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1  Java Game APIs & Engines / JOGL Development / Textures were not found when enabling webstart... on: 2009-07-15 13:21:22
Hi there,
i got an perfectly fine workling wee jogl prg, which loads some textures and comes up with an rotating planet with nice textures. So far so good. Compiling and running works fine, but when i enable webstart and try to start it, out of a sudden, my applet cannot find the texture files. Nothing in the code changed.
What happend?
My Code to load the texture is:
texSphere = TextureIO.newTexture(new File("planetsurface.jpg"), true);
Do i have to specify certain directories where to load my textures??

Any help would be appreciated!
Thanks,
normen

2  Java Game APIs & Engines / JOGL Development / Re: How to draw a 3D globe? on: 2009-07-15 12:56:31
Hey,
you also can put your LINE_LOOP in a DisplaylIst,  then call it in a for next loop 360 times and rotate it around one axis, y-axis for example. Or just use the glut-method GlutWireSphere, glutSolidSphere?!?!
Why not these?
best regards,
normen
3  Java Game APIs & Engines / JOGL Development / Re: "Correct" texture mapping switches and filter for environment mapping on: 2009-06-16 11:08:09
Aaahh...
Googleing for GL_TEXTURE_CUE_MAP + examples showed some very promising stuff. Will test that tonight at home. Thanks very much;-)
PS: I'm using Ubunto, so no Terragen for me unless i get that with Wine working, which i will try too.
Thanks;)
4  Java Game APIs & Engines / JOGL Development / "Correct" texture mapping switches and filter for environment mapping on: 2009-06-15 19:34:31
Hi there,
Due to lack of of a proper code for a ksybox, i built myself a 'manual' skybox, by positioning 6 quads around a sphere.
The code is working fine, no prob there, but i got some troubles with the 'right' texture mapping filters for my 'walls'
For my center shining sphere i use:
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texSphere.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
            texSphere.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
            gl.glTexGeni(GL.GL_S, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
            gl.glTexGeni(GL.GL_T, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
            gl.glTexGeni(GL.GL_R, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
            gl.glEnable(GL.GL_TEXTURE_GEN_S);
            gl.glEnable(GL.GL_TEXTURE_GEN_T);
            gl.glEnable(GL.GL_TEXTURE_GEN_R);


For my walls i use the same...

Now during the rotation of the sourounding cube, my 'wall' textures moving and bending around too. I mean that looks fancy, but i want to have static textures for the walls.

Does any of you have an idea, how to use these texture filters properly to create an 'correct' environment mapping?

Thanks,

Regards,
normen
5  Java Game APIs & Engines / JOGL Development / Re: Problems with Cylabs's GLSL Demo - running/Compile... on: 2009-06-14 19:07:59
yeah sure..
try
      {
         // Load some texture
         Texture texture = TextureIO.newTexture(glsl1.class.getResource("moon.png"), false, "png");

         // Store the OpenGL texture object ID for later use
         textureID = texture.getTextureObject();
      }

that moon.png can be read by anyone and is locateted in my root of my project folder with its subfolders: src, lib, librc and bin..
I also put the pic in the different sub folders too, just to check...then i got the error: URL was null.
Quite funny and irritating;-)
I'll get an white rectangle on black ground. Absolutly correct when there is no texture to load, but the file exists;-)
Here your code:
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package glsl1;

import com.sun.opengl.util.Animator;
import com.sun.opengl.util.texture.Texture;
import com.sun.opengl.util.texture.TextureIO;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
import static javax.media.opengl.GL.*;

/**
 * SimpleShaderTemplate.java
 * @author Mathias 'cylab' Henze
 */

public class glsl1 implements GLEventListener
{
   private GLU glu = new GLU();

   // Hold the shader program for later use
  private int program;
   // Holds the texture object for later use
  private int textureID;

   public static void main(String[] args)
   {
      Frame frame = new Frame("Simple JOGL GLSL Application");
      GLCanvas canvas = new GLCanvas();

      canvas.addGLEventListener(new glsl1());
      frame.add(canvas);
      frame.setSize(640, 480);
      final Animator animator = new Animator(canvas);
      frame.addWindowListener(new WindowAdapter()
      {
         @Override
         public void windowClosing(WindowEvent e)
         {
            // Run this on another thread than the AWT event queue
           // so that Animator.stop() completes before exiting
           new Thread(new Runnable()
            {
               public void run()
               {
                  animator.stop();
                  System.exit(0);
               }
            }).start();
         }
      });
      frame.setLocationRelativeTo(null);
      frame.setVisible(true);
      animator.start();
   }

   public void init(GLAutoDrawable drawable)
   {
      // drawable.setGL(new DebugGL(drawable.getGL()));
     GL gl = drawable.getGL();

      // You won't get far without error checking ;)
     String errors = null;

      try
      {
         // Load some texture
        Texture texture = TextureIO.newTexture(glsl1.class.getResource("moon.png"), false, "png");

         // Store the OpenGL texture object ID for later use
        textureID = texture.getTextureObject();
      }
      catch (Exception ex)
      {
         Logger.getLogger(glsl1.class.getName()).log(Level.SEVERE, null, ex);
      }

      // This is the shader source. For simplicity just use a single concatenated string
     String[] shader =
      {
         // This variable specifies the texture unit to use, called "sampler" in GLSL
        "uniform sampler2D texUnit;\n" +
         // main() is called for every pixel on screen (called "fragment" in GLSL) while rasterizing
        "void main(void)\n" +
         "{\n" +
             // The gl_TexCoord array is a build in GLSL variable that holds the glTexCoordXX() values
        "   vec2 texCoord = gl_TexCoord[0].xy;\n" +
             // texture2D() gets a texel from the texture unit at the given location
        "   vec4 texel = texture2D(texUnit, texCoord);\n" +
             // Now assign the texel to be the current pixels output color.
            // Mask out green, to see that the shader is indeed used (vec4 is r,g,b,a)
        "   gl_FragColor = texel * vec4(1.0, 0.0, 1.0, 1.0);\n" +
         "}\n"
      };

      // Since java Strings aren't 0-terminated, store the length for submission to glShaderSource
     // (maybe this unnecessary and JOGL implicitly 0-terminates the Strings, but you never know)
     int[] lengths = { shader[0].length() };

      // Create and store a shader program
     program = gl.glCreateProgramObjectARB();

      // Create the fragment shader object
     int frag = gl.glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);

      // Tell the shader program to use the fragment shader
     gl.glAttachObjectARB(program, frag);

      // Copy the shader source to GL implementation.
     // You need the amount of Strings, the String[] and an array of the Strings lenghts
     gl.glShaderSourceARB(frag, shader.length, shader, lengths, 0);

      // Compile the shader
     gl.glCompileShaderARB(frag);

      // Check for compile errors
     if ((errors = getGLErrorLog(gl, frag)) != null)
         throw new RuntimeException("Compile error\n" + errors);

      // Link the program
     gl.glLinkProgramARB(program);

      // Check for link errors
     if ((errors = getGLErrorLog(gl, program)) != null)
         throw new RuntimeException("Link error\n" + errors);

      // Use the program, to be able to assign values to the uniforms
     gl.glUseProgramObjectARB(program);

      // Get the location of the texUnit uniform, so we can assign a value to it
     int texUnit = gl.glGetUniformLocationARB(program, "texUnit");

      // Assign the GL_TEXTURE0 unit to the uniform variable
     // CAUTION: you need to set the plain texture _unit_ _number_,
     // not the GL constant nor the textur object here!!!
     gl.glUniform1iARB(texUnit, 0);

      // Enable VSync
     gl.setSwapInterval(1);

      // Setup the clear color
     gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

   }

   public void display(GLAutoDrawable drawable)
   {
      GL gl = drawable.getGL();

      // Clear the drawing area
     gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      // Reset the current matrix to the "identity"
     gl.glLoadIdentity();

      // Move the "drawing cursor" around
     gl.glTranslatef(0.0f, 0.0f, -3.0f);

      // Choose the current texture unit
     gl.glActiveTexture(GL_TEXTURE0);

      // Bind a texture to the current texture unit
     gl.glBindTexture(GL_TEXTURE_2D, textureID);

      // Enable the shader program
     gl.glUseProgramObjectARB(program);

      // Draw a quad to be textured
     gl.glBegin(GL_QUADS);
      {
         gl.glTexCoord2f(0, 0);
         gl.glVertex3f(-1, -1, 0);
         gl.glTexCoord2f(1, 0);
         gl.glVertex3f(1, -1, 0);
         gl.glTexCoord2f(1, 1);
         gl.glVertex3f(1, 1, 0);
         gl.glTexCoord2f(0, 1);
         gl.glVertex3f(-1, 1, 0);
      }
      gl.glEnd();

      // Disable all shaders
     gl.glUseProgramObjectARB(0);

      // Flush all drawing operations to the graphics card
     gl.glFlush();
   }

   public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)
   {
      GL gl = drawable.getGL();

      if (height <= 0)
      { // avoid a divide by zero error!

         height = 1;
      }
      final float h = (float) width / (float) height;
      gl.glViewport(0, 0, width, height);
      gl.glMatrixMode(GL_PROJECTION);
      gl.glLoadIdentity();
      glu.gluPerspective(45.0f, h, 1.0, 20.0);
      gl.glMatrixMode(GL_MODELVIEW);
      gl.glLoadIdentity();
   }

   public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged)
   {
   }

   // Checks for arbitrary GL errors. Could also be accomplished by enabling the DebugGL pipeline
  private String getGLError(GL gl)
   {
      boolean hasError = false;
      String message = "";
      for (int glErr = gl.glGetError(); glErr != GL.GL_NO_ERROR; glErr = gl.glGetError())
      {
         message += (hasError ? "\n" : "") + glu.gluErrorString(glErr);
         hasError = true;
      }
      return hasError ? message : null;
   }

   // Checks the info log for compile/link errors
  private String getGLErrorLog(GL gl, int obj)
   {
      boolean hasError = false;
      int[] infologLength = {0};
      int[] charsWritten = {0};
      byte[] infoLog;

      String message = "";
      String error = getGLError(gl);
      if (error != null)
      {
         message += error;
         hasError = true;
      }

      gl.glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, infologLength, 0);
      error = getGLError(gl);
      if (error != null)
      {
         message += (hasError ? "\n" : "") + error;
         hasError = true;
      }

      if (infologLength[0] > 1)
      {
         infoLog = new byte[infologLength[0]];
         gl.glGetInfoLogARB(obj, infologLength[0], charsWritten, 0, infoLog, 0);
         message += (hasError ? "\n" : "") + "InfoLog:\n" + new String(infoLog);
         hasError = true;
      }
      error = getGLError(gl);
      if (error != null)
      {
         message += (hasError ? "\n" : "") + error;
         hasError = true;
      }
      return hasError ? message : null;
   }
}



6  Java Game APIs & Engines / JOGL Development / Problems with Cylabs's GLSL Demo - running/Compile... on: 2009-06-13 15:39:33
Hi there,
I've tried the sample code to test & experiment glsl functionality.
Unfortunately, the code doesn't run or compile..What do i miss?

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SCHWERWIEGEND: null
java.io.IOException: URL was null
at com.sun.opengl.util.texture.TextureIO.newTextureDataImpl(TextureIO.java:818)
   at com.sun.opengl.util.texture.TextureIO.newTextureData(TextureIO.java:236)
   at com.sun.opengl.util.texture.TextureIO.newTexture(TextureIO.java:521)
   at glsl1.glsl1.init(glsl1.java:73)


I assume, he cannot find the picture file i want to use for the texture.
But its deffo there. Does anyone else have this problem? any hints od tips?
I'm using Eclipse with OpenGL Plugin as well netbeans 6.5 with opengl pack, just to check, unfortunately both doesn't work.

Thanks,
el Normeo

7  Java Game APIs & Engines / JOGL Development / GLSL Basics II on: 2009-06-11 09:49:06
Hi there,
i got an theoretical question regarding jogl & glsl.
I've read:
If you use your own shader (vertex or fragment) the built in fixed pipeline functions are disabled, you you have to program your own translation, lightning, etc.
Is it possible to 'simulate' the fixed structures by using already programmed 'Templates' and only add the one effect somebody might want?
I'm not quite sure what exactly happen, maybe you can help me.
Does actually the programmed shader code overwrite the fixed methods or does the shader code disable the entire vertex or fragment pipeline, so you have to do everything from the scratch again?
My main purpose is to program Raleigh Scattering on a textured planet's surface. On the way to that point, i'll need some information gathering how exactly it work.
Cylab was so kind ( i think, it was you;-) ) to program a function how to load a shader from file into oyur program and use it. Thats exactly the stuff, we n00bs need to get to a simple functional jogl code to experiment with shaders.

Thanks for any hints or ideas
Best Regards,
el Normeo
8  Java Game APIs & Engines / JOGL Development / Re: Help me: Textured earth globe using JOGL on: 2009-06-11 09:05:21
Coool, how did yoo do that?;-)
I used gluQuadrics to do that....
Generally its an advanced task, therefore, i'm not sure where on your opengl knowledge level you are:
here, this is my code to do that, i'm pretty sure, there are more sophisticated possibilities to do that...Have fun to experiment....
You also can use the mouse to rotate the spere and use the mous buttons to move the lightsource (sun)..
Please ignore too those outcommented code for shaders. etc. etc. Also please keep in mind to look for nice textures. I found them at:
http://planetpixelemporium.com/planets.html
Also nasa.gov is a good site.

Please find attached the jogl code in txt file

Good luck,
Elnormeo
9  Java Game APIs & Engines / JOGL Development / Visibale Spotlights using Fog on: 2009-03-05 09:45:08
Hey there,
i got an design question..

How do i get visible Spotlights in an dark room/enviroment.

Usually, when you are at a gig or show, you see actually the spotlight light with about 30cm length upon the spot itself coz of the smoke in the room.

I was tinking how could it be possible to simulate such an effect without using shaders or particles or other advanced tech.
Maybe you can help me with this.

Lets say, we have an object and setup three lightsources as Spotlights in green, yellow and red.
Could it be possible to archive this goal by using:

void light()
        Light-Setup
void fog ()
        Fog setup

void display
       do the render stuff, draw an object

call fog,
call light
swapBuffers

Could it work in that order or is that far more complicated than i thought?
What do you think?

Best Regards,
nomek
















10  Java Game APIs & Engines / JOGL Development / Re: Multiple Lights not possible with JOGL???? on: 2009-03-02 09:58:33
Snoogens!;-)
thx,
n.
11  Java Game APIs & Engines / JOGL Development / Re: Multiple Lights not possible with JOGL???? on: 2009-03-02 07:38:35
Thanks for the link. But to be honest. I don't see any suspicious line, why LIGHT1-7 are treated otherwise than LIGHT0. What makes them so special???
I also could'nt find that information in the red book 6th edition. Yes, there is that example of LIGHT1 as an Spot, but i'm quite sure i did'nt saw any line like "LIGHT0 is only for the "main" light and use LIGHT1-7 ONLY as spots like that......."
Maybe i'm to old or blind;-) but could someone push my nose upon that particular information??
Thanks again...
12  Java Game APIs & Engines / JOGL Development / Multiple Lights not possible with JOGL???? on: 2009-03-01 21:30:36
Hey Folx,

I'm trying to program a little demo by using all 8 lightsources. But somehow i cannot turn on more than LIGHT0. I did several approaches to use additional Lights.
But somehow non of Light1 - LIGHT7 seem to work.
I did a simple test. a solid sphere from the glut packages with one default init of light like Ambient, Diffues, Position etc.
It works. Its no rocket science. But somehow turning on more than one light is;-)
Has someone also this odd behavior?Huh
I just copied my Light init of Light0, moved the LIGHT1 Position abit to see the effect, but ANY LIGHT than LIGHT0 Won't work.
I'm quite puzzled!!!!

Is there an issue with JOGL regarding this???

Thanks for any help or hint

Nomek
13  Java Game APIs & Engines / JOGL Development / Re: How to rotate an object around 3 axis with the mouse????? on: 2009-02-10 13:23:33
Thank you;-)
I came to the conclusion of missusing my glRotatef to...during the night!...
I changed it now. Looks much better;-)
elnormeo


14  Java Game APIs & Engines / JOGL Development / How to rotate an object around 3 axis with the mouse????? on: 2009-02-09 20:10:41
Hi there,
i got a tricky one.....
How do i rotate an object around its 3 axis WITH a mouse?;-)
What i did is:
I got a mouselistener running and convert the incoming integer values for x and y of the mouse into float values.
Then i scaled that values down by multiplying them with 0.01 to get values i can use with glRotatef.
(mrot+n are my float values , while mov+n are my integers i got from my mouse.

        mrotx = (movx * 0.01f);
        mroty = (movy * 0.01f);
        mrotz = (movx/2)+ (movy/2);

Therefore a mouse got no 3rd axis, i helped myself by creating an float mrotz from the x and y values.
I know, dirty.

Then i rotate the whole scene by passing the values through:
        gl.glRotatef(mrotz, mrotx, 0f, 0f);
        gl.glRotatef(mrotz, 0f, mroty, 0f);
        gl.glRotatef(mrotx, 0f, 0f, mrotz);

So, when i move the mouse, i got an rotation like an drunken elk. Grin
It actually rotates around 3 axis, but lously;-)) persecutioncomplex

Does anyone of you got an code snippet for an cool and realistic rotation around the z Axis or how could i simulate this with my two x and y values from the mouse?

I actually want to rotate an whole scen of an rotating planet with moving cloudsphere, incl. an sourounding moon. The scene itself runs smoothly by the way, no probs there.
Thanks very much,
elnormeo





 
15  Java Game APIs & Engines / JOGL Development / Re: How to load an external shader from disk to use it in JOGL? on: 2009-01-24 22:20:20
heyho!
The error is gone;-) I got an error message when i tried to create an instance of Shader by typing: "Shader shady = new Shader();
Therefore you said, thats not possible, coz i got the error message:
cannot find symbol
symbol: constructor Shader ();
location: bla.blu.bla.Shader


So right now without this, my program, including your subclasses at least show no errors at all. I can run them with of course no effect at all;-)
I just test this by let the prg loading some shaders which comes with the Shader Designer.
What i'm trying to do is:

I wrote an little scene with a texture mapping planet, over it an rotating, blended cloud sphere, including an third little texture moon, which rotate around the planet.
My FINAL Goal is: Rayleigh Scattering! So i want to setup an basic prg, where i'm able to experiment with the shaders to get that effect. There are tons of papers & stuff which explain how to program that fancy atmospheric look. Thats why i need to setup and load the functionality of shaders. Due to the Orange Book, it looked soo easy to setup the shaders;-) lol

Right now, when i move the code where the prg loads the shaderfiles into the Init method, nothing happens.
When i put that snippet into my Display Method, the program hangs instantly and throws a 'NullPointerException'.
Thanks anyway, i think, that Shader Issue is just to high for me right now. ;-)



 
16  Java Game APIs & Engines / JOGL Development / Re: How to load an external shader from disk to use it in JOGL? on: 2009-01-24 20:44:07
Thanks very much! Wink
Allthough by creating instances of Program & Shader in my GL Thread, i suppose you mean the init method or just below the class declaration by typing:

Program prg = new program();
Shader shady = new Shader();

??
Unfortunately, he don't like it to create an instance of Shader. It says 'cannot find symbol...'
I use Netbeans 6.5 with OpenGL Pack. I just creates two subclasses and put your code into it. Subclass 'Program' looks good but not 'Shader'. Do you got any Idea?
Thanks anyway;-)!!

17  Java Game APIs & Engines / JOGL Development / How to load an external shader from disk to use it in JOGL? on: 2009-01-24 17:38:12
hello

I'm looking for code how to load an external shader file from disk to use it in my JOGL program.
There is a very good code i found, while searching for hours, but that one doesn't work.
Here is the link:
http://www.davidcornette.com/glsl/
 & code:

                int v = gl.glCreateShader(GL.GL_VERTEX_SHADER);
      int f = gl.glCreateShader(GL.GL_FRAGMENT_SHADER);
 
      BufferedReader brv = new BufferedReader(new FileReader("./shader/vertex.shader"));
      String vsrc = "";
      String line;
      while ((line=brv.readLine()) != null) {
        vsrc += line + "\n";
      }
      gl.glShaderSource(v, 1, vsrc, (int[])null);
      gl.glCompileShader(v);
 
      BufferedReader brf = new BufferedReader(new FileReader("./shader/fragment.shader"));
      String fsrc = "";
      while ((line=brf.readLine()) != null) {
        fsrc += line + "\n";
      }
      gl.glShaderSource(f, 1, fsrc, (int[])null);
      gl.glCompileShader(f);
       int shaderprogram = gl.glCreateProgram();
      gl.glAttachShader(shaderprogram, v);
      gl.glAttachShader(shaderprogram, f);
      gl.glLinkProgram(shaderprogram);
      gl.glValidateProgram(shaderprogram);
       gl.glUseProgram(shaderprogram);   

Unfortunately, this doesn't work, coz of some string vs. string array issue. Does anyone have a clue how to do that properly??!?!?

Thanks very much,
18  Java Game APIs & Engines / JOGL Development / Re: Unable to Build Projects with Netbeans 6.5 OpenGL Pack on: 2009-01-24 17:30:58
hello,

i installed the latest package and it works fine;-) Windows as Linux 8Ubuntu 8.10) are building fine!!

Muchas Gracias!!!

El Normeo
19  Java Game APIs & Engines / JOGL Development / Unable to Build Projects with Netbeans 6.5 OpenGL Pack on: 2009-01-04 16:16:06
Hi there,
I'm new to Java and did OpenGL ages ago. So, i thought,better combine both together and found the OpenGL Pack for Netbeans.
Netbeans + OpenGL Packs work fine, i can RUN my project without any troubles.
But when it comes to 'building' them, i'll get stuck.
when i click on 'Build main projet' i got the error message:

D:\..\nbproject\build-jogl-template-impl.xml:74: The following error occurred while executing this line:

Target "jnlp-init-generate-master" does not exist in the project xyz...

I can't nowhere find this jnlp-init-generate-master.xml. It must have something to do with the configuration, i'll guess, coz running my projects works fine!!!
There must be a way, please help!!!! Huh Huh

Thanks,
normen
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