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-rw-r--r--src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java278
1 files changed, 151 insertions, 127 deletions
diff --git a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
index 3f8a76535..c91a045ae 100644
--- a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
+++ b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
@@ -6,15 +6,15 @@
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
-**
+**
** http://oss.sgi.com/projects/FreeB
-**
+**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
-**
+**
** NOTE: The Original Code (as defined below) has been licensed to Sun
** Microsystems, Inc. ("Sun") under the SGI Free Software License B
** (Version 1.1), shown above ("SGI License"). Pursuant to Section
@@ -30,7 +30,7 @@
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
-**
+**
** Additional Notice Provisions: The application programming interfaces
** established by SGI in conjunction with the Original Code are The
** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
@@ -45,56 +45,56 @@
** $Header$
*/
-/*
+/*
* Copyright (c) 2002-2004 LWJGL Project
* All rights reserved.
- *
+ *
* Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
+ * modification, are permitted provided that the following conditions are
* met:
- *
- * * Redistributions of source code must retain the above copyright
+ *
+ * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
- * * Neither the name of 'LWJGL' nor the names of
- * its contributors may be used to endorse or promote products derived
+ * * Neither the name of 'LWJGL' nor the names of
+ * its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
- *
+ *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
- *
+ *
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
- *
+ *
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
- *
+ *
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
- *
+ *
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
- *
+ *
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
@@ -107,7 +107,7 @@
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
- *
+ *
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
@@ -115,22 +115,25 @@
package jogamp.opengl.glu;
-import javax.media.opengl.*;
-import javax.media.opengl.glu.*;
+import javax.media.opengl.GL;
+import javax.media.opengl.glu.GLU;
+import javax.media.opengl.glu.GLUquadric;
+
+import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.util.ImmModeSink;
-import java.nio.*;
+import com.jogamp.opengl.util.glsl.ShaderState;
/**
* GLUquadricImpl.java
- *
- *
+ *
+ *
* Created 22-dec-2003 (originally Quadric.java)
* @author Erik Duijs
* @author Kenneth Russell, Sven Gothel
*/
public class GLUquadricImpl implements GLUquadric {
- private boolean useGLSL;
+ private final boolean useGLSL;
private int drawStyle;
private int orientation;
private boolean textureFlag;
@@ -139,26 +142,31 @@ public class GLUquadricImpl implements GLUquadric {
private boolean immModeSinkImmediate;
public int normalType;
public GL gl;
+ public ShaderState shaderState;
+ public int shaderProgram;
public static final boolean USE_NORM = true;
public static final boolean USE_TEXT = false;
private ImmModeSink immModeSink=null;
- public GLUquadricImpl(GL gl, boolean useGLSL) {
+ public GLUquadricImpl(final GL gl, final boolean useGLSL, final ShaderState st, final int shaderProgram) {
this.gl=gl;
this.useGLSL = useGLSL;
- drawStyle = GLU.GLU_FILL;
- orientation = GLU.GLU_OUTSIDE;
- textureFlag = false;
- normals = GLU.GLU_SMOOTH;
- normalType = gl.isGLES1()?GL.GL_BYTE:GL.GL_FLOAT;
- immModeSinkImmediate=true;
- immModeSinkEnabled=!gl.isGL2();
+ this.drawStyle = GLU.GLU_FILL;
+ this.orientation = GLU.GLU_OUTSIDE;
+ this.textureFlag = false;
+ this.normals = GLU.GLU_SMOOTH;
+ this.normalType = gl.isGLES1()?GL.GL_BYTE:GL.GL_FLOAT;
+ this.immModeSinkImmediate=true;
+ this.immModeSinkEnabled=!gl.isGL2();
+ this.shaderState = st;
+ this.shaderProgram = shaderProgram;
replaceImmModeSink();
}
- public void enableImmModeSink(boolean val) {
+ @Override
+ public void enableImmModeSink(final boolean val) {
if(gl.isGL2()) {
immModeSinkEnabled=val;
} else {
@@ -169,11 +177,13 @@ public class GLUquadricImpl implements GLUquadric {
}
}
+ @Override
public boolean isImmModeSinkEnabled() {
return immModeSinkEnabled;
}
- public void setImmMode(boolean val) {
+ @Override
+ public void setImmMode(final boolean val) {
if(immModeSinkEnabled) {
immModeSinkImmediate=val;
} else {
@@ -181,38 +191,52 @@ public class GLUquadricImpl implements GLUquadric {
}
}
+ @Override
public boolean getImmMode() {
return immModeSinkImmediate;
}
+ @Override
public ImmModeSink replaceImmModeSink() {
if(!immModeSinkEnabled) return null;
- ImmModeSink res = immModeSink;
+ final ImmModeSink res = immModeSink;
if(useGLSL) {
- immModeSink = ImmModeSink.createGLSL (gl, GL.GL_STATIC_DRAW, 32,
- 3, GL.GL_FLOAT, // vertex
- 0, GL.GL_FLOAT, // color
- USE_NORM?3:0, normalType,// normal
- USE_TEXT?2:0, GL.GL_FLOAT); // texture
+ if(null != shaderState) {
+ immModeSink = ImmModeSink.createGLSL (32,
+ 3, GL.GL_FLOAT, // vertex
+ 0, GL.GL_FLOAT, // color
+ USE_NORM?3:0, normalType, // normal
+ USE_TEXT?2:0, GL.GL_FLOAT, // texCoords
+ GL.GL_STATIC_DRAW, shaderState);
+ } else {
+ immModeSink = ImmModeSink.createGLSL (32,
+ 3, GL.GL_FLOAT, // vertex
+ 0, GL.GL_FLOAT, // color
+ USE_NORM?3:0, normalType, // normal
+ USE_TEXT?2:0, GL.GL_FLOAT, // texCoords
+ GL.GL_STATIC_DRAW, shaderProgram);
+ }
} else {
- immModeSink = ImmModeSink.createFixed(gl, GL.GL_STATIC_DRAW, 32,
- 3, GL.GL_FLOAT, // vertex
- 0, GL.GL_FLOAT, // color
- USE_NORM?3:0, normalType,// normal
- USE_TEXT?2:0, GL.GL_FLOAT); // texture
+ immModeSink = ImmModeSink.createFixed(32,
+ 3, GL.GL_FLOAT, // vertex
+ 0, GL.GL_FLOAT, // color
+ USE_NORM?3:0, normalType, // normal
+ USE_TEXT?2:0, GL.GL_FLOAT, // texCoords
+ GL.GL_STATIC_DRAW);
}
return res;
}
- public void resetImmModeSink(GL gl) {
+ @Override
+ public void resetImmModeSink(final GL gl) {
if(immModeSinkEnabled) {
immModeSink.reset(gl);
}
}
/**
- * specifies the draw style for quadrics.
+ * specifies the draw style for quadrics.
*
* The legal values are as follows:
*
@@ -226,10 +250,10 @@ public class GLUquadricImpl implements GLUquadric {
* separating coplanar faces will not be drawn.
*
* GLU.POINT: Quadrics are rendered as a set of points.
- *
+ *
* @param drawStyle The drawStyle to set
*/
- public void setDrawStyle(int drawStyle) {
+ public void setDrawStyle(final int drawStyle) {
this.drawStyle = drawStyle;
}
@@ -243,10 +267,10 @@ public class GLUquadricImpl implements GLUquadric {
*
* GLU.SMOOTH: One normal is generated for every vertex of a quadric. This
* is the default.
- *
+ *
* @param normals The normals to set
*/
- public void setNormals(int normals) {
+ public void setNormals(final int normals) {
this.normals = normals;
}
@@ -260,10 +284,10 @@ public class GLUquadricImpl implements GLUquadric {
*
* Note that the interpretation of outward and inward depends on the quadric
* being drawn.
- *
+ *
* @param orientation The orientation to set
*/
- public void setOrientation(int orientation) {
+ public void setOrientation(final int orientation) {
this.orientation = orientation;
}
@@ -275,10 +299,10 @@ public class GLUquadricImpl implements GLUquadric {
*
* The manner in which texture coordinates are generated depends upon the
* specific quadric rendered.
- *
+ *
* @param textureFlag The textureFlag to set
*/
- public void setTextureFlag(boolean textureFlag) {
+ public void setTextureFlag(final boolean textureFlag) {
this.textureFlag = textureFlag;
}
@@ -340,7 +364,7 @@ public class GLUquadricImpl implements GLUquadric {
* @param slices Specifies the number of subdivisions around the z axis.
* @param stacks Specifies the number of subdivisions along the z axis.
*/
- public void drawCylinder(GL gl, float baseRadius, float topRadius, float height, int slices, int stacks) {
+ public void drawCylinder(final GL gl, final float baseRadius, final float topRadius, final float height, final int slices, final int stacks) {
float da, r, dr, dz;
float x, y, z, nz, nsign;
@@ -352,7 +376,7 @@ public class GLUquadricImpl implements GLUquadric {
nsign = 1.0f;
}
- da = 2.0f * PI / slices;
+ da = PI_2 / slices;
dr = (topRadius - baseRadius) / stacks;
dz = height / stacks;
nz = (baseRadius - topRadius) / height;
@@ -423,14 +447,14 @@ public class GLUquadricImpl implements GLUquadric {
}
glEnd(gl);
} else if (drawStyle == GLU.GLU_FILL) {
- float ds = 1.0f / slices;
- float dt = 1.0f / stacks;
+ final float ds = 1.0f / slices;
+ final float dt = 1.0f / stacks;
float t = 0.0f;
z = 0.0f;
r = baseRadius;
for (j = 0; j < stacks; j++) {
float s = 0.0f;
- glBegin(gl, immModeSink.GL_QUAD_STRIP);
+ glBegin(gl, ImmModeSink.GL_QUAD_STRIP);
for (i = 0; i <= slices; i++) {
if (i == slices) {
x = sin(0.0f);
@@ -439,21 +463,21 @@ public class GLUquadricImpl implements GLUquadric {
x = sin((i * da));
y = cos((i * da));
}
- if (nsign == 1.0f) {
+ // if (nsign == 1.0f) {
normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
TXTR_COORD(gl, s, t);
glVertex3f(gl, (x * r), (y * r), z);
normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
TXTR_COORD(gl, s, t + dt);
glVertex3f(gl, (x * (r + dr)), (y * (r + dr)), (z + dz));
- } else {
+ /* } else {
normal3f(gl, x * nsign, y * nsign, nz * nsign);
TXTR_COORD(gl, s, t);
glVertex3f(gl, (x * r), (y * r), z);
normal3f(gl, x * nsign, y * nsign, nz * nsign);
TXTR_COORD(gl, s, t + dt);
glVertex3f(gl, (x * (r + dr)), (y * (r + dr)), (z + dz));
- }
+ } */
s += ds;
} // for slices
glEnd(gl);
@@ -482,7 +506,7 @@ public class GLUquadricImpl implements GLUquadric {
* (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at
* (0, -r, 0) it is (0.5, 0).
*/
- public void drawDisk(GL gl, float innerRadius, float outerRadius, int slices, int loops)
+ public void drawDisk(final GL gl, final float innerRadius, final float outerRadius, final int slices, final int loops)
{
float da, dr;
@@ -495,10 +519,10 @@ public class GLUquadricImpl implements GLUquadric {
glNormal3f(gl, 0.0f, 0.0f, -1.0f);
}
}
-
- da = 2.0f * PI / slices;
+
+ da = PI_2 / slices;
dr = (outerRadius - innerRadius) / loops;
-
+
switch (drawStyle) {
case GLU.GLU_FILL:
{
@@ -506,15 +530,15 @@ public class GLUquadricImpl implements GLUquadric {
* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1]
* (linear mapping)
*/
- float dtc = 2.0f * outerRadius;
+ final float dtc = 2.0f * outerRadius;
float sa, ca;
float r1 = innerRadius;
int l;
for (l = 0; l < loops; l++) {
- float r2 = r1 + dr;
+ final float r2 = r1 + dr;
if (orientation == GLU.GLU_OUTSIDE) {
int s;
- glBegin(gl, immModeSink.GL_QUAD_STRIP);
+ glBegin(gl, ImmModeSink.GL_QUAD_STRIP);
for (s = 0; s <= slices; s++) {
float a;
if (s == slices)
@@ -532,7 +556,7 @@ public class GLUquadricImpl implements GLUquadric {
}
else {
int s;
- glBegin(gl, immModeSink.GL_QUAD_STRIP);
+ glBegin(gl, ImmModeSink.GL_QUAD_STRIP);
for (s = slices; s >= 0; s--) {
float a;
if (s == slices)
@@ -557,22 +581,22 @@ public class GLUquadricImpl implements GLUquadric {
int l, s;
/* draw loops */
for (l = 0; l <= loops; l++) {
- float r = innerRadius + l * dr;
+ final float r = innerRadius + l * dr;
glBegin(gl, GL.GL_LINE_LOOP);
for (s = 0; s < slices; s++) {
- float a = s * da;
+ final float a = s * da;
glVertex2f(gl, r * sin(a), r * cos(a));
}
glEnd(gl);
}
/* draw spokes */
for (s = 0; s < slices; s++) {
- float a = s * da;
- float x = sin(a);
- float y = cos(a);
+ final float a = s * da;
+ final float x = sin(a);
+ final float y = cos(a);
glBegin(gl, GL.GL_LINE_STRIP);
for (l = 0; l <= loops; l++) {
- float r = innerRadius + l * dr;
+ final float r = innerRadius + l * dr;
glVertex2f(gl, r * x, r * y);
}
glEnd(gl);
@@ -584,12 +608,12 @@ public class GLUquadricImpl implements GLUquadric {
int s;
glBegin(gl, GL.GL_POINTS);
for (s = 0; s < slices; s++) {
- float a = s * da;
- float x = sin(a);
- float y = cos(a);
+ final float a = s * da;
+ final float x = sin(a);
+ final float y = cos(a);
int l;
for (l = 0; l <= loops; l++) {
- float r = innerRadius * l * dr;
+ final float r = innerRadius * l * dr;
glVertex2f(gl, r * x, r * y);
}
}
@@ -601,9 +625,9 @@ public class GLUquadricImpl implements GLUquadric {
if (innerRadius != 0.0) {
float a;
glBegin(gl, GL.GL_LINE_LOOP);
- for (a = 0.0f; a < 2.0 * PI; a += da) {
- float x = innerRadius * sin(a);
- float y = innerRadius * cos(a);
+ for (a = 0.0f; a < PI_2; a += da) {
+ final float x = innerRadius * sin(a);
+ final float y = innerRadius * cos(a);
glVertex2f(gl, x, y);
}
glEnd(gl);
@@ -611,9 +635,9 @@ public class GLUquadricImpl implements GLUquadric {
{
float a;
glBegin(gl, GL.GL_LINE_LOOP);
- for (a = 0; a < 2.0f * PI; a += da) {
- float x = outerRadius * sin(a);
- float y = outerRadius * cos(a);
+ for (a = 0; a < PI_2; a += da) {
+ final float x = outerRadius * sin(a);
+ final float y = outerRadius * cos(a);
glVertex2f(gl, x, y);
}
glEnd(gl);
@@ -631,35 +655,34 @@ public class GLUquadricImpl implements GLUquadric {
* through startAngle + sweepAngle is included (where 0 degrees is along
* the +y axis, 90 degrees along the +x axis, 180 along the -y axis, and
* 270 along the -x axis).
- *
+ *
* The partial disk has a radius of outerRadius, and contains a concentric
* circular hole with a radius of innerRadius. If innerRadius is zero, then
* no hole is generated. The partial disk is subdivided around the z axis
* into slices (like pizza slices), and also about the z axis into rings
* (as specified by slices and loops, respectively).
- *
+ *
* With respect to orientation, the +z side of the partial disk is
* considered to be outside (see gluQuadricOrientation). This means that if
* the orientation is set to GLU.GLU_OUTSIDE, then any normals generated point
* along the +z axis. Otherwise, they point along the -z axis.
- *
+ *
* If texturing is turned on (with gluQuadricTexture), texture coordinates
* are generated linearly such that where r=outerRadius, the value at (r, 0, 0)
* is (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5),
* and at (0, -r, 0) it is (0.5, 0).
*/
- public void drawPartialDisk(GL gl,
- float innerRadius,
- float outerRadius,
+ public void drawPartialDisk(final GL gl,
+ final float innerRadius,
+ final float outerRadius,
int slices,
- int loops,
+ final int loops,
float startAngle,
float sweepAngle) {
- int i, j, max;
- float[] sinCache = new float[CACHE_SIZE];
- float[] cosCache = new float[CACHE_SIZE];
+ int i, j;
+ final float[] sinCache = new float[CACHE_SIZE];
+ final float[] cosCache = new float[CACHE_SIZE];
float angle;
- float x, y;
float sintemp, costemp;
float deltaRadius;
float radiusLow, radiusHigh;
@@ -770,7 +793,7 @@ public class GLUquadricImpl implements GLUquadric {
texHigh = radiusHigh / outerRadius / 2;
}
- glBegin(gl, immModeSink.GL_QUAD_STRIP);
+ glBegin(gl, ImmModeSink.GL_QUAD_STRIP);
for (i = 0; i <= slices; i++) {
if (orientation == GLU.GLU_OUTSIDE) {
if (textureFlag) {
@@ -930,7 +953,7 @@ public class GLUquadricImpl implements GLUquadric {
* 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75
* at the -x axis, and back to 1.0 at the +y axis.
*/
- public void drawSphere(GL gl, float radius, int slices, int stacks) {
+ public void drawSphere(final GL gl, final float radius, final int slices, final int stacks) {
// TODO
float rho, drho, theta, dtheta;
@@ -949,7 +972,7 @@ public class GLUquadricImpl implements GLUquadric {
}
drho = PI / stacks;
- dtheta = 2.0f * PI / slices;
+ dtheta = PI_2 / slices;
if (drawStyle == GLU.GLU_FILL) {
if (!textureFlag) {
@@ -984,7 +1007,7 @@ public class GLUquadricImpl implements GLUquadric {
// draw intermediate stacks as quad strips
for (i = imin; i < imax; i++) {
rho = i * drho;
- glBegin(gl, immModeSink.GL_QUAD_STRIP);
+ glBegin(gl, ImmModeSink.GL_QUAD_STRIP);
s = 0.0f;
for (j = 0; j <= slices; j++) {
theta = (j == slices) ? 0.0f : j * dtheta;
@@ -1096,10 +1119,11 @@ public class GLUquadricImpl implements GLUquadric {
// Internals only below this point
//
- private static final float PI = (float)Math.PI;
+ private static final float PI = FloatUtil.PI;
+ private static final float PI_2 = 2f * PI;
private static final int CACHE_SIZE = 240;
- private final void glBegin(GL gl, int mode) {
+ private final void glBegin(final GL gl, final int mode) {
if(immModeSinkEnabled) {
immModeSink.glBegin(mode);
} else {
@@ -1107,7 +1131,7 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glEnd(GL gl) {
+ private final void glEnd(final GL gl) {
if(immModeSinkEnabled) {
immModeSink.glEnd(gl, immModeSinkImmediate);
} else {
@@ -1115,7 +1139,7 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glVertex2f(GL gl, float x, float y) {
+ private final void glVertex2f(final GL gl, final float x, final float y) {
if(immModeSinkEnabled) {
immModeSink.glVertex2f(x, y);
} else {
@@ -1123,7 +1147,7 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glVertex3f(GL gl, float x, float y, float z) {
+ private final void glVertex3f(final GL gl, final float x, final float y, final float z) {
if(immModeSinkEnabled) {
immModeSink.glVertex3f(x, y, z);
} else {
@@ -1131,10 +1155,10 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glNormal3f_s(GL gl, float x, float y, float z) {
- short a=(short)(x*0xFFFF);
- short b=(short)(y*0xFFFF);
- short c=(short)(z*0xFFFF);
+ private final void glNormal3f_s(final GL gl, final float x, final float y, final float z) {
+ final short a=(short)(x*0xFFFF);
+ final short b=(short)(y*0xFFFF);
+ final short c=(short)(z*0xFFFF);
if(immModeSinkEnabled) {
immModeSink.glNormal3s(a, b, c);
} else {
@@ -1142,10 +1166,10 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glNormal3f_b(GL gl, float x, float y, float z) {
- byte a=(byte)(x*0xFF);
- byte b=(byte)(y*0xFF);
- byte c=(byte)(z*0xFF);
+ private final void glNormal3f_b(final GL gl, final float x, final float y, final float z) {
+ final byte a=(byte)(x*0xFF);
+ final byte b=(byte)(y*0xFF);
+ final byte c=(byte)(z*0xFF);
if(immModeSinkEnabled) {
immModeSink.glNormal3b(a, b, c);
} else {
@@ -1153,7 +1177,7 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glNormal3f(GL gl, float x, float y, float z) {
+ private final void glNormal3f(final GL gl, final float x, final float y, final float z) {
switch(normalType) {
case GL.GL_FLOAT:
if(immModeSinkEnabled) {
@@ -1171,7 +1195,7 @@ public class GLUquadricImpl implements GLUquadric {
}
}
- private final void glTexCoord2f(GL gl, float x, float y) {
+ private final void glTexCoord2f(final GL gl, final float x, final float y) {
if(immModeSinkEnabled) {
immModeSink.glTexCoord2f(x, y);
} else {
@@ -1186,9 +1210,9 @@ public class GLUquadricImpl implements GLUquadric {
* @param y
* @param z
*/
- private void normal3f(GL gl, float x, float y, float z) {
+ private void normal3f(final GL gl, float x, float y, float z) {
float mag;
-
+
mag = (float)Math.sqrt(x * x + y * y + z * z);
if (mag > 0.00001F) {
x /= mag;
@@ -1198,15 +1222,15 @@ public class GLUquadricImpl implements GLUquadric {
glNormal3f(gl, x, y, z);
}
- private final void TXTR_COORD(GL gl, float x, float y) {
+ private final void TXTR_COORD(final GL gl, final float x, final float y) {
if (textureFlag) glTexCoord2f(gl, x,y);
}
- private float sin(float r) {
+ private float sin(final float r) {
return (float)Math.sin(r);
}
- private float cos(float r) {
+ private float cos(final float r) {
return (float)Math.cos(r);
}
}