Why is my display function not called continuously to update new camera position

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Why is my display function not called continuously to update new camera position

tragic_xxx
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
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Re: Why is my display function not called continuously to update new camera position

jmaasing
tragic_xxx wrote
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
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
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Re: Why is my display function not called continuously to update new camera position

jmaasing
This is a good place to find more tutorials: https://jogamp.org/wiki/index.php/Jogl_Tutorial
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Re: Why is my display function not called continuously to update new camera position

tragic_xxx
jmaasing wrote
This is a good place to find more tutorials: https://jogamp.org/wiki/index.php/Jogl_Tutorial
Lots of thanks, jmaasing. The links are very helpful, thanks