// This is a simple example of texturing. A spinning rectangle is drawn, with a red and
// black checkerboard pattern.  This version uses a buffer of floats.


	
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import javax.media.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.*;
import java.awt.*;
import javax.swing.*;

import java.awt.event.*;
import java.nio.FloatBuffer;

import javax.swing.event.*;



public class TexSimpleFloat implements GLEventListener, ActionListener, ChangeListener {
	
	public static void main(String[] args) {
		new TexSimpleFloat();
	}
	
	private int INITIAL_WIDTH=800;
	private int INITIAL_HEIGHT=800;
	
	private int ROWS = 64;  // ROWS and COLS of the texture map
	private int COLS = 64;
	JButton quitButton, spinButton;
	private GLCanvas canvas;
	private GL2 gl;
	private GLU glu;
	private float viewerX = 30f;
	private float viewerY  = 0f;
	private float viewerZ = 0f;
	private JSlider xSlider, ySlider, zSlider;
	private float theta = 0f;
	private boolean spinning = true;
	
	private float lightAmbient[] = {0f, 0f, 0f, 1f};
	private float lightDiffuse[] = {0.9f, 0.9f, 0.9f, 1f};
	private float lightSpecular[] = {0.3f, 0.3f, 0.3f, 1f};
	private float white [] = {1, 1, 1, 1};
	
	private float lightPos[] = {30f, 10f, 0f, 1f};
	
	private float buffer[]; // for the texture 

	
	
	public TexSimpleFloat() {
			GLProfile glp=GLProfile.getDefault();
			GLCapabilities caps = new GLCapabilities(glp);
			canvas = new GLCanvas(caps);
			canvas.addGLEventListener(this);

			JFrame frame = new JFrame("TEX SIMPLE FLOAT");

			frame.setSize(INITIAL_WIDTH, INITIAL_HEIGHT);
			frame.setLayout(new BorderLayout());
			JPanel north = new JPanel( new BorderLayout());
			
			JPanel firstMainRow = new JPanel( new FlowLayout(FlowLayout.LEADING));
			
			quitButton = new JButton( "Quit");
			quitButton.addActionListener(this);
			firstMainRow.add(quitButton);
			spinButton = new JButton( "Spin");
			spinButton.addActionListener(this);
			firstMainRow.add(spinButton);
			north.add(firstMainRow, BorderLayout.NORTH);
			
			JPanel secondMainRow = new JPanel(new GridLayout(3, 1));
			
			JPanel row1 = new JPanel(new BorderLayout());
			xSlider = newSlider(row1, -100, 100, 25, "Light Position X");
			xSlider.setValue( (int)(lightPos[0]));
			secondMainRow.add(row1);
			JPanel row2 = new JPanel(new BorderLayout());
			ySlider = newSlider(row2, -100, 100, 25, "Light Position Y");
			ySlider.setValue( (int)(lightPos[1]));
			secondMainRow.add(row2);
			JPanel row3 = new JPanel(new BorderLayout());
			zSlider = newSlider(row3, -100, 100, 25, "Ligt Position Z");
			zSlider.setValue( (int)(lightPos[2]));
			secondMainRow.add(row3);
			
			north.add(secondMainRow, BorderLayout.CENTER);
			
	
			frame.add(north, BorderLayout.NORTH);
			JPanel myCanvas = new JPanel(new GridLayout(1,1));
			myCanvas.add(canvas);
			frame.add(myCanvas, BorderLayout.CENTER);
			
			frame.setVisible(true);

			FPSAnimator animator = new FPSAnimator(canvas, 60);
			animator.start(); 
	}
	
	// This assumes the parent is a panel using BorderLayout.
	JSlider newSlider(JPanel parent, int min, int max, int step, String label) {
		JSlider S = new JSlider(min, max);
		S.setMajorTickSpacing(step);
		S.setPaintTicks(true);
		S.setPaintLabels(true); 
		S.addChangeListener(this);
		JLabel name = new JLabel(label);
		parent.add(name, BorderLayout.WEST); 
		parent.add(S, BorderLayout.CENTER);
		return S;
	}

	public void actionPerformed(ActionEvent event) {
			if (event.getSource() == quitButton)
				System.exit(0);
			else if (event.getSource() == spinButton) {
				spinning = !spinning;
			}

	}
	
	public void stateChanged(ChangeEvent e) {
		if (e.getSource() == xSlider) {
			lightPos[0] = xSlider.getValue();
		}
		else if (e.getSource() == ySlider) {
			lightPos[1] = ySlider.getValue();
		}
		else if (e.getSource() == zSlider) {
			lightPos[2] = zSlider.getValue();
		}

	}


	public void display(GLAutoDrawable drawable) {
		update();
		render(drawable);
	}

	private void update() {	
		if (spinning)
			theta += 1f;
	}

	
	private void render(GLAutoDrawable drawable) {

		gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
		gl.glMatrixMode(GL2.GL_MODELVIEW);
		gl.glLoadIdentity();
		glu.gluLookAt(viewerX, viewerY, viewerZ, 0f, 0f, 0f, 0f, 0f, 1f);
		gl.glLightfv(GL2.GL_LIGHT0,  GL2.GL_POSITION, lightPos, 0);

		gl.glPushMatrix();
		gl.glTranslatef(0f, 5f, 0f);
		gl.glRotatef(theta, 0f, 0f, 1f);
		gl.glTranslatef(0f, -5f, 0f);
		drawRectangle();
		gl.glPopMatrix(); 
	}
	
	private void drawRectangle() {	
		gl.glNormal3f(1f, 0f, 0f);
		gl.glBegin(GL2.GL_POLYGON);
		gl.glTexCoord2f(0f, 0f);
		gl.glVertex3f(0f, 0f, 0f);
		gl.glTexCoord2f(1f, 0f);
		gl.glVertex3f(0f, 10f, 0f);
		gl.glTexCoord2f(1f, 1f);
		gl.glVertex3f(0f, 10f, 10f);
		gl.glTexCoord2f(0f, 1f);
		gl.glVertex3f(0f, 0f, 10f);
		gl.glEnd();
	}
	


	public void dispose(GLAutoDrawable drawable) {
		// put the cleanup code here
		
	}

	public void init(GLAutoDrawable drawable) {
		gl = drawable.getGL().getGL2();
		glu = new GLU();
		gl.glEnable(GL2.GL_DEPTH_TEST);
		gl.glMatrixMode(GL2.GL_PROJECTION);
		gl.glLoadIdentity();
		glu.gluPerspective(60f, 1f, 0.5f, 200f); 
		gl.glMatrixMode(GL2.GL_MODELVIEW);
		gl.glLoadIdentity();
		glu.gluLookAt(viewerX, viewerY, viewerZ, 0f, 0f, 0f, 0f, 0f, 1f);
		gl.glClearColor(1f,  1f, 0.5f, 1f);
		gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
		
		gl.glEnable(GL2.GL_LIGHTING);
		gl.glEnable(GL2.GL_LIGHT0);
		gl.glLightfv(GL2.GL_LIGHT0,  GL2.GL_AMBIENT, lightAmbient, 0);
		gl.glLightfv(GL2.GL_LIGHT0,  GL2.GL_DIFFUSE, lightDiffuse, 0);
		gl.glLightfv(GL2.GL_LIGHT0,  GL2.GL_SPECULAR, lightSpecular, 0);
		gl.glLightfv(GL2.GL_LIGHT0,  GL2.GL_POSITION, lightPos, 0);

		gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_DIFFUSE, white, 0);
		gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, white, 0);

		buffer = new float[ROWS*COLS*3];
		makeTexture(buffer);
		gl.glEnable(GL2.GL_TEXTURE_2D);
		
		gl.glTexParameterf(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
		gl.glTexParameterf(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
		gl.glTexParameterf(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
		gl.glTexParameterf(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
		gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE);
		gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, COLS, ROWS, 0, GL2.GL_RGB, GL2.GL_FLOAT, FloatBuffer.wrap(buffer));

		
	}
	
	public void makeTexture(float buffer[]) {
		for (int i = 0; i < ROWS; i++) 
			for (int j = 0; j < COLS; j++) {
				if (isEven(i/8+j/8))
					assignColor(buffer, i, j, 0f, 0f, 0f);
				else
					assignColor(buffer, i, j, 1f, 0f, 0f);
			}
	}
	
	public boolean isEven(int x) {
		if (x%2 == 0)
			return true;
		else
			return false;
	}
	public void assignColor( float dest[], int i, int j, float colorR, float colorG, float colorB){
		dest[i*COLS*3+j*3]=colorR;
		dest[i*COLS*3+j*3+1]=colorG;
		dest[i*COLS*3+j*3+2]=colorB;
	}

	public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
		// this is called when the window is resized
		gl.glViewport(0, 0, width, height);
		float aspect = width*1.0f/height;
		gl.glMatrixMode(GL2.GL_PROJECTION);
		gl.glLoadIdentity();
		glu.gluPerspective(60f, aspect, 0.5f, 200f); 
		gl.glMatrixMode(GL2.GL_MODELVIEW);
		
		
	}
	
}
