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This example shows how to draw a pyramid and a solid cube. The pyramid uses blended colors and the cube has a different color for each face.
This is the Java port of the one of the NeHe OpenGL tutorials.
You can get complete IntelliJ IDEA project structure (all source, resources, build script, …) by downloading the source distribution from here.
The original post of the programmer who ported the examples can be found here.



كود:
package demos.nehe.lesson05;

import demos.common.GLDisplay;

/**
 * @author Kevin J. Duling
 */
public class Lesson05 {
    public static void main(String[] args) {
        GLDisplay neheGLDisplay = GLDisplay.createGLDisplay("Lesson 05: 3D Shapes");
        neheGLDisplay.addGLEventListener(new Renderer());
        neheGLDisplay.start();
    }
}


package demos.nehe.lesson05;

/*
 * Lesson05.java
 *
 * Created on July 15, 2003, 11:30 AM
 */

import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

/** Port of the NeHe OpenGL Tutorial (Lesson 5)
 * to Java using the Jogl interface to OpenGL.  Jogl can be obtained
 * at http://jogl.dev.java.net/
 *
 * @author Kevin Duling (  jattier@hotmail.comThis e-mail address is being  protected from spam bots, you need ********** enabled to view it  )
 */
class Renderer implements GLEventListener {
    private float rquad = 0.0f;
    private float rtri = 0.0f;

    private GLU glu = new GLU();

    /** Called by the drawable to initiate OpenGL rendering by the client.
     * After all GLEventListeners have been notified of a display event, the
     * drawable will swap its buffers if necessary.
     * @param gLDrawable The GLAutoDrawable object.
     */
    public void display(GLAutoDrawable gLDrawable) {
        final GL gl = gLDrawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glLoadIdentity();
        gl.glTranslatef(-1.5f, 0.0f, -6.0f);
        gl.glRotatef(rtri, 0.0f, 1.0f, 0.0f);
        gl.glBegin(GL.GL_TRIANGLES);        // Drawing Using Triangles
        gl.glColor3f(1.0f, 0.0f, 0.0f);     // Red
        gl.glVertex3f(0.0f, 1.0f, 0.0f);    // Top Of Triangle (Front)
        gl.glColor3f(0.0f, 1.0f, 0.0f);     // Green
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Left Of Triangle (Front)
        gl.glColor3f(0.0f, 0.0f, 1.0f);     // Blue
        gl.glVertex3f(1.0f, -1.0f, 1.0f);   // Right Of Triangle (Front)
        gl.glColor3f(1.0f, 0.0f, 0.0f);     // Red
        gl.glVertex3f(0.0f, 1.0f, 0.0f);    // Top Of Triangle (Right)
        gl.glColor3f(0.0f, 0.0f, 1.0f);     // Blue
        gl.glVertex3f(1.0f, -1.0f, 1.0f);   // Left Of Triangle (Right)
        gl.glColor3f(0.0f, 1.0f, 0.0f);     // Green
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Right Of Triangle (Right)
        gl.glColor3f(1.0f, 0.0f, 0.0f);     // Red
        gl.glVertex3f(0.0f, 1.0f, 0.0f);    // Top Of Triangle (Back)
        gl.glColor3f(0.0f, 1.0f, 0.0f);     // Green
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Left Of Triangle (Back)
        gl.glColor3f(0.0f, 0.0f, 1.0f);     // Blue
        gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Right Of Triangle (Back)
        gl.glColor3f(1.0f, 0.0f, 0.0f);     // Red
        gl.glVertex3f(0.0f, 1.0f, 0.0f);    // Top Of Triangle (Left)
        gl.glColor3f(0.0f, 0.0f, 1.0f);     // Blue
        gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Left Of Triangle (Left)
        gl.glColor3f(0.0f, 1.0f, 0.0f);     // Green
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Right Of Triangle (Left)
        gl.glEnd();                         // Finished Drawing The Triangle
        gl.glLoadIdentity();
        gl.glTranslatef(1.5f, 0.0f, -6.0f);
        gl.glRotatef(rquad, 1.0f, 1.0f, 1.0f);
        gl.glBegin(GL.GL_QUADS);            // Draw A Quad
        gl.glColor3f(0.0f, 1.0f, 0.0f);     // Set The Color To Green
        gl.glVertex3f(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Top)
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Top)
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);   // Bottom Left Of The Quad (Top)
        gl.glVertex3f(1.0f, 1.0f, 1.0f);    // Bottom Right Of The Quad (Top)

        gl.glColor3f(1.0f, 0.5f, 0.0f);     // Set The Color To Orange
        gl.glVertex3f(1.0f, -1.0f, 1.0f);   // Top Right Of The Quad (Bottom)
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Top Left Of The Quad (Bottom)
        gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom)
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Bottom)

        gl.glColor3f(1.0f, 0.0f, 0.0f);     // Set The Color To Red
        gl.glVertex3f(1.0f, 1.0f, 1.0f);    // Top Right Of The Quad (Front)
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);   // Top Left Of The Quad (Front)
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Bottom Left Of The Quad (Front)
        gl.glVertex3f(1.0f, -1.0f, 1.0f);   // Bottom Right Of The Quad (Front)

        gl.glColor3f(1.0f, 1.0f, 0.0f);     // Set The Color To Yellow
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Bottom Left Of The Quad (Back)
        gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back)
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);  // Top Right Of The Quad (Back)
        gl.glVertex3f(1.0f, 1.0f, -1.0f);   // Top Left Of The Quad (Back)

        gl.glColor3f(0.0f, 0.0f, 1.0f);     // Set The Color To Blue
        gl.glVertex3f(-1.0f, 1.0f, 1.0f);   // Top Right Of The Quad (Left)
        gl.glVertex3f(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Left)
        gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left)
        gl.glVertex3f(-1.0f, -1.0f, 1.0f);  // Bottom Right Of The Quad (Left)

        gl.glColor3f(1.0f, 0.0f, 1.0f);     // Set The Color To Violet
        gl.glVertex3f(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Right)
        gl.glVertex3f(1.0f, 1.0f, 1.0f);    // Top Left Of The Quad (Right)
        gl.glVertex3f(1.0f, -1.0f, 1.0f);   // Bottom Left Of The Quad (Right)
        gl.glVertex3f(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Right)
        gl.glEnd();                         // Done Drawing The Quad
        gl.glFlush();
        rtri += 0.2f;
        rquad += 0.15f;
    }


    /** Called when the display mode has been changed.  <B>
     * !! CURRENTLY UNIMPLEMENTED IN JOGL !!</B>
     * @param gLDrawable The GLAutoDrawable object.
     * @param modeChanged Indicates if the video mode has changed.
     * @param deviceChanged Indicates if the video device has changed.
     */
    public void displayChanged(GLAutoDrawable gLDrawable, 
            boolean modeChanged, boolean deviceChanged) {
    }

    /** Called by the drawable immediately after the OpenGL context is
     * initialized for the first time. Can be used to perform one-time OpenGL
     * initialization such as setup of lights and display lists.
     * @param gLDrawable The GLAutoDrawable object.
     */
    public void init(GLAutoDrawable gLDrawable) {
        GL gl = gLDrawable.getGL();
        gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);    // Black Background
        gl.glClearDepth(1.0f);                      // Depth Buffer Setup
        gl.glEnable(GL.GL_DEPTH_TEST);              // Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);               // The Type Of Depth Testing To Do
        // Really Nice Perspective Calculations
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);  
    }


    /** Called by the drawable during the first repaint after the component has
     * been resized. The client can update the viewport and view volume of the
     * window appropriately, for example by a call to
     * GL.glViewport(int, int, int, int); note that for convenience the component
     * has already called GL.glViewport(int, int, int, int)(x, y, width, height)
     * when this method is called, so the client may not have to do anything in
     * this method.
     * @param gLDrawable The GLAutoDrawable object.
     * @param x The X Coordinate of the viewport rectangle.
     * @param y The Y coordinate of the viewport rectanble.
     * @param width The new width of the ********
     * @param height The new height of the ********
     */
    public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, 
            int height) {
        final GL gl = gLDrawable.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.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }
}