# JOGL - 3D Cube

In the previous chapters we have seen how to draw 3d triangle and rotate it. Now in this chapter you can learn how to a 3d cube, how to rotate it, how to attach an image on it. In the same way, This chapter provides examples to draw a 3D cube and apply colours to it and attach image to it.

Below given is the program to draw a 3d cube and apply colours to it.

```import java.awt.DisplayMode;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;

import javax.swing.JFrame;

import com.jogamp.opengl.util.FPSAnimator;

public class Cube implements GLEventListener {

public static DisplayMode dm, dm_old;
private GLU glu = new GLU();

@Override
public void display( GLAutoDrawable drawable ) {

final GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT );
gl.glTranslatef( 0f, 0f, -5.0f );

// Rotate The Cube On X, Y & Z

//giving different colors to different sides
gl.glBegin(GL2.GL_QUADS); // Start Drawing The Cube
gl.glColor3f(1f,0f,0f); //red color
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( 0f,1f,0f ); //green color
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Top Right Of The Quad
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Top Left Of The Quad
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad

gl.glColor3f( 0f,0f,1f ); //blue color
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
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad

gl.glColor3f( 1f,1f,0f ); //yellow (red + green)
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( -1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad
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( 1f,0f,1f ); //purple (red + green)
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
gl.glVertex3f( -1.0f, -1.0f, 1.0f ); // Bottom Right Of The Quad

gl.glColor3f( 0f,1f, 1f ); //sky blue (blue +green)
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
gl.glVertex3f( 1.0f, -1.0f, 1.0f ); // Bottom Left Of The Quad
gl.glVertex3f( 1.0f, -1.0f, -1.0f ); // Bottom Right Of The Quad
gl.glEnd(); // Done Drawing The Quad
gl.glFlush();

}

@Override
public void dispose( GLAutoDrawable drawable ) {
// TODO Auto-generated method stub
}

@Override
public void init( GLAutoDrawable drawable ) {

final GL2 gl = drawable.getGL().getGL2();
gl.glClearColor( 0f, 0f, 0f, 0f );
gl.glClearDepth( 1.0f );
gl.glEnable( GL2.GL_DEPTH_TEST );
gl.glDepthFunc( GL2.GL_LEQUAL );
gl.glHint( GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST );
}

@Override
public void reshape( GLAutoDrawable drawable, int x, int y, int width, int height ) {

// TODO Auto-generated method stub
final GL2 gl = drawable.getGL().getGL2();
if( height lt;= 0 )
height = 1;

final float h = ( float ) width / ( float ) height;
gl.glViewport( 0, 0, width, height );
gl.glMatrixMode( GL2.GL_PROJECTION );

glu.gluPerspective( 45.0f, h, 1.0, 20.0 );
gl.glMatrixMode( GL2.GL_MODELVIEW );
}

public static void main( String[] args ) {

final GLProfile profile = GLProfile.get( GLProfile.GL2 );
GLCapabilities capabilities = new GLCapabilities( profile );

// The canvas
final GLCanvas glcanvas = new GLCanvas( capabilities );
Cube cube = new Cube();

glcanvas.setSize( 400, 400 );

final JFrame frame = new JFrame ( " Multicolored cube" );
frame.setSize( frame.getContentPane().getPreferredSize() );
frame.setVisible( true );
final FPSAnimator animator = new FPSAnimator(glcanvas, 300,true);

animator.start();
}

}
```

When you compile and execute the above program, the following output is generated. It shows a colored 3D cube.

## Applying Texture to the Cube

The following steps are given to apply texture to a cube −

• You can bind required texture to the cube using the gl.glBindTexture(GL2.GL_TEXTURE_2D.texture) method of the Drawable interface.

• This method requires texture (int) argument along with GL2.GL_TEXTURE_2D(int).

• Before you execute Display(), you need to create texture variable

• In the init() method or in the starting lines of glDisplay() method, enable the texture using gl.glEnable(GL2.GL_TEXTURE_2D) method.

• Create the texture object, which needs a file object as a parameter, which in turn needs the path of the image used as the texture to the object.

```File file = new File(“c:\\pictures\\boy.jpg”);
Texture t = textureIO.newTexture(file, true);
texture = t.getTextureObject(gl);
```

Below given is the program to attach image on a cube.

```import java.awt.DisplayMode;

import java.io.File;
import java.io.IOException;

import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;

import javax.swing.JFrame;

import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureIO;

public class CubeTexture implements GLEventListener {

public static DisplayMode dm, dm_old;
private GLU glu = new GLU();
private float xrot,yrot,zrot;
private int texture;

@Override
public void display(GLAutoDrawable drawable) {

// TODO Auto-generated method stub
final GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glTranslatef(0f, 0f, -5.0f);

gl.glRotatef(xrot, 1.0f, 1.0f, 1.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

gl.glBindTexture(GL2.GL_TEXTURE_2D, texture);

// Front Face
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f);

// Back Face
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);

// Top Face
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f);

// Bottom Face
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f);

// Right face
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f);

// Left Face
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glEnd();
gl.glFlush();

//change the speeds here
xrot += .1f;
yrot += .1f;
zrot += .1f;
}

@Override
public void dispose(GLAutoDrawable drawable) {
// method body
}

@Override
public void init(GLAutoDrawable drawable) {

final GL2 gl = drawable.getGL().getGL2();

gl.glClearColor(0f, 0f, 0f, 0f);
gl.glClearDepth(1.0f);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LEQUAL);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);

//
gl.glEnable(GL2.GL_TEXTURE_2D);
try{

File im = new File("E:\\office\\boy.jpg ");
Texture t = TextureIO.newTexture(im, true);
texture= t.getTextureObject(gl);

}catch(IOException e){
e.printStackTrace();
}
}

@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {

// TODO Auto-generated method stub
final GL2 gl = drawable.getGL().getGL2();
if(height lt;= 0)
height = 1;

final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL2.GL_PROJECTION);

glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
}

public static void main(String[] args) {

// TODO Auto-generated method stub
final GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities capabilities = new GLCapabilities(profile);

// The canvas
final GLCanvas glcanvas = new GLCanvas(capabilities);
CubeTexture r = new CubeTexture();

glcanvas.setSize(400, 400);

final JFrame frame = new JFrame (" Textured Cube");
frame.setSize(frame.getContentPane().getPreferredSize());
frame.setVisible(true);
final FPSAnimator animator = new FPSAnimator(glcanvas, 300, true);

animator.start();
}

}
```

When you compile and execute the above program, the following output is generated. You can see a 3D cube with desired texture applied on it.