Boas pessoal, gostava de saber o que se encontra mal no codigo do donut, nao entendo o que falta para completar o desenho (gldonut).
package org.yourorghere;
import com.sun.opengl.util.Animator;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
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;
/**
* Hilfe.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 Hilfe implements GLEventListener {
double PI = Math.PI;
public static void main(String[] args) {
Frame frame = new Frame("Simple JOGL Application");
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(new Hilfe());
frame.add(canvas);
frame.setSize(1024, 768);
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.
}
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();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
//contorno_sphere(gl,1,1);
//contorno_oval(gl,1,1);
//contorno_praboloid(gl,1,1);
//contorno_cone(gl,1,1);
//contorno_cilindro(gl,1,1);
//Desenhar_Donut(gl, 100, 100, 25, 20);
glDonut(gl,500, 500, 45, 20, 0.0f, 0.0f, 1.0f, 0.3f);
//int max=100;
//for (int n=0;n<max;++n)
// pontos_circulo(gl,10000,n*(float)(1)/max);
gl.glFlush();
}
public void triangulo(GL gl) {
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();
}
public void quadrado(GL gl) {
gl.glBegin(GL.GL_QUADS);
gl.glColor3f(0.5f, 0.5f, 1.0f); // Set the current drawing color to light blue
gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
// Done Drawing The Quad
gl.glEnd();
}
private void polygon_circulo(GL gl,int n)
{
gl.glBegin(GL.GL_POLYGON);
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f);
gl.glVertex3f((float)(Math.sin((Double)(i*6.283/n))),(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
}
gl.glEnd();
}
private void contorno_circulo(GL gl,int n)
{
gl.glBegin(GL.GL_POINTS);
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f);
gl.glVertex3f((float)(Math.sin((Double)(i*6.283/n))),(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
gl.glVertex3f((float)(Math.sin((Double)((i+1)*6.283/n))),(float)(Math.cos((Double)((i+1)*6.283/n))), 0.0f);
}
gl.glEnd();
}
private void pontos_circulo(GL gl,int n,float r)
{
gl.glBegin(GL.GL_POINTS);
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f);
gl.glVertex3f(r*(float)(Math.sin((Double)(i*6.283/n))),r*(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
gl.glVertex3f(r*(float)(Math.sin((Double)((i+1)*6.283/n))),r*(float)(Math.cos((Double)((i+1)*6.283/n))), 0.0f);
}
gl.glEnd();
}
/*
* Largura (larg) e altura (alt) pretendida do contorno da esfera
*/
private void contorno_sphere(GL gl, float larg, float alt)
{
gl.glBegin(GL.GL_POINTS);
int n=1000; int m=1000;
for (int j=0;j<m;++j)
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f,(float)(j)/m, 1.0f);
gl.glVertex3f(larg*(float)(Math.sin((Double)((float)(i)/n*PI))*Math.cos((Double)((float)(j)/m*(2*PI)))),
alt*(float)(Math.cos((Double)((float)(i)/n*PI))),
(float)(Math.sin((Double)((float)(i)/n*PI))*Math.sin((Double)((float)(j)/m*(2*PI)))));
//(float)(Math.cos((Double)(j*6.283/m)))
}
gl.glEnd();
}
/*
* Largura (larg) e altura (alt) pretendida do contorno do oval
*/
private void contorno_oval(GL gl, float larg, float alt)
{ int n=700; int m=700;
gl.glBegin(GL.GL_POINTS);
for (int j=0;j<m;++j)
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f, 1.0f,(float)(j)/m); //
gl.glVertex3f(larg*(float)(Math.sin((Double)((float)(i)/n*PI))*Math.cos((Double)((float)(j)/m*(2*PI)))),
alt*(float)(Math.cos((Double)((float)(i)/n*PI))),
1.5f*(float)(Math.sin((Double)((float)(i)/n*PI))*Math.sin((Double)((float)(j)/m*(2*PI)))));
}
gl.glEnd();
}
/*
* Raio do circulo (rad) sobreposto e a altura (alt).
*/
private void contorno_praboloid(GL gl, float rad, float alt)
{
gl.glBegin(GL.GL_POINTS);
int n=1000; int m=1000;
for (int j=0;j<m;++j)
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f,(float)(j)/m, 1.0f);
gl.glVertex3f(rad*(float)(i)/n*(float)(Math.cos((Double)((float)(j)/m*(2*PI)))),
alt*(float)(i*i)/(n*n),
(float)(i)/n*(float)(Math.sin((2*PI)*j/m)));
//(float)(Math.cos((Double)(j*6.283/m)))
}
gl.glEnd();
}
/*
* Raio (rad) do circulo sobreposto no cone e a altura (alt) do mesmo
*/
private void contorno_cone(GL gl, float rad, float alt)
{
gl.glBegin(GL.GL_POINTS);
int n=1000; int m=1000;
for (int j=0;j<m;++j)
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f,(float)(j)/m, 1.0f);
gl.glVertex3f(rad*(float)(i)/n*(float)(Math.cos((Double)((float)(j)/m*(2*PI)))),
alt*(float)(i)/n,
(float)(i)/n*(float)(Math.sin((2*PI)*j/m)));
// /(float)(Math.cos((Double)(j*6.283/m)))
}
gl.glEnd();
}
/*
* Raio (rad) do circulo sobreposto no cilindro e a altura (alt) do cilindro.
*/
private void contorno_cilindro(GL gl, float rad, float alt)
{
gl.glBegin(GL.GL_POINTS);
int n=1000; int m=1000;
for (int j=0;j<m;++j)
for (int i=0;i<n;++i)
{gl.glColor3f(1.0f,(float)(j)/m, 1.0f);
gl.glVertex3f(rad*(float)(Math.cos((Double)((float)(j)/m*(2*PI)))),
alt*(float)(i)/n,
0.2f*(float)(Math.sin((2*PI)*j/m)));
//(float)(Math.cos((Double)(j*6.283/m)))
}
gl.glEnd();
}
float xRotated, yRotated, zRotated;
double innerRaidus=0.5;
double outterRaidus=1;
int sides =50;
int rings =50;
/* private void donut(GL gl)
{
gl.glMatrixMode(GL.GL_MODELVIEW);
// clear the drawing buffer.
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
// clear the identity matrix.
gl.glLoadIdentity();
// traslate the draw by z = -4.0
// Note this when you decrease z like -8.0 the drawing will looks far , or smaller.
gl.glTranslatef(0.0f,0.0f,0.0f);
// Red color used to draw.
gl.glColor3f(0.0f, 0.0f, 0.1f);
// changing in transformation matrix.
// rotation about X axis
gl.glRotatef(xRotated,1.0f,0.0f,0.0f);
// rotation about Y axis
gl.glRotatef(yRotated,0.0f,1.0f,0.0f);
// rotation about Z axis
gl.glRotatef(zRotated,0.0f,0.0f,1.0f);
// scaling transfomation
gl.glScalef(1.0f,1.0f,1.0f);
// built-in (glut library) function , draw you a Torus.
gl.glutWireTorus(innerRaidus,outterRaidus,sides,rings);
// Flush buffers to screen
gl.glFlush();
// sawp buffers called because we are using double buffering
// glutSwapBuffers();
} */
void glDonut(GL gl, int x, int y, int rad, int inrad, float r, float g, float b, float a)
{
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(r, g, b, a);
gl.glLineWidth(1.0f);
gl.glBegin(GL.GL_LINES);
for(int i = 0; i < rad+1; i++)
{
for(int j=0; j<rad+1;j++)
{
//used to see if the point is between the outer and inner radius
if(Math.sqrt(rad*rad-i*i) > j && Math.sqrt(inrad*inrad-i*i) < j)
{
gl.glVertex2i(x+i,y+j);
gl.glVertex2i(x+i+1,y+j);
//used to mimic on the bottom of the circle
gl.glVertex2i(x+i,y-j);
gl.glVertex2i(x+i+1,y-j);
//used to mimic on left side of the circle
if(i!=0)
{
gl.glVertex2i(x-i,y+j);
gl.glVertex2i(x-i+1,y+j);
gl.glVertex2i(x-i,y-j);
gl.glVertex2i(x-i+1,y-j);
}
}
//see if the point is under the outer rad even tho the inner radius has terminated.
else if(Math.sqrt(rad*rad-i*i) > j && i > inrad && j >= 0)
{
gl.glVertex2i(x+i,y+j);
gl.glVertex2i(x+i+1,y+j);
gl.glVertex2i(x-i,y+j);
gl.glVertex2i(x-i+1,y+j);
//used so no overlapping at the shared point 0
if(j!=0)
{
gl.glVertex2i(x+i,y-j);
gl.glVertex2i(x+i+1,y-j);
gl.glVertex2i(x-i,y-j);
gl.glVertex2i(x-i+1,y-j);
}
}
}
}
gl.glEnd();
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glPopMatrix();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
}