I got great help and advice which i followed from Julien in my previous post. I now know a bit much better and have improved code. However while the keys now respond, display is not called continuously
I am trying to rotate my scene by rotating the camera at the press of 'x' key. The scene is rendered correctly but fails to rotate. I am using my own transformation matrix (for good reasons), and it does work fine (it actually rotates the camera position about the x-axis) as indicated in the output below the code. But the camera position in the display() function is not updated. In fact the problem is the display() function is not not called continuously so the rendered scene doesn't reflect the new camera position The print out below the code shows that the display function is not called again, because the x0 in the rotateAbtX(....) function is called and show the camera position changing, but the x1 in the display is called just once and never again so it is not updated Why is this? How can I adjust the code to allow display function to be called continuously so camera position can be updated? Thanks public class Game extends JFrame implements GLEventListener, KeyListener { private static final long serialVersionUID = 1L; final private int width = 800; final private int height = 600; int right=-100, bottom=-100, top=100, left=100, numOfUnits; GLU glu= new GLU(); List<CreateObjVertices> dataArray; ... ... public Game( int units, List<CreateObjVertices> vertXYZ ) { super("Puzzle Game"); Globals.camera = new Point3D(0.0f, 1.4f, 0.0f); Globals.view = new Point3D(0.0f, -1.0f, -3.0f); System.out.println( "x "+Globals.camera.x+" y "+Globals.camera.y+" z "+Globals.camera.z ); dataArray = vertXYZ; numOfUnits = units; t = new Transform3D(); xAxis = new Vector3D(1,0,0); yAxis = new Vector3D(0,1,0); zAxis = new Vector3D(0,0,1); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); GLCanvas canvas = new GLCanvas(capabilities); canvas.addGLEventListener(this); canvas.addKeyListener(this); canvas.setFocusable(true); // To receive key event canvas.requestFocus(); this.setName("Minimal OpenGL"); this.getContentPane().add(canvas); this.setSize(width, height); this.setLocationRelativeTo(null); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); this.setResizable(false); canvas.requestFocusInWindow(); } public void play() { } @Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glu = GLU.createGLU(gl); gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); gl.glClearDepthf(1.0f); gl.glEnable(GL2.GL_DEPTH_TEST); gl.glDepthFunc(GL2.GL_LEQUAL); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST); gl.glShadeModel(GL2.GL_SMOOTH); gl.glEnableClientState(GL2.GL_VERTEX_ARRAY); } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); glu = GLU.createGLU(gl); if (height == 0) height = 1; float aspect = (float)width / height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective( 45, aspect, 0.1f, 100.0f); System.out.println( "x2 "+Globals.camera.x+" y2 "+Globals.camera.y+" z2 "+Globals.camera.z ); } @Override public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glu = GLU.createGLU(gl); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( Globals.camera.x, Globals.camera.y, Globals.camera.z, Globals.view.x, Globals.view.y, Globals.view.z, 0.0f, 1.0f, 0.0f); System.out.println( "x1 "+Globals.camera.x+" y1 "+Globals.camera.y+" z1 "+Globals.camera.z ); gl.glTranslatef(0.0f, 0.0f, -3.0f); gl.glBegin(GL.GL_TRIANGLE_STRIP); //=========================== START =========================================================== // ************* DRAWING SCENE AND OBJECTS HERE *************** //============================= end ============================================================ gl.glFlush(); } @Override public void dispose(GLAutoDrawable drawable) { } @Override public void keyPressed(KeyEvent e) { if( e.getKeyChar() == 'x'){ rotateAbtX( 1 ); } if( e.getKeyChar() == 'X'){ rotateAbtX( -1 ); } } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } Transform3D t; Vector3D xAxis, yAxis, zAxis; float rotAng = 60.0f, cosAngle = 0.0f; Vector3D normalAxisVec = new Vector3D(0,0,0), vecObj = new Vector3D(0,0,0), baseLineVec = new Vector3D(0,0,0); public void rotateAbtX( int direction ) { t.rotatePointObject( xAxis, rotAng*direction, Globals.view, 0, Globals.camera ); System.out.println( "x0 "+Globals.camera.x+" y0 "+Globals.camera.y+" z0 "+Globals.camera.z ); } } out put of prints the camera position changing, as explained above, but the display function is not called (thus rendered camera position remain the same) x* 0.0 y* 1.4 z* 0.0 x2 0.0 y2 1.4 z2 0.0 x1 0.0 y1 1.4 z1 0.0 x0 0.0 y0 -2.3980765 z0 0.57846117 x0 0.0 y0 -4.7980766 z0 -2.4215393 x0 0.0 y0 -3.3999999 z0 -6.000001 x0 0.0 y0 0.39807725 z0 -6.578461 x0 0.0 y0 2.7980769 z0 -3.57846 x0 0.0 y0 1.3999994 z0 1.4305115E-6 x0 0.0 y0 -2.398078 z0 0.57846117 x0 0.0 y0 -4.7980776 z0 -2.4215407 x0 0.0 y0 -3.3999991 z0 -6.000002 x0 0.0 y0 0.39807856 z0 -6.578461 x0 0.0 y0 2.7980776 z0 -3.5784588 x0 0.0 y0 1.3999987 z0 2.3841858E-6 x0 0.0 y0 -2.3980794 z0 0.57846117 x0 0.0 y0 -4.798078 z0 -2.4215417 |
You need to have something calling display several times. You need to use an animator. https://jogamp.org/deployment/v2.1.3/javadoc/jogl/javadoc/com/jogamp/opengl/util/Animator.html "To perform animation, we need an animator to drive the drawable's display() method in a loop to refresh the display regularly." https://www.ntu.edu.sg/home/ehchua/programming/opengl/JOGL2.0.html |
This is a good place to find more tutorials: https://jogamp.org/wiki/index.php/Jogl_Tutorial
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Lots of thanks, jmaasing. The links are very helpful, thanks |
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