opengl in java for jogl

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SUBSECRETARÍA DE EDUCACIÓN SUPERIORDIRECCIÓN GENERAL DE EDUCACIÓN SUPERIOR TECNÓLOGICAINSTITUTO TECNOLÓGICO DE LA PIEDAD Licenciatura en Informática JOGL, JAVA AND OPENGL Edgar Roberto Méndez Arévalo Juan Miguel Castillo Reyes La piedad, Micho. 8/Nov/2010

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Page 1: OpenGL in JAVA for JOGL

SUBSECRETARÍA DE EDUCACIÓN

SUPERIORDIRECCIÓN GENERAL DE EDUCACIÓN

SUPERIOR TECNÓLOGICAINSTITUTO

TECNOLÓGICO DE LA PIEDAD

Licenciatura en Informática

JOGL, JAVA AND OPENGL

Edgar Roberto Méndez Arévalo

Juan Miguel Castillo Reyes

La piedad, Micho. 8/Nov/2010

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I

Introduction

OpenGL and Java application, allows you to use the full power of OpenGL in Java, using the library called JOGL, is a very popular API for writing 3D (and 2D) graphical applications across a wide range of hardware and operating systems. .

The OpenGL API is accessed via Java Native Interface (JNI) calls, leading to a

very direct mapping between the API's C functions and JOGL's Java methods. As

a consequence, it's extremely easy to translate OpenGL examples into JOGL.

Most of the features in the OpenGL GLU and GLUT libraries are present in JOGL.

GLU (the OpenGL Utility library) includes support for rendering spheres, cylinders

and disks, camera positioning, tessellation, and texture mipmaps.

The JOGL version of GLUT (OpenGL Utility Toolkit) doesn't include its windowing

functionality, which is handled by Java, but does offer geometric primitives (both in

solid and wireframe mode). JOGL's utility classes include frame-based animation,

texture loading, file IO, and screenshot capabilities.

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II

Contenido Introduction ..................................................................................................................................... I

JOGL: JAVA AND OPENGL ................................................................................................................ 2

JOGL (Java/OpenGL) .................................................................................................................. 3

Historical background OpengGl´s .................................................................................................... 4

LEGAL BASIS: ................................................................................................................................... 4

JOGL is a package for java under license GNU .................................................................. 4

Preamble .................................................................................................................................... 4

How to Apply These Terms to Your New Programs ......................................................... 11

THEORETICAL FRAMEWORK.............................................................................................................. 13

HYPOTHESIS................................................................................................................................... 13

VALIDATION TESTS OF HYPOTHESES ............................................................................................. 13

Test results: ................................................................................................................................... 45

Conclusions ................................................................................................................................... 46

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JOGL: JAVA AND OPENGL

OpenGL is an extremely popular software API for writing 3D (and 2D) graphics

applications across a wide range of hardware and Oses (http://www.opengl.org/).

It's a low-level API based around a graphics pipeline for pixel and vertex

manipulation. JOGL has the same focus as OpenGL, on 2D and 3D rendering. It

doesn't include support for gaming elements such as sound or input devices, but

these are available through Java's standard libraries, or other external APIs, such

as JOAL and JInput. JOGL can be combined with Java's AWT and Swing GUI

components, and supports the shader languages, GLSL andNvidia's Cg.

The OpenGL API is accessed via Java Native Interface (JNI) calls, leading to a

very direct mapping between the API's C functions and JOGL's Java methods. As

a consequence, it's extremely easy to translate OpenGL examples into JOGL.

Most of the features in the OpenGL GLU and GLUT libraries are present in JOGL.

GLU (the OpenGL Utility library) includes support for rendering spheres, cylinders

and disks, camera positioning, tessellation, and texture mipmaps.

The JOGL version of GLUT (OpenGL Utility Toolkit) doesn't include its windowing

functionality, which is handled by Java, but does offer geometric primitives (both in

solid and wireframe mode). JOGL's utility classes include frame-based animation,

texture loading, file IO, and screenshot capabilities.

Andrew Davison

Department of Computer Engineering

Prince of Songkla University

Hat Yai, Songkhla 90112

Thailand

E-mail: [email protected]

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JOGL (Java/OpenGL)

Regardless of all the packages and classes provided by the Java2D API, and even

by Java3D, there is a different approach that can draw images and shapes in two

and three dimensions taking advantage of hardware acceleration that has the

platform running the Java application. This approach is given by the API JOGL

(Java / OpenGL) that encapsulates in a few Java classes full power of OpenGL

library. In fact, the JOGL API is basically a wrapper JNI (Java Native Interface)

around the native library written in C for each platform graph. Therefore, their use

does not imply use only some files .jar but it is also necessary to use dynamic link

libraries of each platform (Files. dl l for MS Windows).

One of the problems posed by the use of this API is not really object oriented, as

the OpenGL library has been remodeled and adapted to Java, but only wrapped in

a JNI layer, forcing the programmer skilled in Java back in time and return to the

era of modular or structured programming. Also used as a basis JOGL API instead

of AWT Swing, AWT and that is not 100% Java and falls partly on the concrete

platform on which the renderings are done. This fact makes it difficult to

applications having a large dose of user interface, since it is the Swing API which

can more contribute in this aspect and is well known incompatibility between AWT

components (heavyweight-heavy) and Swing components (lightweight, light) in a

single graphical interface.

In any case, it is important that the reader knows the existence of this API and the

ability to use OpenGL directly from Java, thus taking advantage of the power

accelerator graphics cards today. But we do not further analysis since it would

entail further the internals of OpenGL and is not our aim in these pages.

Sergio Gálvez Rojas Doctor Ingeniero en Informática

Manuel Alcaide García Ingeniero Técnico en Informática de Sistemas

Miguel Ángel Mora Mata Ingeniero Técnico Superior en Informática

Dpto. de Lenguajes y Ciencias de la Computación

E.T.S. de Ingeniería Informática

Universidad de Málaga

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Historical background OpengGl´s

OpenGL is an API for developing applicationsgr'aficas. It was originally created by

Silicon Graphics in 1992 and is currently one of the standards more sampling

station programaci'on important in applications 3D capabilities. A Silicon Graphics

desarroll'o a librer'ıa principle for applications of its stations were portable Iris

gr'aficas between models and others. The name of this librer'ıa was "Iris GL fu'e"

the predecessor of what is currently OpenGL is. One of the great advantages

OpenGL is that it is an open technology, and therefore not controlled by a 'unique

company. In this case, there is a comit'e of standardization 'On, the OpenGL ARB

(OpenGL Architecture Review Board). The founding members of this comit'e are

major companies such as SGI, Equipament Digital Corporation, IBM, Intel and

Microsoft, Currently 3D (NVidia today), 3DLabs, ATI, Evans & Sutherland, Hewlett-

Packard, Sun NVidia or Microsystems. Another advantage of this system is the

huge knowledge base that exists to around. Throughout his nine to give us life

have written hundreds of books and free programs with which anyone can learn to

use gr'afico this engine.

LEGAL BASIS:

JOGL is a package for java under license GNU

GENERAL PUBLIC LICENSE

Version 2, June 1991

Copyright (C) 1989, 1991 Free Software Foundation, Inc.

51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA

Everyone is permitted to copy and distribute verbatim copies

of this license document, but changing it is not allowed.

Preamble

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5

The licenses for most software are designed to take away your freedom to share

and change it. By contrast, the GNU General Public License is intended to

guarantee your freedom to share and change free software--to make sure the

software is free for all its users. This General Public License applies to most of the

Free Software Foundation's software and to any other program whose authors

commit to using it. (Some other Free Software Foundation software is covered by

the GNU Lesser General Public License instead.) You can apply it to your

programs, too.

When we speak of free software, we are referring to freedom, not price. Our

General Public Licenses are designed to make sure that you have the freedom to

distribute copies of free software (and charge for this service if you wish), that you

receive source code or can get it if you want it, that you can change the software or

use pieces of it in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you

these rights or to ask you to surrender the rights. These restrictions translate to

certain responsibilities for you if you distribute copies of the software, or if you

modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee,

you must give the recipients all the rights that you have. You must make sure that

they, too, receive or can get the source code. And you must show them these

terms so they know their rights.

We protect your rights with two steps: (1) copyright the software, and (2) offer you

this license which gives you legal permission to copy, distribute and/or modify the

software.

Also, for each author's protection and ours, we want to make certain that everyone

understands that there is no warranty for this free software. If the software is

modified by someone else and passed on, we want its recipients to know that what

they have is not the original, so that any problems introduced by others will not

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Finally, any free program is threatened constantly by software patents. We wish to

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Page 8: OpenGL in JAVA for JOGL

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The precise terms and conditions for copying, distribution and modification follow.

TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND

MODIFICATION

0. This License applies to any program or other work which contains a notice

placed by the copyright holder saying it may be distributed under the terms of this

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"modification".) Each licensee is addressed as "you".

Activities other than copying, distribution and modification are not covered by this

License; they are outside its scope. The act of running the Program is not

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a work based on the Program (independent of having been made by running the

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1. You may copy and distribute verbatim copies of the Program's source code as

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Page 9: OpenGL in JAVA for JOGL

7

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Page 10: OpenGL in JAVA for JOGL

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source code, to be distributed under the terms of Sections 1 and 2 above on

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Page 11: OpenGL in JAVA for JOGL

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Page 13: OpenGL in JAVA for JOGL

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END OF TERMS AND CONDITIONS

How to Apply These Terms to Your New Programs

If you develop a new program, and you want it to be of the greatest possible use to

the public, the best way to achieve this is to make it free software which everyone

can redistribute and change under these terms.

To do so, attach the following notices to the program. It is safest to attach them to

the start of each source file to most effectively convey the exclusion of warranty;

and each file should have at least the "copyright" line and a pointer to where the

full notice is found.

one line to give the program's name and an idea of what it does.

Copyright (C) yyyy name of author

This program is free software; you can redistribute it and/or

modify it under the terms of the GNU General Public License

as published by the Free Software Foundation; either version 2

of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.

You should have received a copy of the GNU General Public License

along with this program; if not, write to the Free Software

Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this when it starts in

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Gnomovision version 69, Copyright (C) year name of author

Gnomovision comes with ABSOLUTELY NO WARRANTY; for details

type `show w'. This is free software, and you are welcome

to redistribute it under certain conditions; type `show c'

for details.

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The hypothetical commands `show w' and `show c' should show the appropriate

parts of the General Public License. Of course, the commands you use may be

called something other than `show w' and `show c'; they could even be mouse-

clicks or menu items--whatever suits your program.

You should also get your employer (if you work as a programmer) or your school, if

any, to sign a "copyright disclaimer" for the program, if necessary. Here is a

sample; alter the names:

Yoyodyne, Inc., hereby disclaims all copyright

interest in the program `Gnomovision'

(which makes passes at compilers) written

by James Hacker.

signature of Ty Coon, 1 April 1989

Ty Coon, President of Vice

This General Public License does not permit incorporating your program into

proprietary programs. If your program is a subroutine library, you may consider it

more useful to permit linking proprietary applications with the library. If this is what

you want to do, use the GNU Lesser General Public License instead of this

License.

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THEORETICAL FRAMEWORK

During the course of this research seeks to highlight the different tools that are

used in Java for OpenGL, the OpenGL over time has been a tool for application

development and 3D graphics.

It tries to present these tools and how it is applied in a language like Java, is

basically the second option possibility and 3D graphics programming in Java then

Java 3D to 2D applications to support other.

JOGL so is called the Java IDE for OpenGL which does not have long appeared in

this language, has all the power and reliability that only IDE for OpenGL. JOGL can

be installed on any java platform.

HYPOTHESIS

This document is intended to investigate in depth the implementation and

development of 3D graphics with OpenGL, the platform is also available for Java,

called JOGL is the choice for application developers in Java, besides allows

developers to create cross-platform applications.

OpenGL will be installed on a computer for practical and functional part of this

research.

In OpenGL implementation and development 3d Graphics and this plataform is

available for Java that is JOGL. This IDE is high development in Graphics in 3D.

VALIDATION TESTS OF HYPOTHESES

As a first step in hypothesis testing is written in Java code through GL libraries, to other screens of results generated by each of the programs written. Test1:

This example develops an environment for the implementation of graphics.

package pracgl;

import javax.swing.JFrame;

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import javax.swing.JPanel;

/* Import classes Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

public classpantalla extends JFrame {

/* Need to introduce a JPanel

* the items to be displayed in the JFrame. * /

JPanel panel;

/* Declare a container to enter

* Our main panel, the container

* Is the JFrame in general. * /

Container contenedor;

/ * The toolkit is useful for

* Basic information about the computer, how resolution

* Or size of the screen

* Where you are running the program * /

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

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Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// Constructor

public pantalla()

{

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Frame centrado");

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

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altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

/* Se le indica a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Se instancia un objeto de la clase JPanel, en este

* caso, estará vacío. */

panel = new JPanel();

/* Se agrega el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panel, BorderLayout.CENTER);

/* Ya que se tiene obtenida la altura y anchura, en pixeles

* de la pantalla, se define el tamaño del JFrame.

* En este caso será del tamaño de la mitad de ancho

* de la pantalla por la mitad de altura de la pantalla. */

this.setSize(anchura/2, altura/2);

/* Ahora se sitúa al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation(anchura/4, altura/4);

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17

/* Se hace redimensionadle y visible */

this.setResizable(true);

this.setVisible(true);

/* Finalmente, se le indica a Java lo que se quiere, el

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

// Método principal para iniciar la ejecución del programa

public static void main(String[] args)

{

/* Simplemente crea un objeto de la clase

* pantalla, entonces el programa ejecutará

* el código del constructor. */

new pantalla();

}

}

Nota: del código aterió lo que se encuentra entre /* y */ solo son comentarios

agregados para ayudar a entender un poco más el código.

Salida del programa:

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La salida de este programa es un entorno desarrollado con la finalidad de en su

momento visualizar los gráficos de OpenGL.

Prueba 2:

En esta prueba se pretende pintar un punto centrado en la pantalla del JFrame

mediante un Canvas en lugar del JPanel.

public class punto extends JFrame implements GLEventListener {

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

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19

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

// Constructor

public punto()

{

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Punto dibujado");

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20

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

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21

gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será del tamaño de la mitad de ancho

* de la pantalla por la mitad de altura de la pantalla. */

this.setSize(anchura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

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22

this.setLocation(anchura/4, altura/4);

/* Lo hacemos redimensionable y visible */

this.setResizable(true);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

{

// Escribimos en pantalla la versión del S.O.

System.out.println (gl.glGetString(GL.GL_VERSION));

// Escribimos en pantalla la marca de nuestra tarjeta de video

System.out.println (gl.glGetString(GL.GL_VENDOR));

/* El fondo de los gráficos mostrados en el objeto

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23

* GLCanvas será de color negro. Como se puede apreciar, estamos

* utilizando el método de OpenGL glClearColor(float, float, float, float)

* mediante la interfaz GL. */

gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

}

public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)

{

/* Este método, como se explicó, se utiliza para que el

* usuario pueda modificar el "viewport" de los gráficos

* adecuadamente. En este caso declararemos que nuestro espacio

* de trabajo será del mismo tamaño que el JFrame. Esto se hace para que

* el punto que dibujemos aparezca exactamente en el centro del JFrame.*/

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

/* Se define el punto de vista (viewport) de nuestro objeto GLCanvas

* el cual, como se dijo anteriormente, será del mismo tamaño que el

* JFrame. De esta manera, si existe un cambio en el tamaño del

* JFrame, el espacio de trabajo se ajustará al tamaño del mismo

para

* que el punto siga mostrándose en el centro. */

gl.glOrtho(0, anchura, 0, altura, -1.0, 1.0);

/* Si el JFrame se dimensiona, se vuelven a dibujar los gráficos. */

Page 26: OpenGL in JAVA for JOGL

24

canvas.repaint();

}

public void display(GLAutoDrawable drawable)

{

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 0.0f, 1.0f);

/* Definimos el tamaño del punto que dibujaremos utilizando

* el método glPointSize() de OpenGL, en este caso será de 10

pixeles. */

gl.glPointSize(10);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que

finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS

Page 27: OpenGL in JAVA for JOGL

25

* los gráficos que dibujaremos. */

gl.glBegin(GL.GL_POINTS);

/* Por el momento, solamente dibujaremos un vértice

exactamente

* enmedio de nuestro objeto GLCanvas. Debido a que el

objeto

* GLCanvas se encuentra en el centro del JPanel y éste se

encuentra

* en el centro del JFrame, el

* punto aparecerá justo enmedio de éste último. */

gl.glVertex2i(anchura/2, altura/2);

gl.glEnd();

/* Indicamos que dibuje inmediatamente después utilizando el

método

* glFlush(); */

gl.glFlush();

}

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,

boolean deviceChanged)

{

/* Método para el manejo de eventos del cambio de visualizador, este

* tampoco lo utilizaremos ahora. */

}

// Finalizan los métodos utilizados por GLEventListener

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26

// Método principal para iniciar la ejecución de nuestro programa

public static void main(String[] args)

{

/* Simplemente crearemos un objeto de la clase

* jFrameCentrado, entonces el programa ejecutará

* el código del constructor. */

new punto();

}

}

El resultado de salida del código anterior es el siguiente:

Prueva3:

En la siguiente prueba se va a dibujar un circulo a manera de demostrar que se

pueden hacer cualquier tipo de figuras si acepción alguna:

Page 29: OpenGL in JAVA for JOGL

27

import javax.swing.JFrame;

import javax.swing.JPanel;

/* Importamos las clases Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

// Importamos la librería de OpenGL

import javax.media.opengl.*;

public class sircun extends JFrame implements GLEventListener

{

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

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28

* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

/* Declaramos un array de 8x2 elementos para representar las

* coordenadas de los 8 vertices utilizados para dibujar el octagono */

double punto[][] = new double[360][2];

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29

// Constructor

public sircun()

{

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Circunferencia con JOGL");

/* Inicializamos el array que representan

* las coordenadas de los vértices */

for (int i = 0; i<360; i++)

{

punto[i][0] = 0.0f;

punto[i][1] = 0.0f;

}

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

Page 32: OpenGL in JAVA for JOGL

30

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

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31

contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será un cuadrado cuyos lados medirán

* el tamaño de la mitad de la altura de la pantalla. */

this.setSize(altura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation((anchura-altura/2)/2, altura/4);

/* Lo hacemos que no sea redimensionable pero sí visible */

this.setResizable(false);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

Page 34: OpenGL in JAVA for JOGL

32

}

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

{

gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

}

public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)

{

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

gl.glOrtho(-5.0, 5.0, -5.0, 5.0, -5.0, 5.0);

canvas.repaint();

}

public void display(GLAutoDrawable drawable)

{

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

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33

* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 0.5f, 1.0f);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que

finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS

* los gráficos que dibujaremos. */

// Utilizar el siguiente solamente si se dibujan puntos

// gl.glPointSize(12);

// Método para cambiar el grosor de la línea

// gl.glLineWidth(5);

gl.glBegin(GL.GL_LINE_LOOP);

// Inicializamos el primer vértice

// Coordenada x (primer vértice)

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34

punto[0][0] = 4.0;

// Coordenada y (primer vértice)

punto[0][1] = 0.0;

// Dibujamos el primer vértice

gl.glVertex2d(punto[0][0], punto[0][1]);

/* Dibujamos los 359 vértices restantes haciendo rotar

* el anterior 1º, utilizaremos el equivalente en

* radianes ya que las funciones sin y cos del

* paquete Math de Java trabaja con estos últimos */

for (int i = 1; i<360; i++)

{

// Coordenada x' = x*cos(1º) - y*sin(1º)

punto[i][0] = punto[i-1][0]*Math.cos(Math.toRadians(1)) -

punto[i-1][1]*Math.sin(Math.toRadians(1));

// Coordenada y' = x*sin(1º) + y*cos(1º)

punto[i][1] = punto[i-1][0]*Math.sin(Math.toRadians(1)) +

punto[i-1][1]*Math.cos(Math.toRadians(1));

// Dibujamos el nuevo vértice obtenido

gl.glVertex2d(punto[i][0], punto[i][1]);

}

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35

gl.glEnd();

/* Indicamos que dibuje inmediatamente después utilizando el

método

* glFlush(); */

gl.glFlush();

canvas.repaint();

}

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,

boolean deviceChanged)

{

/* Método para el manejo de eventos del cambio de visualizador, este

* tampoco lo utilizaremos ahora. */

}

// Finalizan los métodos utilizados por GLEventListener

// Método principal para iniciar la ejecución de nuestro programa

public static void main(String[] args)

{

/* Simplemente crearemos un objeto de la clase

* jFrameCentrado, entonces el programa ejecutará

* el código del constructor. */

new sircun();

}

Page 38: OpenGL in JAVA for JOGL

36

}

Prueba 4:

Se quiere dibujar una forma plana, es decir un cuadrado pero como figura plana:

import javax.swing.JFrame;

import javax.swing.JPanel;

/* Importamos las clases Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

// Importamos la librería de OpenGL

import javax.media.opengl.*;

public class lineagl extends JFrame implements GLEventListener {

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

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37

/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

Page 40: OpenGL in JAVA for JOGL

38

* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

/* Declaramos un array de 8x2 elementos para representar las

* coordenadas de los 8 vertices utilizados para dibujar el octagono */

double punto[][] = new double[4][2];

// Constructor

public lineagl()

{

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Cuadrado JOGL");

/* Inicializamos el array que representan

* las coordenadas de los vértices */

for (int i = 0; i<4; i++)

{

punto[i][0] = 0.0f;

punto[i][1] = 0.0f;

}

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

Page 41: OpenGL in JAVA for JOGL

39

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

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40

/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será un cuadrado cuyos lados medirán

* el tamaño de la mitad de la altura de la pantalla. */

this.setSize(altura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation((anchura-altura/2)/2, altura/4);

/* Lo hacemos que no sea redimensionable pero sí visible */

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41

this.setResizable(false);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

{

gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

}

public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)

{

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

gl.glOrtho(-5.0, 5.0, -5.0, 5.0, -5.0, 5.0);

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42

canvas.repaint();

}

public void display(GLAutoDrawable drawable)

{

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 1.0f, 1.0f);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que

finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS

* los gráficos que dibujaremos. */

// Utilizar el siguiente solamente si se dibujan puntos

// gl.glPointSize(12);

gl.glBegin(GL.GL_LINE_LOOP);

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43

// Inicializamos el primer vértice

// Coordenada x (primer vértice)

punto[0][0] = -4.0;

// Coordenada y (primer vértice)

punto[0][1] = -4.0;

// Inicializamos el segundo vértice

// Coordenada x (segundo vértice)

punto[1][0] = 4.0;

// Coordenada y (segundo vértice)

punto[1][1] = -4.0;

//Initialize the third vertex

// Coordenate x (third point)

punto[2][0] = 4.0;

// Coordinate y (third point)

punto[2][1] = 4.0;

// Initialize the fourth vertex

/ / Coordinates x ( fourth vertex)

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44

punto[3][0] = -4.0;

/ / Coordinate and (fourth vertex) punto[3][1] = 4.0;

/ / Draw all vertices

gl.glVertex2d(punto[0][0], punto[0][1]);

gl.glVertex2d(punto[1][0], punto[1][1]);

gl.glVertex2d(punto[2][0], punto[2][1]);

gl.glVertex2d(punto[3][0], punto[3][1]);

gl.glEnd();

/ * Indicates draw immediately after using the method * GlFlush (), * / gl.glFlush();

}

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,

boolean deviceChanged)

{

/ * Method for handling events in exchange for display, this

* Not use it now. * /

}

/ / Stop the methods used by GLEventListener

/ / Main method to start executing our program

public static void main(String[] args)

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45

{

/ * Simply create a class object * JFrameCentrado, then the program will run * Constructor code. * / new lineagl(); }

}

Test results: Based on the tests can be seen that it is possible to implement all the features of OpenGL in java, thanks to OpenGL is developed in an object-oriented language tends to be easy to use java. Working Java OpenGL JOGL package which is used to call all the functions and methods OpenGL package is in this way as it applies to developing the full potential of graphics in Java, besides using a GUI development the same, called NetBeans, which allows you to run, compile and develop both Java and C + +.

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Conclusions

It came to the conclusion that OpenGL is a powerful tool that allows the

development of 2D Y3D, with the advantage of adapting to the needs

of many areas where the simulation is necessary to observe things that

are sometimes but not tangible and measurable much less visible. For

others that OpenGL is a very powerful tool for graphic, due to be cross-

platform and adapted to the needs and knowledge of a programming

language.

Basically is the possibility and the second choice of 3D graphics

programming in Java then Java 3D to support other 2D applications.

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