Beispiel #1
0
  public void generateDisplaylist(GL2 gl) {
    displayList = gl.glGenLists(1);
    gl.glNewList(displayList, GL2.GL_COMPILE); // TODO Possible bug GL2? or
    // GL
    gl.glBegin(GL2.GL_TRIANGLES);

    for (int faceIndex = 0; faceIndex < triangulatedMesh.getNumberOfTriangles(); faceIndex++) {
      TriangleFacet f1 = triangulatedMesh.getFacet(faceIndex);
      Vector3 normalFace = f1.getNormal();
      Vector3 color = f1.getHalfEdge().getStartVertex().getColor();

      gl.glNormal3d(normalFace.get(0), normalFace.get(1), normalFace.get(2));
      gl.glColor3d(color.get(0), color.get(1), color.get(2));

      Vertex vx1 = f1.getHalfEdge().getStartVertex();
      Vector3 v1 = vx1.getPosition();

      Vertex vx2 = f1.getHalfEdge().getNextHalfEdge().getStartVertex();
      Vector3 v2 = vx2.getPosition();

      Vertex vx3 = f1.getHalfEdge().getNextHalfEdge().getNextHalfEdge().getStartVertex();
      Vector3 v3 = vx3.getPosition();

      gl.glNormal3d(vx1.getNormal().get(0), vx1.getNormal().get(1), vx1.getNormal().get(2));
      gl.glVertex3d(v1.get(0), v1.get(1), v1.get(2));

      gl.glNormal3d(vx2.getNormal().get(0), vx2.getNormal().get(1), vx2.getNormal().get(2));
      gl.glVertex3d(v2.get(0), v2.get(1), v2.get(2));

      gl.glNormal3d(vx3.getNormal().get(0), vx3.getNormal().get(1), vx3.getNormal().get(2));
      gl.glVertex3d(v3.get(0), v3.get(1), v3.get(2));
    }

    gl.glEnd();

    gl.glEndList();
  }
Beispiel #2
0
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2();
    glu = new GLU();
    /*
     * jogl specific addition for tessellation
     */
    tessellCallBack tessCallback = new tessellCallBack(gl, glu);
    //
    double rect[][] =
        new double[][] { // [4][3] in C; reverse here
          {50.0, 50.0, 0.0}, {200.0, 50.0, 0.0}, {200.0, 200.0, 0.0}, {50.0, 200.0, 0.0}
        };
    double tri[][] =
        new double[][] { // [3][3]
          {75.0, 75.0, 0.0}, {125.0, 175.0, 0.0}, {175.0, 75.0, 0.0}
        };
    double star[][] =
        new double[][] { // [5][6]; 6x5 in java
          {250.0, 50.0, 0.0, 1.0, 0.0, 1.0},
          {325.0, 200.0, 0.0, 1.0, 1.0, 0.0},
          {400.0, 50.0, 0.0, 0.0, 1.0, 1.0},
          {250.0, 150.0, 0.0, 1.0, 0.0, 0.0},
          {400.0, 150.0, 0.0, 0.0, 1.0, 0.0}
        };

    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    startList = gl.glGenLists(2);

    GLUtessellator tobj = glu.gluNewTess();

    glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // glVertex3dv);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback);

    /* rectangle with triangular hole inside */
    gl.glNewList(startList, GL2.GL_COMPILE);
    gl.glShadeModel(GL2.GL_FLAT);
    glu.gluTessBeginPolygon(tobj, null);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, rect[0], 0, rect[0]);
    glu.gluTessVertex(tobj, rect[1], 0, rect[1]);
    glu.gluTessVertex(tobj, rect[2], 0, rect[2]);
    glu.gluTessVertex(tobj, rect[3], 0, rect[3]);
    glu.gluTessEndContour(tobj);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, tri[0], 0, tri[0]);
    glu.gluTessVertex(tobj, tri[1], 0, tri[1]);
    glu.gluTessVertex(tobj, tri[2], 0, tri[2]);
    glu.gluTessEndContour(tobj);
    glu.gluTessEndPolygon(tobj);
    gl.glEndList();

    glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // vertexCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback);
    glu.gluTessCallback(tobj, GLU.GLU_TESS_COMBINE, tessCallback); // combineCallback);

    /* smooth shaded, self-intersecting star */
    gl.glNewList(startList + 1, GL2.GL_COMPILE);
    gl.glShadeModel(GL2.GL_SMOOTH);
    glu.gluTessProperty(
        tobj, //
        GLU.GLU_TESS_WINDING_RULE, //
        GLU.GLU_TESS_WINDING_POSITIVE);
    glu.gluTessBeginPolygon(tobj, null);
    glu.gluTessBeginContour(tobj);
    glu.gluTessVertex(tobj, star[0], 0, star[0]);
    glu.gluTessVertex(tobj, star[1], 0, star[1]);
    glu.gluTessVertex(tobj, star[2], 0, star[2]);
    glu.gluTessVertex(tobj, star[3], 0, star[3]);
    glu.gluTessVertex(tobj, star[4], 0, star[4]);
    glu.gluTessEndContour(tobj);
    glu.gluTessEndPolygon(tobj);
    gl.glEndList();
    glu.gluDeleteTess(tobj);
  }
Beispiel #3
0
  @Override
  public void draw(final GL2 gl, final boolean picking) {
    JOGLRenderer renderer = drawer.getRenderer();
    gl.glColor3d(1.0, 1.0, 1.0);
    if (picking) {
      if (renderer.colorPicking) {
        gl.glDisable(GL.GL_DITHER);
        gl.glDisable(GLLightingFunc.GL_LIGHTING);
        gl.glDisable(GL.GL_TEXTURE);

        int viewport[] = new int[4];
        gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);

        FloatBuffer pixels = FloatBuffer.allocate(4);
        gl.glReadPixels(
            renderer.camera.getLastMousePressedPosition().x,
            viewport[3] - renderer.camera.getLastMousePressedPosition().y,
            1,
            1,
            GL.GL_RGBA,
            GL.GL_FLOAT,
            pixels);

        gl.glEnable(GL.GL_DITHER);
        gl.glEnable(GLLightingFunc.GL_LIGHTING);
        gl.glEnable(GL.GL_TEXTURE);

        // Color index = new Color(pixels.get(0), pixels.get(1), pixels.get(2));
        // System.out.println("color picked " + index.toString());
      } else {
        gl.glPushMatrix();
        gl.glInitNames();
        gl.glPushName(0);
        double alpha = 0d;
        int size = objects.size();
        double delta = size == 0 ? 0 : 1d / size;
        for (final List<T> list : objects) {
          alpha = alpha + delta;
          for (T object : list) {
            if (isFading) {
              double originalAlpha = object.getAlpha();
              object.setAlpha(originalAlpha * alpha);
              object.draw(gl, drawer, picking);
              object.setAlpha(originalAlpha);
            } else {
              object.draw(gl, drawer, picking);
            }
          }
        }

        gl.glPopName();
        gl.glPopMatrix();
      }
    } else if (drawAsList) {
      Integer index = openGLListIndex;
      if (index == null) {

        index = gl.glGenLists(1);
        gl.glNewList(index, GL2.GL_COMPILE);
        double alpha = 0d;
        int size = objects.size();
        double delta = size == 0 ? 0 : 1d / size;
        for (final List<T> list : objects) {
          alpha = alpha + delta;
          for (T object : list) {
            if (isFading) {
              double originalAlpha = object.getAlpha();
              object.setAlpha(originalAlpha * alpha);
              object.draw(gl, drawer, picking);
              object.setAlpha(originalAlpha);
            } else {
              object.draw(gl, drawer, picking);
            }
          }
        }
        gl.glEndList();
      }
      gl.glCallList(index);
      openGLListIndex = index;
    } else if (drawAsVBO) {
      if (vah == null) {
        GLU glu = renderer.getGlu();
        vah = new VertexArrayHandler(gl, glu, renderer);
        vah.buildVertexArray(getObjects());
      } else {
        // vah.loadCollada(null);
      }

    } else {
      for (final T object : getObjects()) {
        object.draw(gl, drawer, picking);
      }
    }
  }