In the previous chapters we have seen how to draw 3d triangle and rotate it. Now in this chapter you can learn how to a 3d cube, how to rotate it, how to attach an image on it. In the same way, This chapter provides examples to draw a 3D cube and apply colours to it and attach image to it.
Below given is the program to draw a 3d cube and apply colours to it.
import java.awt.DisplayMode; import javax.media.opengl.GL2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import javax.media.opengl.glu.GLU; import javax.swing.JFrame; import com.jogamp.opengl.util.FPSAnimator; public class Cube implements GLEventListener { public static DisplayMode dm, dm_old; private GLU glu = new GLU(); private float rquad = 0.0f; @Override public void display( GLAutoDrawable drawable ) { final GL2 gl = drawable.getGL().getGL2(); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT ); gl.glLoadIdentity(); gl.glTranslatef( 0f, 0f, -5.0f ); // Rotate The Cube On X, Y & Z gl.glRotatef(rquad, 1.0f, 1.0f, 1.0f); //giving different colors to different sides gl.glBegin(GL2.GL_QUADS); // Start Drawing The Cube gl.glColor3f(1f,0f,0f); //red color gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top) gl.glVertex3f( -1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top) gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Bottom Left Of The Quad (Top) gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Bottom Right Of The Quad (Top) gl.glColor3f( 0f,1f,0f ); //green color gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Top Right Of The Quad gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Top Left Of The Quad gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad gl.glColor3f( 0f,0f,1f ); //blue color gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Top Right Of The Quad (Front) gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Top Left Of The Quad (Front) gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Bottom Left Of The Quad gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad gl.glColor3f( 1f,1f,0f ); //yellow (red + green) gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad gl.glVertex3f( -1.0f, 1.0f, -1.0f ); // Top Right Of The Quad (Back) gl.glVertex3f( 1.0f, 1.0f, -1.0f ); // Top Left Of The Quad (Back) gl.glColor3f( 1f,0f,1f ); //purple (red + green) gl.glVertex3f( -1.0f, 1.0f, 1.0f ); // Top Right Of The Quad (Left) gl.glVertex3f( -1.0f, 1.0f, -1.0f ); // Top Left Of The Quad (Left) gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad gl.glColor3f( 0f,1f, 1f ); //sky blue (blue +green) gl.glVertex3f( 1.0f, 1.0f, -1.0f ); // Top Right Of The Quad (Right) gl.glVertex3f( 1.0f, 1.0f, 1.0f ); // Top Left Of The Quad gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Left Of The Quad gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad gl.glEnd(); // Done Drawing The Quad gl.glFlush(); rquad -= 0.15f; } @Override public void dispose( GLAutoDrawable drawable ) { // TODO Auto-generated method stub } @Override public void init( GLAutoDrawable drawable ) { final GL2 gl = drawable.getGL().getGL2(); gl.glShadeModel( GL2.GL_SMOOTH ); gl.glClearColor( 0f, 0f, 0f, 0f ); gl.glClearDepth( 1.0f ); gl.glEnable( GL2.GL_DEPTH_TEST ); gl.glDepthFunc( GL2.GL_LEQUAL ); gl.glHint( GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST ); } @Override public void reshape( GLAutoDrawable drawable, int x, int y, int width, int height ) { // TODO Auto-generated method stub final GL2 gl = drawable.getGL().getGL2(); if( height lt;= 0 ) height = 1; final float h = ( float ) width / ( float ) height; gl.glViewport( 0, 0, width, height ); gl.glMatrixMode( GL2.GL_PROJECTION ); gl.glLoadIdentity(); glu.gluPerspective( 45.0f, h, 1.0, 20.0 ); gl.glMatrixMode( GL2.GL_MODELVIEW ); gl.glLoadIdentity(); } public static void main( String[] args ) { final GLProfile profile = GLProfile.get( GLProfile.GL2 ); GLCapabilities capabilities = new GLCapabilities( profile ); // The canvas final GLCanvas glcanvas = new GLCanvas( capabilities ); Cube cube = new Cube(); glcanvas.addGLEventListener( cube ); glcanvas.setSize( 400, 400 ); final JFrame frame = new JFrame ( " Multicolored cube" ); frame.getContentPane().add( glcanvas ); frame.setSize( frame.getContentPane().getPreferredSize() ); frame.setVisible( true ); final FPSAnimator animator = new FPSAnimator(glcanvas, 300,true); animator.start(); } }
When you compile and execute the above program, the following output is generated. It shows a colored 3D cube.
The following steps are given to apply texture to a cube −
You can bind required texture to the cube using the gl.glBindTexture(GL2.GL_TEXTURE_2D.texture) method of the Drawable interface.
This method requires texture (int) argument along with GL2.GL_TEXTURE_2D(int).
Before you execute Display(), you need to create texture variable
In the init() method or in the starting lines of glDisplay() method, enable the texture using gl.glEnable(GL2.GL_TEXTURE_2D) method.
Create the texture object, which needs a file object as a parameter, which in turn needs the path of the image used as the texture to the object.
File file = new File(“c:\\pictures\\boy.jpg”); Texture t = textureIO.newTexture(file, true); texture = t.getTextureObject(gl);
Below given is the program to attach image on a cube.
import java.awt.DisplayMode; import java.io.File; import java.io.IOException; import javax.media.opengl.GL2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import javax.media.opengl.glu.GLU; import javax.swing.JFrame; import com.jogamp.opengl.util.FPSAnimator; import com.jogamp.opengl.util.texture.Texture; import com.jogamp.opengl.util.texture.TextureIO; public class CubeTexture implements GLEventListener { public static DisplayMode dm, dm_old; private GLU glu = new GLU(); private float xrot,yrot,zrot; private int texture; @Override public void display(GLAutoDrawable drawable) { // TODO Auto-generated method stub final GL2 gl = drawable.getGL().getGL2(); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset The View gl.glTranslatef(0f, 0f, -5.0f); gl.glRotatef(xrot, 1.0f, 1.0f, 1.0f); gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f); gl.glBindTexture(GL2.GL_TEXTURE_2D, texture); gl.glBegin(GL2.GL_QUADS); // Front Face gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Right face gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); gl.glEnd(); gl.glFlush(); //change the speeds here xrot += .1f; yrot += .1f; zrot += .1f; } @Override public void dispose(GLAutoDrawable drawable) { // method body } @Override public void init(GLAutoDrawable drawable) { final GL2 gl = drawable.getGL().getGL2(); gl.glShadeModel(GL2.GL_SMOOTH); gl.glClearColor(0f, 0f, 0f, 0f); gl.glClearDepth(1.0f); gl.glEnable(GL2.GL_DEPTH_TEST); gl.glDepthFunc(GL2.GL_LEQUAL); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST); // gl.glEnable(GL2.GL_TEXTURE_2D); try{ File im = new File("E:\\office\\boy.jpg "); Texture t = TextureIO.newTexture(im, true); texture= t.getTextureObject(gl); }catch(IOException e){ e.printStackTrace(); } } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { // TODO Auto-generated method stub final GL2 gl = drawable.getGL().getGL2(); if(height lt;= 0) height = 1; final float h = (float) width / (float) height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, h, 1.0, 20.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); } public static void main(String[] args) { // TODO Auto-generated method stub final GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); // The canvas final GLCanvas glcanvas = new GLCanvas(capabilities); CubeTexture r = new CubeTexture(); glcanvas.addGLEventListener(r); glcanvas.setSize(400, 400); final JFrame frame = new JFrame (" Textured Cube"); frame.getContentPane().add(glcanvas); frame.setSize(frame.getContentPane().getPreferredSize()); frame.setVisible(true); final FPSAnimator animator = new FPSAnimator(glcanvas, 300, true); animator.start(); } }
When you compile and execute the above program, the following output is generated. You can see a 3D cube with desired texture applied on it.