwapInterval(1);
// Setup the drawing area and shading mode
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
textures = new int[ ]{ 0 };
buildTestTexture(gl);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
GLU glu = new GLU();
if (height <= 0) { // avoid a divide by zero error!
height = 1;
}
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
// Clear the drawing area
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Reset the current matrix to the "identity"
gl.glLoadIdentity();
// Move the "drawing cursor" around
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
// Drawing Using Triangles
gl.glBegin(GL.GL_TRIANGLES);
gl.glColor3f(1.0f, 0.0f, 0.0f); // Set the current drawing color to red
gl.glVertex3f(0.0f, 1.0f, 0.0f); // Top
gl.glColor3f(0.0f, 1.0f, 0.0f); // Set the current drawing color to green
gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
gl.glColor3f(0.0f, 0.0f, 1.0f); // Set the current drawing color to blue
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
// Finished Drawing The Triangle
gl.glEnd();
// Move the "drawing cursor" to another position
gl.glTranslatef(3.0f, 0.0f, 0.0f);
gl.glColor3f( 1.0f, 1.0f, 1.0f);
gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );
// Draw A Quad
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2i( 0, 0 );
gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
gl.glTexCoord2i( 1, 0 );
gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
gl.glTexCoord2i( 1, 1 );
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
gl.glTexCoord2i( 0, 1 );
gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
// Done Drawing The Quad
gl.glEnd();
// Flush all drawing operations to the graphics card
gl.glFlush();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
private void buildTestTexture( GL gl ){
gl.glGenTextures( textures.length, textures, 0 );
gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );
//gl.glPixelStorei( GL.GL_UNPACK_ALIGNMENT, textures.length );
gl.glTexParameteri
( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
gl.glTexParameteri
( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
gl.glTexParameteri
( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );
gl.glTexParameteri
( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR );
gl.glTexEnvf
( GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE );
/*glu.gluBuild2DMipmaps( GL.GL_TEXTURE_2D,
3,
width,
height,
GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE,
ib );*/
gl.glTexImage2D
( GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ib );
gl.glEnable( GL.GL_TEXTURE_2D );
}
}
package ObjectMaker;
import java.util.Random;
/**
*
* @author rda060606
*/
public class _Random extends Random {
private static final int MAXCOUNTB4RESEEDING = 1000;
private int count;
public _Random(long seed) {
super( seed );
count = 0;
//setuFlatteningArray();
}
@Override
protected int next(int i) {
count++;
count %= MAXCOUNTB4RESEEDING;
if( count == 0 ) setSeed( System.currentTimeMillis() );
return super.next(i);
}
}