/*
 *  quadric.java
 *  This program demonstrates the use of some of the gluQuadric*
 *  routines. Quadric objects are created with some quadric
 *  properties and the callback routine to handle errors.
 *  Note that the cylinder has no top or bottom and the circle
 *  has a hole in it.
 */

import java.lang.String;
import java.lang.System;

import jgl.GL;
import jgl.GLU;
import jgl.GLApplet;
import jgl.glu.GLUquadricObj;

public class quadric extends GLApplet {

    private int startList;

    public void errorCallback (int errorCode) {
	String estring;

	estring = myGLU.gluErrorString (errorCode);
	System.err.println ("Quadric Error: "+estring);
    }

    private void myinit () {
	GLUquadricObj qobj;
	float mat_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
	float mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
	float mat_shininess[] = { 50.0f };
	float light_position[] = { 1.0f, 1.0f, 1.0f, 0.0f };
	float model_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f };

	myGL.glClearColor (0.0f, 0.0f, 0.0f, 0.0f);

	myGL.glMaterialfv (GL.GL_FRONT, GL.GL_AMBIENT, mat_ambient);
	myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SPECULAR, mat_specular);
	myGL.glMaterialfv (GL.GL_FRONT, GL.GL_SHININESS, mat_shininess);
	myGL.glLightfv (GL.GL_LIGHT0, GL.GL_POSITION, light_position);
	myGL.glLightModelfv (GL.GL_LIGHT_MODEL_AMBIENT, model_ambient);

	myGL.glEnable (GL.GL_LIGHTING);
	myGL.glEnable (GL.GL_LIGHT0);
	myGL.glEnable (GL.GL_DEPTH_TEST);

	/*  Create 4 display lists, each with a different quadric object.
	 *  Different drawing styles and surface normal specifications
	 *  are demonstrated.
	 */
	startList = myGL.glGenLists (4);
	qobj = myGLU.gluNewQuadric();
	myGLU.gluQuadricCallback (qobj, myGLU.GLU_ERROR, "errorCallback");

	myGLU.gluQuadricDrawStyle (qobj, GLU.GLU_FILL); /* smooth shaded */
	myGLU.gluQuadricNormals (qobj, GLU.GLU_SMOOTH);
	myGL.glNewList (startList, GL.GL_COMPILE);
	    myGLU.gluSphere (qobj, 0.75, 15, 10);
	myGL.glEndList();

	myGLU.gluQuadricDrawStyle (qobj, GLU.GLU_FILL); /* flat shaded */
	myGLU.gluQuadricNormals (qobj, GLU.GLU_FLAT);
	myGL.glNewList (startList+1, GL.GL_COMPILE);
	    myGLU.gluCylinder (qobj, 0.5, 0.3, 1.0, 15, 5);
	myGL.glEndList();

	myGLU.gluQuadricDrawStyle (qobj, GLU.GLU_LINE); /* all polygons wireframe */
	myGLU.gluQuadricNormals (qobj, GLU.GLU_NONE);
	myGL.glNewList (startList+2, GL.GL_COMPILE);
	    myGLU.gluDisk (qobj, 0.25, 1.0, 20, 4);
	myGL.glEndList();

	myGLU.gluQuadricDrawStyle (qobj, GLU.GLU_SILHOUETTE); /* boundary only  */
	myGLU.gluQuadricNormals (qobj, GLU.GLU_NONE);
	myGL.glNewList (startList+3, GL.GL_COMPILE);
	    myGLU.gluPartialDisk (qobj, 0.0, 1.0, 20, 4, 0.0, 225.0);
	myGL.glEndList();
    }

    public void display () {
	myGL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
	myGL.glPushMatrix ();

	myGL.glEnable (GL.GL_LIGHTING);
	myGL.glShadeModel (GL.GL_SMOOTH);
	myGL.glTranslatef (-1.0f, -1.0f, 0.0f);
	myGL.glCallList (startList);

	myGL.glShadeModel (GL.GL_FLAT);
	myGL.glTranslatef (0.0f, 2.0f, 0.0f);
	myGL.glPushMatrix ();
	myGL.glRotatef (300.0f, 1.0f, 0.0f, 0.0f);
	myGL.glCallList (startList+1);
	myGL.glPopMatrix ();

	myGL.glDisable (GL.GL_LIGHTING);
	myGL.glColor3f (0.0f, 1.0f, 1.0f);
	myGL.glTranslatef (2.0f, -2.0f, 0.0f);
	myGL.glCallList (startList+2);

	myGL.glColor3f (1.0f, 1.0f, 0.0f);
	myGL.glTranslatef (0.0f, 2.0f, 0.0f);
	myGL.glCallList (startList+3);

	myGL.glPopMatrix ();
	myGL.glFlush();
    }

    public void myReshape (int w, int h) {
        myGL.glViewport (0, 0, w, h);
        myGL.glMatrixMode (GL.GL_PROJECTION);
        myGL.glLoadIdentity ();
        if (w <= h) {
            myGL.glOrtho (-2.5f, 2.5f,
                          -2.5f*(float)h/(float)w, 
                           2.5f*(float)h/(float)w, 
                         -10.0f, 10.0f);
        } else {
            myGL.glOrtho (-2.5f*(float)w/(float)h, 
                           2.5f*(float)w/(float)h, 
                          -2.5f,  2.5f,
                         -10.0f, 10.0f);
        }
        myGL.glMatrixMode (GL.GL_MODELVIEW);
        myGL.glLoadIdentity ();
    }

    public void init () {
	myUT.glutInitWindowSize (500, 500);
	myUT.glutInitWindowPosition (0, 0);
	myUT.glutCreateWindow (this);
	myinit ();
	myUT.glutReshapeFunc ("myReshape");
	myUT.glutDisplayFunc ("display");
	myUT.glutMainLoop ();
    }

}
