Java Examples for com.jogamp.opengl.GL2.GL_QUAD_STRIP

The following java examples will help you to understand the usage of com.jogamp.opengl.GL2.GL_QUAD_STRIP. These source code samples are taken from different open source projects.

Example 1
Project: Universal-G-Code-Sender-master  File: JOGLGearsDemo.java View source code
public static void gear(GL2 gl, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) {
    int i;
    float r0, r1, r2;
    float angle, da;
    float u, v, len;
    r0 = inner_radius;
    r1 = outer_radius - tooth_depth / 2.0f;
    r2 = outer_radius + tooth_depth / 2.0f;
    da = 2.0f * (float) Math.PI / teeth / 4.0f;
    gl.glShadeModel(GL_FLAT);
    gl.glNormal3f(0.0f, 0.0f, 1.0f);
    /* draw front face */
    gl.glBegin(GL_QUAD_STRIP);
    for (i = 0; i <= teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
        if (i < teeth) {
            gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
            gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
        }
    }
    gl.glEnd();
    /* draw front sides of teeth */
    gl.glBegin(GL_QUADS);
    for (i = 0; i < teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
    }
    gl.glEnd();
    /* draw back face */
    gl.glBegin(GL_QUAD_STRIP);
    for (i = 0; i <= teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
        gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
        gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
    }
    gl.glEnd();
    /* draw back sides of teeth */
    gl.glBegin(GL_QUADS);
    for (i = 0; i < teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
    }
    gl.glEnd();
    /* draw outward faces of teeth */
    gl.glBegin(GL_QUAD_STRIP);
    for (i = 0; i < teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
        u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle);
        v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle);
        len = (float) Math.sqrt(u * u + v * v);
        u /= len;
        v /= len;
        gl.glNormal3f(v, -u, 0.0f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
        gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
        gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
        u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da);
        v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da);
        gl.glNormal3f(v, -u, 0.0f);
        gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
        gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
        gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
    }
    gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
    gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
    gl.glEnd();
    gl.glShadeModel(GL_SMOOTH);
    /* draw inside radius cylinder */
    gl.glBegin(GL_QUAD_STRIP);
    for (i = 0; i <= teeth; i++) {
        angle = i * 2.0f * (float) Math.PI / teeth;
        gl.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
        gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
        gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
    }
    gl.glEnd();
}