- gl.glDisable(GL.GL_LIGHTING);
- gl.glColor4f(1, 0, 0, 1);
- gl.glBegin(GL.GL_LINES);
- gl.glVertex3f(0,0,0);
- gl.glVertex3f(.3f,0,0);
- gl.glEnd();
- gl.glColor4f(0, 1, 0, 1);
- gl.glBegin(GL.GL_LINES);
- gl.glVertex3f(0,0,0);
- gl.glVertex3f(0,.3f,0);
- gl.glEnd();
- gl.glColor4f(0, 0, 1, 1);
- gl.glBegin(GL.GL_LINES);
- gl.glVertex3f(0,0,0);
- gl.glVertex3f(0,0,.3f);
- gl.glEnd();
+ private int mousex;
+ private int mousey;
+ private Matrix projection = null;
+ private Point clickPoint = null;
+
+ GLCanvas glcanvas;
+
+ Point clickClosest = null;
+
+ float tz = 0;
+ float anglex = 0;
+ float angley = 0;
+
+ boolean alt = false;
+ boolean shift = false;
+ boolean control = false;
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { }
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { }
+
+ public synchronized void init(GLAutoDrawable gld) {
+ GL gl = gld.getGL();
+ gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ gl.glViewport(0, 0, 500, 300);
+ gl.glEnable(GL.GL_DEPTH_TEST);
+ gl.glClearDepth(1.0);
+ gl.glDepthFunc(GL.GL_LEQUAL);
+ gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glMatrixMode(GL.GL_MODELVIEW);
+
+ float mat_specular[] = { 0.5f, 0.5f, 0.5f, 0.5f };
+ float mat_shininess[] = { 50.0f };
+ gl.glShadeModel(GL.GL_SMOOTH);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f, 4.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f, 10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f, 10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f, 10.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f, -10.0f, 0.0f }, 0);