Hi!
I'm trying to embed an existing implementation of ArcBall in JOGL into my own project. It compiles and runs but I doesn't work! I can't play around with the view.
I took the implementation (two classes) from here:
http://www.mdimension.com/page/Software?appNum=1
And followed the instructions of embeding the thing into my own project. Here's the class I'm using ArcBall in:
public class GLRenderer implements GLEventListener {
private static final int MAP_SIZE = 1024;
private static final int STEP_SIZE = 16;
private static final float HEIGHT_RATIO = 1.5f;
private float[][] temperatureMap = new float[MAP_SIZE][MAP_SIZE];
private float scaleValue = 0.15f;
private GLU glu = new GLU();
private ArcBall arcBall = new ArcBall();
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
loadValuesToMap();
arcBall.registerDrawable(drawable);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity();
glu.gluPerspective(30,(float)width/(float)height,1.0f,650.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
arcBall.reshape(width, height);
}
public void display(GLAutoDrawable drawable) {
arcBall.displayUpdateRotations();
GL gl = drawable.getGL();
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT); //added
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
setLight(gl);
positionCamera(glu, gl);
drawXYZ(gl);
arcBall.displayTransform(gl);
drawMap(glu, gl);
gl.glFlush();
}
public void setVertexColor(GL gl, int x, int y) {
float fColor = -0.15f + (temperatureMap[x][y] / 256.0f);
gl.glColor3f(0.0f, 0.0f, fColor);
}
public void drawMap(GLU glu, GL gl) {
int x, z;
float y;
gl.glBegin(GL.GL_QUADS);
for(int X = 0; X <(MAP_SIZE - STEP_SIZE); X += STEP_SIZE) {
for(int Y = 0; Y < (MAP_SIZE -STEP_SIZE); Y += STEP_SIZE) {
// Get The (X, Y, Z) Value For The Bottom Left Vertex
x = X;
y = temperatureMap[X][Y];
z = Y;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z);
// Get The (X, Y, Z) Value For The Top Left Vertex
x = X;
y = temperatureMap[X][Y + STEP_SIZE];
z = Y + STEP_SIZE ;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
// Get The (X, Y, Z) Value For The Top Right Vertex
x = X + STEP_SIZE;
y = temperatureMap[X + STEP_SIZE][Y + STEP_SIZE];
z = Y + STEP_SIZE ;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
// Get The (X, Y, Z) Value For The Bottom Right Vertex
x = X + STEP_SIZE;
y = temperatureMap[X + STEP_SIZE][Y];
z = Y;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
}
}
gl.glEnd();
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glTranslated(0.1, 0.1, -0.5);
gl.glColor3f(0.0f, 0.0f, 1.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
gl.glTranslated(0.1, 0.1, -0.1);
gl.glColor3f(0.0f, 1.0f, 0.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
gl.glTranslated(0.1, -0.1, 0.1);
gl.glColor3f(1.0f, 0.0f, 0.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
}
public void positionCamera(GLU glu, GL gl) {
glu.gluPerspective(75.0f,1.09,0.1f,500.0f);
glu.gluLookAt(194, 80, 194,
131, 55, 131,
0, 1, 0);
gl.glScalef(scaleValue, scaleValue * HEIGHT_RATIO, scaleValue);
}
public void setLight(GL gl) {
// Prepare light parameters.
float SHINE_ALL_DIRECTIONS = 1;
float[] lightPos = {0, -30, 0, SHINE_ALL_DIRECTIONS};
float[] lightColorAmbient = {0.5f, 0.5f, 0.5f, 0.5f};
float[] diffuseLight = { 0.8f, 0.8f, 0.8f, 1.0f };
float[] lightColorSpecular = {0.5f, 0.5f, 0.5f, 0.5f};
// Set light parameters.
gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPos, 1);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightColorAmbient, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, diffuseLight, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, lightColorSpecular, 0);
// Enable lighting in GL.
gl.glEnable(GL.GL_LIGHT1);
gl.glEnable(GL.GL_LIGHTING);
// Set material properties.
gl.glEnable(GL.GL_COLOR_MATERIAL);
}
public void drawXYZ(GL gl) { gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glBegin(GL.GL_LINES);
gl.glColor3d(1.0, 0.0, 0.0); //red (x)
gl.glVertex3d(-0.1, 0.0, 0.0);
gl.glVertex3d(1500.0, 0.0, 0.0);
gl.glColor3d(0.0, 1.0, 0.0); //green (y)
gl.glVertex3d(0.0, -0.1, 0.0);
gl.glVertex3d(0.0, 1500.0, 0.0);
gl.glColor3d(0.0, 0.0, 1.0); //blue (z)
gl.glVertex3d(0.0, 0.0, 0.1);
gl.glVertex3d(0.0, 0.0, 1500.0);
gl.glEnd();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
init(drawable);
}
private void loadValuesToMap() {
for(int i = 0; i < MAP_SIZE; i++) {
for(int j = 0; j< MAP_SIZE; j++) {
if(i > 300 && i < 700 && j > 300 && j < 700)
temperatureMap[i][j] = 150;
else
temperatureMap[i][j] = 100;
}
}
}
}
I'm new to openGL soke it might be a stupid mistake. I'd appreciate any help though.
Thanks