/*---

    iGeo - http://igeo.jp

    Copyright (c) 2002-2013 Satoru Sugihara

    This file is part of iGeo.

    iGeo is free software: you can redistribute it and/or modify
    it under the terms of the GNU Lesser General Public License as
    published by the Free Software Foundation, version 3.

    iGeo is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with iGeo.  If not, see <http://www.gnu.org/licenses/>.

---*/

package igeo.gui;

//import processing.core.*;
//import processing.opengl.*;

//import javax.media.opengl.*; // Processing 1 & 2
import com.jogamp.opengl.*; // Processing 3 change

import java.awt.event.*;
import java.awt.geom.*;
import java.awt.image.*;
import java.awt.*;
import java.util.*;
//import java.nio.*;
import java.io.*;

//import com.sun.opengl.util.j2d.Overlay;
import com.jogamp.opengl.util.awt.Overlay; // processing 2.0

import com.jogamp.opengl.util.texture.*;
import com.jogamp.opengl.util.texture.awt.*;



import igeo.*;
import igeo.gui.*;

/**
   A child class of Processing's PGraphic to draw on Processing version 2.0 using OpenGL.
   This class also manages the IServer to manage all the objects in iGeo.
   
   @author Satoru Sugihara
*/
public class IGraphicsGL3 implements IGraphicsGL{
    
    // constants
    public static float[] defaultGLLightPosition = {0f, 0f, 1f, 0f};
    public static float[] defaultGLAmbientLight = {.4f,.4f,.4f,1f};
    public static float[] defaultGLDiffuseLight = {.7f,.7f,.7f,1f};
    public static float[] defaultGLSpecularLight = {.0f,.0f,.0f,1f};
    
    public static boolean defaultGLTwoSidedLighting = false; //true; // when this is true, it seems to cause weird behavior looking like some of normals are flipped or messed up
    
    public GL gl;
    public GL2 gl2;
    public Graphics2D g;
    public IView view;
    //public PGL pgl;
    
    public double[][][] bgColor = new double[2][2][3];
    
    public Texture bgTexture;
    public int bgTextureID;
    
    public boolean firstDraw=true;
    
    
    public IGraphicsGL3(){}
    
    public IView view(){ return view; }
    
    //public void setPGL(PGL pgl){ this.pgl=pgl; setGL(pgl.gl); }
    public void setGL(GL gl){ this.gl=gl; gl2 = gl.getGL2(); }
    public void setGraphics(Graphics2D g){ this.g=g; }
    
    //public GL getGL(){ return gl; }
    public GL getGL(){ return gl2; }
    //public GL2 getGL2(){ return gl2; }
    public Graphics2D getGraphics(){ return g; }
    
    public IGraphicMode.GraphicType type(){ return IGraphicMode.GraphicType.GL; }
    /*
    public void setBGImage(Image img){
	BufferedImage bimg;
	if(img instanceof BufferedImage){
	    bimg = (BufferedImage)img;
	}
	else{
	    bimg = new BufferedImage(img.getWidth(null),img.getHeight(null),BufferedImage.TYPE_INT_ARGB);
	    Graphics2D g = bimg.createGraphics();
	    g.drawImage(img, 0, 0, null);
	    g.dispose();
	}
	try{
	    //bgTexture = TextureIO.newTexture(new FileInputStream(new File("")),true, "");
	    //bgTexture = TextureIO.newTexture(new File(""),true);
	    //bgTexture = TextureIO.newTexture(bimg, true);
	    bgTextureID = bgTexture.getTextureObject();
	}catch(Exception e){}
    }
    */

    
    String imageFile; // debug
    
    public void setBGImage(String imageFilename){
	imageFile = imageFilename; // debug
	bgTexture = ITextureGraphicGL2.getTexture(imageFile);
	if(bgTexture!=null){
	    bgTextureID = bgTexture.getTextureObject();
	}
	/*
	IG ig = IG.cur();
	if(ig!=null){
	    String suffix = null;
	    int sidx = imageFilename.lastIndexOf(".");
	    if(sidx>=0){
		suffix = imageFilename.substring(sidx+1);
	    }
	    InputStream is=null;
	    try{
		if(ig.inputWrapper!=null){
		    is = ig.inputWrapper.getStream(imageFilename);
		}
		else{
		    is = new FileInputStream(imageFilename);
		}
		if(is!=null){
		    bgTexture = TextureIO.newTexture(is, true, suffix);
		    bgTextureID = bgTexture.getTextureObject();
		}
		else{
		    IOut.err("input stream could not be instantiated");
		}
	    }
	    catch(IOException e){ e.printStackTrace(); }
	    
	}
	else{
	    IOut.err("no IG instance found");
	}
	*/
    }
    
    
    public void drawBG(GL gl, IView v){
	
        GL2 gl2 = gl.getGL2(); // jogl 2.0
	
	//  jogl2?
	gl2.glMatrixMode(GL2.GL_MODELVIEW); // not in processing 2.0
	gl2.glPushMatrix(); // not in processing 2.0
	gl2.glLoadIdentity(); // not in processing 2.0
	gl2.glMatrixMode(GL2.GL_PROJECTION); // not in processing 2.0
	gl2.glPushMatrix(); // not in processing 2.0
	gl2.glLoadIdentity(); // not in processing 2.0
	
	//if(IConfig.depthSort) gl2.glDisable(GL2.GL_DEPTH_TEST);
	//if(mode.isLight()) gl2.glDisable(GL2.GL_LIGHTING);
	
	/*
	if(view.bgImageBuf!=null){
	    //gl2.glDisable(GL2.GL_DEPTH_TEST);
	    //gl2.glRasterPos2i(-1,-1);
	    gl2.glPixelZoom((float)view.screenWidth/view.bgImageWidth,
			    (float)view.screenHeight/view.bgImageHeight);
	    //gl2.glDrawPixels(100,100,gl2.GL_RGB,gl2.GL_UNSIGNED_BYTE,view.bgImageBuf);
	    //gl2.glDrawPixels(view.bgImageWidth,view.bgImageHeight,gl2.GL_RGB,gl2.GL_UNSIGNED_BYTE,view.bgImageBuf);
	    gl2.glDrawPixels(view.screenWidth,view.screenHeight,gl2.GL_RGB,gl2.GL_UNSIGNED_BYTE,view.bgImageBuf);
	    //gl2.glEnable(GL2.GL_DEPTH_TEST);
	}
        */
	
	if(bgTexture!=null){
	    //gl2.glClear(GL2.GL_COLOR_BUFFER_BIT); // 
	    //gl2.glClear(GL2.GL_DEPTH_BUFFER_BIT); // 
	    //gl2.glClear(GL2.GL_ACCUM_BUFFER_BIT); // 
	    //gl2.glClear(GL2.GL_STENCIL_BUFFER_BIT); // 
	    //gl2.glDisable(GL2.GL_DEPTH_TEST);
	    
	    gl2.glDisable(GL2.GL_BLEND); // important
	    gl2.glEnable(GL2.GL_TEXTURE_2D);
	    gl2.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE); // GL_DECAL
	    
	    gl2.glBindTexture(GL2.GL_TEXTURE_2D, bgTextureID);
	    
	    gl2.glBegin(GL2.GL_QUADS);
	    gl2.glTexCoord2f(0f,0f);
	    gl2.glVertex3d(-1,-1,0);
	    gl2.glTexCoord2f(1f,0f);
	    gl2.glVertex3d(1,-1,0);
            gl2.glTexCoord2f(1f,1f);
	    gl2.glVertex3d(1,1,0);
	    gl2.glTexCoord2f(0f,1f);
	    gl2.glVertex3d(-1,1,0);
	    
            gl2.glEnd();
	    
	    //gl2.glFlush();
	    
	    gl2.glBindTexture(GL2.GL_TEXTURE_2D, 0); // bind no texture
	    //gl2.glDisable(GL2.GL_TEXTURE_2D);
	    
	    gl2.glEnable(GL2.GL_BLEND);
	    //gl2.glEnable(GL2.GL_DEPTH_TEST);
	}
	else if(view.bgColor!=null){
	    for(int i=0; i<bgColor.length; i++){
		for(int j=0; j<bgColor[i].length; j++){
                    bgColor[i][j][0] = (double)(view.bgColor[i][j].getRed())/255.0;
                    bgColor[i][j][1] = (double)(view.bgColor[i][j].getGreen())/255.0;
                    bgColor[i][j][2] = (double)(view.bgColor[i][j].getBlue())/255.0;
                }
	    }
	    
            gl2.glBegin(GL2.GL_QUADS);
            gl2.glColor3dv(bgColor[0][1],0);
            gl2.glVertex3d(-1.,-1.,0);
            gl2.glColor3dv(bgColor[1][1],0);
            gl2.glVertex3d(1.,-1.,0);
            gl2.glColor3dv(bgColor[1][0],0);
            gl2.glVertex3d(1.,1.,0);
            gl2.glColor3dv(bgColor[0][0],0);
            gl2.glVertex3d(-1.,1.,0);
            gl2.glEnd();
        }
	
	//if(IConfig.depthSort) gl2.glEnable(GL2.GL_DEPTH_TEST);
	gl2.glMatrixMode(GL2.GL_MODELVIEW);
	gl2.glPopMatrix();
	gl2.glMatrixMode(GL2.GL_PROJECTION);
	gl2.glPopMatrix();
    }
    
    public void drawView(IView view){
	
        gl2.glViewport(view.screenX, view.screenY, view.screenWidth, view.screenHeight);

        //gl2.glClear(GL2.GL_DEPTH_BUFFER_BIT); //

        // background

        if(IConfig.clearBG || firstDraw){
            gl2.glDisable(GL2.GL_DEPTH_TEST); // no depth for background
            drawBG(gl, view);
        }
	
	
	if(view.mode.isTransparent() && !view.mode.isWireframe() || IConfig.disableDepthTest){ gl2.glDisable(GL2.GL_DEPTH_TEST); } // for transparency, ignore order to show objects in the back
        else if(IConfig.depthSort) gl2.glEnable(GL2.GL_DEPTH_TEST);
        // should DEPTH_TEST be changed to set to hint[ENABLE_DEPTH_TEST] later?
	
	
        // default light
	if(view.mode.isLight()){
            
            gl2.glMatrixMode(GL2.GL_MODELVIEW);
            gl2.glPushMatrix();
            gl2.glLoadIdentity();

            gl2.glLightfv(GL2.GL_LIGHT1, GL2.GL_POSITION, defaultGLLightPosition, 0);
            gl2.glLightfv(GL2.GL_LIGHT1, GL2.GL_AMBIENT, defaultGLAmbientLight, 0);
            gl2.glLightfv(GL2.GL_LIGHT1, GL2.GL_DIFFUSE, defaultGLDiffuseLight, 0);
            gl2.glLightfv(GL2.GL_LIGHT1, GL2.GL_SPECULAR,defaultGLSpecularLight, 0);
	    
            //gl2.glLightModeli(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, 1); //
	    
	    if(defaultGLTwoSidedLighting)
                gl2.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, 1); // this seems to cause weird behavior looking like some of normals are flipped or messed up
	    
            //gl2.glEnable(GL2.GL_NORMALIZE); //
            //gl2.glEnable(GL2.GL_AUTO_NORMAL); //
	    
            gl2.glEnable(GL2.GL_LIGHT1);
            gl2.glEnable(GL2.GL_LIGHTING);
	    
            gl2.glPopMatrix();
        }
	
        gl2.glMatrixMode(GL2.GL_PROJECTION);
        gl2.glLoadIdentity();
        //gl2.glClear(GL2.GL_DEPTH_BUFFER_BIT);

        if(view.axonometric){
            double glWidth = view.screenWidth*view.axonRatio;
            double glHeight = view.screenHeight*view.axonRatio;
            gl2.glOrtho(-glWidth/2,glWidth/2,-glHeight/2,glHeight/2,view.near,view.far);
        }
        else{
            double glHeight = view.near*view.persRatio*2;
            double glWidth = glHeight*view.screenWidth/view.screenHeight;
            gl2.glFrustum(-glWidth/2,glWidth/2,-glHeight/2,glHeight/2,view.near,view.far);
        }

        gl2.glMatrixMode(GL2.GL_MODELVIEW);
        //gl2.glLoadIdentity();
        //gl2.glTranslated(-x,-y,-z);

        gl2.glLoadMatrixd(view.transformArray,0);

    }
    
    public void draw(ArrayList<IGraphicI> objects, IView v){
	/*
	gl2.glClear(GL.GL_COLOR_BUFFER_BIT);
	gl2.glBegin(GL.GL_TRIANGLES);
	gl2.glColor3f(1.0f, 0.0f, 0.0f);   // Red
	gl2.glVertex2d(0, 0);
	gl2.glColor3f(0.0f, 1.0f, 0.0f);   // Green
	gl2.glVertex2d(0, 500);
	gl2.glColor3f(0.0f, 0.0f, 1.0f);   // Blue
	gl2.glVertex2d(500, 500);
	gl2.glEnd();
	if(true)return; // test
	*/
	
        view = v; // current view
	
        //if(view==null || view.hide) return; // view==null is already checked in IPane
        if(view.hide) return;
	
        drawView(view);
	
        if(objects!=null){
            if(IConfig.drawOrderForward){
                for(int i=0; i<objects.size(); i++)
                    if(objects.get(i).isVisible()) objects.get(i).draw(this);
            }
            else{
                for(int i=objects.size()-1; i>=0; i--)
                    if(objects.get(i).isVisible()) objects.get(i).draw(this);
            }
        }
	
        if(view.mode().isLight()){
            gl2.glDisable(GL2.GL_LIGHTING);
            gl2.glDisable(GL2.GL_LIGHT1);
        }
	
        if(g!=null){ // overlay
	    
            // draw here?
            // border
            if(view.pane!=null &&
               view.pane.getBorderWidth()>0&&
               (view.pane.getPanel().getWidth()!=view.pane.getWidth() ||view.pane.getPanel().getHeight()!=view.pane.getHeight())){
                g.setColor(new Color(view.pane.getBorderColor(),true));
                //g.setStroke(view.pane.getBorderStroke());
                g.setStroke(new BasicStroke(view.pane.getBorderWidth()));
                //g.drawRect(view.x,view.y,view.width-1,view.height-1);
                g.drawRect((int)view.pane.getX(),(int)view.pane.getY(),view.pane.getWidth(),view.pane.getHeight());
            }
        }
    }
    
    public boolean firstDraw(){ return firstDraw; }
    public void firstDraw(boolean f){ firstDraw=f; }

    public void clr(IColor c){
        //clr((float)c.getRed()/255,(float)c.getGreen()/255,(float)c.getBlue()/255,(float)c.getAlpha()/255);
        //clr(c.getRed(),c.getGreen(),c.getBlue(),c.getAlpha());
        //gl2.glColor4f(c.red(),c.green(),c.blue(),c.alpha());
        gl2.glColor4fv(c.rgba(),0);
    }
    public void clr(float[] rgba){ gl2.glColor4fv(rgba,0); }
    public void clr(float red, float green, float blue, float alpha){
        gl2.glColor4f(red/255, green/255, blue/255, alpha/255);
    }
    public void clr(float red, float green, float blue){ clr(red,green,blue,255); }
    public void clr(IColor c, float alpha){
	gl2.glColor4f(c.r(), c.g(), c.b(), alpha);//
    }

    /** in GL, stroke color and fill color use both same glColor */
    public void stroke(IColor c){ clr(c); }
    public void stroke(float[] rgba){ clr(rgba); }
    public void stroke(float red, float green, float blue, float alpha){
        clr(red,green,blue,alpha);
    }
    public void stroke(float red, float green, float blue){ clr(red,green,blue); }

    public void weight(double w){ gl2.glLineWidth((float)w); }
    public void weight(float w){ gl2.glLineWidth(w); }


    public void diffuse(float[] rgba){
        gl2.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, rgba, 0);
    }
    public void diffuse(float r, float g, float b, float a){
        diffuse(new float[]{r/255,g/255,b/255,a/255});
    }
    public void diffuse(float r, float g, float b){ diffuse(r,g,b,255); }
    public void diffuse(IColor c){ diffuse(c.rgba()); }
    public void diffuse(IColor c, float alpha){ diffuse(new float[]{ c.r(), c.g(), c.b(), alpha}); }

    public void ambient(float[] rgba){
        gl2.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, rgba, 0);
    }
    public void ambient(float r, float g , float b, float a){
        ambient(new float[]{r/255,g/255,b/255,a/255});
    }
    public void ambient(float r, float g , float b){ ambient(r,g,b,255); }
    public void ambient(IColor c){ ambient(c.rgba()); }
    public void ambient(IColor c, float alpha){ ambient(new float[]{ c.r(), c.g(), c.b(), alpha}); }
    
    public void specular(float[] rgba){
        gl2.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, rgba, 0);
    }
    public void specular(float r, float g , float b, float a){
        specular(new float[]{r/255,g/255,b/255,a/255});
    }
    public void specular(float r, float g , float b){ specular(r,g,b,255); }
    public void specular(IColor c){ specular(c.rgba()); }
    public void specular(IColor c, float alpha){ specular(new float[]{ c.r(), c.g(), c.b(), alpha}); }
    
    public void emissive(float[] rgba){
        gl2.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_EMISSION, rgba, 0);
    }
    public void emissive(float r, float g , float b, float a){
        emissive(new float[]{r/255,g/255,b/255,a/255});
    }
    public void emissive(float r, float g , float b){ emissive(r,g,b,255); }
    public void emissive(IColor c){ emissive(c.rgba()); }
    public void emissive(IColor c, float alpha){ emissive(new float[]{ c.r(), c.g(), c.b(), alpha}); }
    
    // conflicting with PGraphicsOpenGL.shininess()
    public void shininess(float s){
        gl2.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS,s);
    }
    

    public void enableLight(){
        gl2.glEnable(GL2.GL_LIGHT1);
        gl2.glEnable(GL2.GL_LIGHTING);
    }
    public void disableLight(){
        gl2.glDisable(GL2.GL_LIGHTING);
        gl2.glDisable(GL2.GL_LIGHT1);
    }

    public void pointSize(float sz){ gl2.glPointSize(sz); }

    public void drawPoint(IVec p){
        gl2.glBegin(GL2.GL_POINTS);
        gl2.glVertex3d(p.x,p.y,p.z);
        gl2.glEnd();
    }
    public void drawPoints(IVec[] p){
        gl2.glBegin(GL2.GL_POINTS);
        for(int i=0; i<p.length; i++){ gl2.glVertex3d(p[i].x,p[i].y,p[i].z); }
        gl2.glEnd();
    }
    public void drawLines(IVec[] p){
        gl2.glBegin(GL2.GL_LINES);
        for(int i=0; i<p.length; i++){ gl2.glVertex3d(p[i].x,p[i].y,p[i].z); }
        gl2.glEnd();
    }
    public void drawLineStrip(IVec[] p){
        gl2.glBegin(GL2.GL_LINE_STRIP);
        for(int i=0; i<p.length; i++){ gl2.glVertex3d(p[i].x,p[i].y,p[i].z); }
        gl2.glEnd();
    }
    public void drawLineLoop(IVec[] p){
        gl2.glBegin(GL2.GL_LINE_LOOP);
        for(int i=0; i<p.length; i++){ gl2.glVertex3d(p[i].x,p[i].y,p[i].z); }
	//for(int i=0; i<=p.length; i++){ gl2.glVertex3d(p[i%p.length].x,p[i%p.length].y,p[i%p.length].z); }
        gl2.glEnd();
    }
    public void drawPolygon(IVec[] pts, IVec[] nml){
        gl2.glBegin(GL2.GL_POLYGON);
        for(int i=0; i<pts.length; i++){
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawPolygon(IVec[] pts, IVec[] nml, IVec2f[] uv){
        gl2.glBegin(GL2.GL_POLYGON);
        for(int i=0; i<pts.length; i++){
            gl2.glTexCoord2f(uv[i].x, uv[i].y);
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawPolygon(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_POLYGON);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i],alpha);
		    diffuse(clr[i],alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i],alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	gl2.glEnd();
    }
    
    public void drawPolygon(IVec[] pts){
        gl2.glBegin(GL2.GL_POLYGON);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    
    public void drawPolygon(IVec[] pts, IVec2f[] uv){
        gl2.glBegin(GL2.GL_POLYGON);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    
    public void drawPolygon(IVec[] pts, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_POLYGON);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i],alpha);
		    diffuse(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    
    public void drawQuads(IVec[] pts){
	gl2.glBegin(GL2.GL_QUADS);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    public void drawQuads(IVec[] pts, IVec2f[] uv){
	gl2.glBegin(GL2.GL_QUADS);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    public void drawQuads(IVec[] pts, IColor[] clr, float alpha, boolean light){
	gl2.glBegin(GL2.GL_QUADS);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawQuads(IVec[] pts, IVec[] nml){
	gl2.glBegin(GL2.GL_QUADS);
        for(int i=0; i<pts.length; i++){
	    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawQuads(IVec[] pts, IVec[] nml, IVec2f[] uv){
	gl2.glBegin(GL2.GL_QUADS);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawQuads(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
	gl2.glBegin(GL2.GL_QUADS);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts, IVec2f[] uv){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i],alpha);
		    diffuse(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts, IVec[] nml){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
        for(int i=0; i<pts.length; i++){
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts, IVec[] nml, IVec2f[] uv){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
        for(int i=0; i<pts.length; i++){
            gl2.glTexCoord2f(uv[i].x,uv[i].y);
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawQuadStrip(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_QUAD_STRIP);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawQuadMatrix(IVec[][] pts){
        for(int i=0; i<pts.length-1; i++){
            gl2.glBegin(GL2.GL_QUAD_STRIP);
            for(int j=0; j<pts[i].length; j++){
                gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
                gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
            }
            gl2.glEnd();
        }
    }
    public void drawQuadMatrix(IVec[][] pts, IVec2f[][] uv){
        for(int i=0; i<pts.length-1; i++){
            gl2.glBegin(GL2.GL_QUAD_STRIP);
            for(int j=0; j<pts[i].length; j++){
                gl2.glTexCoord2f(uv[i][j].x,uv[i][j].y);
                gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
                gl2.glTexCoord2f(uv[i+1][j].x,uv[i+1][j].y);
                gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
            }
            gl2.glEnd();
        }
    }
    public void drawQuadMatrix(IVec[][] pts, IColor[][] clr, float alpha, boolean light){
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			ambient(clr[i][j]);
			diffuse(clr[i][j]);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			ambient(clr[i+1][j]);
			diffuse(clr[i+1][j]);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	    else{
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			ambient(clr[i][j], alpha);
			diffuse(clr[i][j], alpha);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			ambient(clr[i+1][j]);
			diffuse(clr[i+1][j]);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			clr(clr[i][j]);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			clr(clr[i+1][j]);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	    else{
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			clr(clr[i][j], alpha);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			clr(clr[i+1][j]);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	}
    }
    public void drawQuadMatrix(IVec[][] pts, IVec[][] nml){
        for(int i=0; i<pts.length-1; i++){
            gl2.glBegin(GL2.GL_QUAD_STRIP);
            for(int j=0; j<pts[i].length; j++){
		gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
		gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
		gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
                gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
            }
            gl2.glEnd();
        }
    }
    public void drawQuadMatrix(IVec[][] pts, IVec[][] nml, IVec2f[][] uv){
        for(int i=0; i<pts.length-1; i++){
            gl2.glBegin(GL2.GL_QUAD_STRIP);
            for(int j=0; j<pts[i].length; j++){
		gl2.glTexCoord2f(uv[i][j].x,uv[i][j].y);
		gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
		gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
		gl2.glTexCoord2f(uv[i+1][j].x,uv[i+1][j].y);
		gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
                gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
            }
            gl2.glEnd();
        }
    }
    public void drawQuadMatrix(IVec[][] pts, IVec[][] nml, IColor[][] clr, float alpha, boolean light){
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			ambient(clr[i][j]);
			diffuse(clr[i][j]);
			gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			ambient(clr[i+1][j]);
			diffuse(clr[i+1][j]);
			gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	    else{
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			ambient(clr[i][j],alpha);
			diffuse(clr[i][j],alpha);
			gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			ambient(clr[i+1][j]);
			diffuse(clr[i+1][j]);
			gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			clr(clr[i][j]);
			gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			clr(clr[i+1][j]);
			gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	    else{
		for(int i=0; i<pts.length-1; i++){
		    gl2.glBegin(GL2.GL_QUAD_STRIP);
		    for(int j=0; j<pts[i].length; j++){
			clr(clr[i][j],alpha);
			gl2.glNormal3d(nml[i][j].x,nml[i][j].y,nml[i][j].z);
			gl2.glVertex3d(pts[i][j].x,pts[i][j].y,pts[i][j].z);
			clr(clr[i+1][j]);
			gl2.glNormal3d(nml[i+1][j].x,nml[i+1][j].y,nml[i+1][j].z);
			gl2.glVertex3d(pts[i+1][j].x,pts[i+1][j].y,pts[i+1][j].z);
		    }
		    gl2.glEnd();
		}
	    }
	}
    }
    public void drawTriangles(IVec[] pts, IVec[] nml){
        gl2.glBegin(GL2.GL_TRIANGLES);
        for(int i=0; i<pts.length; i++){
	    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangles(IVec[] pts, IVec[] nml, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLES);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangles(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
	gl2.glBegin(GL2.GL_TRIANGLES);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i],alpha);
		    diffuse(clr[i],alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i],alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawTriangles(IVec[] pts){
        gl2.glBegin(GL2.GL_TRIANGLES);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    public void drawTriangles(IVec[] pts, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLES);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    public void drawTriangles(IVec[] pts, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_TRIANGLES);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i],alpha);
		    diffuse(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i],alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts, IVec[] nml){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
        for(int i=0; i<pts.length; i++){
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts, IVec[] nml, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
        for(int i=0; i<pts.length; i++){
            gl2.glTexCoord2f(uv[i].x,uv[i].y);
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    public void drawTriangleStrip(IVec[] pts, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_TRIANGLE_STRIP);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts, IVec[] nml){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
        for(int i=0; i<pts.length; i++){
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts, IVec[] nml, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
        for(int i=0; i<pts.length; i++){
            gl2.glTexCoord2f(uv[i].x,uv[i].y);
            gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
            gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
        }
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts, IVec[] nml, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glNormal3d(nml[i].x,nml[i].y,nml[i].z);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
        for(int i=0; i<pts.length; i++){ gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z); }
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts, IVec2f[] uv){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
        for(int i=0; i<pts.length; i++){
	    gl2.glTexCoord2f(uv[i].x,uv[i].y);
	    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
	}
        gl2.glEnd();
    }
    public void drawTriangleFan(IVec[] pts, IColor[] clr, float alpha, boolean light){
        gl2.glBegin(GL2.GL_TRIANGLE_FAN);
	if(light){
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i]);
		    diffuse(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    ambient(clr[i], alpha);
		    diffuse(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
	else{
	    if(alpha<0){
		for(int i=0; i<pts.length; i++){
		    clr(clr[i]);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	    else{
		for(int i=0; i<pts.length; i++){
		    clr(clr[i], alpha);
		    gl2.glVertex3d(pts[i].x,pts[i].y,pts[i].z);
		}
	    }
	}
        gl2.glEnd();
    }
    
    public void beginTexture(ITexture tex){
	gl2.glDisable(GL2.GL_BLEND); // important
	gl2.glEnable(GL2.GL_TEXTURE_2D);
	gl2.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE); // GL_DECAL
	gl2.glBindTexture(GL2.GL_TEXTURE_2D, tex.id(this));
    }
    public void endTexture(){
	gl2.glBindTexture(GL2.GL_TEXTURE_2D, 0); // bind no texture
	gl2.glEnable(GL2.GL_BLEND);
    }
    
    public ITextureGraphicGL getTextureGraphic(String filename){
	return new ITextureGraphicGL2(filename, getGL());
    }
    public ITextureGraphicGL getTextureGraphic(BufferedImage image){
	return new ITextureGraphicGL2(image, getGL());
    }
}

