ECLIPSE环境下 JOGL的配置请参照第一章。
package com.jogl.first;
import java.awt.BorderLayout;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.GraphicsConfiguration;
import java.awt.HeadlessException;
import java.awt.Toolkit;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLCapabilities;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import com.sun.opengl.util.Animator;
import com.sun.opengl.util.FPSAnimator;
publicclassSecondJoglAppextendsJFrame{
publicstaticAnimator animator=null;
publicGLCanvas canvas=null;
public SecondJoglApp()throws HeadlessException {
super("第二个JOGL");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//初始化GLCapabilities
GLCapabilities glcaps =newGLCapabilities();
canvas = newGLCanvas(glcaps); //初试化GLcanvas,用法参照第一章
canvas.addGLEventListener(newSecondGLEventListener()); //GLcanvas添加GLEventListener
getContentPane().add(canvas, BorderLayout.CENTER); //给窗体panel添加GLcanvas
animator=newFPSAnimator(canvas,10,true); //本章重点,给canvas添加动画线程,每秒10帧
setSize(500,300);
centerWindow(this);
}
publicvoid centerWindow(Component frame) { //把窗体居中
Dimension screenSize =
Toolkit.getDefaultToolkit().getScreenSize();
Dimension frameSize = frame.getSize();
if (frameSize.width > screenSize.width )
frameSize.width = screenSize.width;
if (frameSize.height > screenSize.height)
frameSize.height = screenSize.height;
frame.setLocation (
(screenSize.width - frameSize.width ) >> 1,
(screenSize.height - frameSize.height) >> 1
);
}
publicstaticvoid main(String[] args) {
// TODO Auto-generated method stub
finalSecondJoglApp app =newSecondJoglApp();
//显示窗体
SwingUtilities.invokeLater (
new Runnable() {
publicvoid run() {
app.setVisible(true);
}
}
);
SwingUtilities.invokeLater (
new Runnable() {
publicvoid run() {
animator.start( ); //开始动画线程
}
}
);
}
}
package com.jogl.first;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
import javax.swing.SwingUtilities;
publicclassSecondGLEventListenerimplements GLEventListener {
public SecondGLEventListener() {
// TODO Auto-generated constructor stub
}
@Override
publicvoid display(GLAutoDrawable arg0) { //画图函数
// TODO Auto-generated method stub
float red = (float) ((Math.random())*(1.0f)); //随机红
float green = (float) ((Math.random())*(1.0f)); //随机绿
float blue = (float) ((Math.random())*(1.0f)); //随机蓝
GL gl = arg0.getGL(); //从GLAutoDrawable获取GL
gl.glClear(GL.GL_COLOR_BUFFER_BIT); //填充背景颜色
gl.glPointSize(5.0f); //设置点的大小
for (int i=0; i<50; i++) { //画点
red -= .09f; //红色值递减
green -= .12f; //绿色值递减
blue -= .15f; //蓝色值递减
if (red <0.15) red = 1.0f;
if (green <0.15) green = 1.0f;
if (blue <0.15) blue = 1.0f;
gl.glColor3f(red, green, blue); //设置GL的画图颜色,也就是画刷的颜色
gl.glBegin(GL.GL_POINTS);
gl.glVertex2i((i*10),150); //画点由glBegin(GL.GL_POINTS)开始,glEnd()结束
gl.glEnd();
}
}
@Override
publicvoid displayChanged(GLAutoDrawable arg0,boolean arg1, boolean arg2) {
// TODO Auto-generated method stub
}
@Override
publicvoid init(GLAutoDrawable gld) { //初始函数
// TODO Auto-generated method stub
GL gl = gld.getGL();
GLU glu =newGLU();
gl.glClearColor(0.0f,0.0f, 0.0f,1.0f); //设置背景颜色
gl.glViewport(0,0, 500,300); //视点大小
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluOrtho2D(0.0,500.0, 0.0, 300.0); //使坐标系统出现在GL里
}
@Override
publicvoid reshape(GLAutoDrawable arg0,int arg1, int arg2, int arg3,
int arg4) {
// TODO Auto-generated method stub
}
}
运行效果: 点阵将不停闪动,各位可以尝试把程序改为多行点阵,或者竖的,多玩玩,找找乐趣,获益会更多,
转自:http://blog.csdn.net/wjyjimy2/article/details/5550597