Beispiel #1
0
  // private void pickSquares(GL gl, int button, int state, int x, int y)
  private void pickSquares(GL2 gl) {
    int selectBuf[] = new int[BUFSIZE];
    IntBuffer selectBuffer = IntBuffer.wrap(selectBuf);
    int hits;
    int viewport[] = new int[4];

    // if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN) return;

    gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport, 0);

    gl.glSelectBuffer(BUFSIZE, selectBuffer);
    gl.glRenderMode(GL2.GL_SELECT);

    gl.glInitNames();
    gl.glPushName(0);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    /* create 5x5 pixel picking region near cursor location */
    glu.gluPickMatrix(
        (double) pickPoint.x, (double) (viewport[3] - pickPoint.y), 5.0, 5.0, viewport, 0);
    glu.gluOrtho2D(0.0, 3.0, 0.0, 3.0);
    drawSquares(gl, GL2.GL_SELECT);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glFlush();

    hits = gl.glRenderMode(GL2.GL_RENDER);
    selectBuffer.get(selectBuf);
    processHits(hits, selectBuf);
  }
Beispiel #2
0
  /*
   * sets up selection mode, name stack, and projection matrix for picking.
   * Then the objects are drawn.
   */
  private void pickRects(GL2 gl) {
    int[] selectBuf = new int[BUFSIZE];
    IntBuffer selectBuffer = GLBuffers.newDirectIntBuffer(BUFSIZE);
    int hits;
    int viewport[] = new int[4];
    // int x, y;

    gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);

    gl.glSelectBuffer(BUFSIZE, selectBuffer);
    gl.glRenderMode(GL2.GL_SELECT);

    gl.glInitNames();
    gl.glPushName(-1);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    /* create 5x5 pixel picking region near cursor location */
    glu.gluPickMatrix(
        (double) pickPoint.x,
        (double) (viewport[3] - pickPoint.y), //
        5.0,
        5.0,
        viewport,
        0);
    gl.glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);
    drawRects(gl, GL2.GL_SELECT);
    gl.glPopMatrix();
    gl.glFlush();

    hits = gl.glRenderMode(GL2.GL_RENDER);
    selectBuffer.get(selectBuf);
    processHits(hits, selectBuf);
  }
Beispiel #3
0
  public void updateVisibleOctant(GL2 gl) {
    if (leavesCount > 0) {
      // Limits
      refreshLimits();

      // Switch to OpenGL2 select mode
      int capacity = 1 * 4 * leavesCount; // Each object take in maximium : 4 * name stack depth
      IntBuffer hitsBuffer = Buffers.newDirectIntBuffer(capacity);
      gl.glSelectBuffer(hitsBuffer.capacity(), hitsBuffer);
      gl.glRenderMode(GL2.GL_SELECT);
      gl.glInitNames();
      gl.glPushName(0);
      gl.glDisable(GL2.GL_CULL_FACE); // Disable flags
      // Draw the nodes cube in the select buffer
      for (Octant n : leaves) {
        if (n != null) {
          gl.glLoadName(n.leafId);
          n.displayOctant(gl);
          n.visible = false;
        }
      }
      visibleLeaves = 0;
      int nbRecords = gl.glRenderMode(GL2.GL_RENDER);
      if (vizController.getVizModel().isCulling()) {
        gl.glEnable(GL2.GL_CULL_FACE);
        gl.glCullFace(GL2.GL_BACK);
      }

      // Get the hits and add the nodes' objects to the array
      int depth = Integer.MAX_VALUE;
      int minDepth = -1;
      for (int i = 0; i < nbRecords; i++) {
        int hit = hitsBuffer.get(i * 4 + 3); // -1 Because of the glPushName(0)
        int minZ = hitsBuffer.get(i * 4 + 1);
        if (minZ < depth) {
          depth = minZ;
          minDepth = hit;
        }

        Octant nodeHit = leaves[hit];
        nodeHit.visible = true;
        visibleLeaves++;
      }
      if (minDepth != -1) {
        Octant closestOctant = leaves[minDepth];
        Vec3f pos =
            new Vec3f(closestOctant.getPosX(), closestOctant.getPosY(), closestOctant.getPosZ());
        limits.setClosestPoint(pos);
      }
    }
  }
Beispiel #4
0
  public void updateSelectedOctant(GL2 gl, GLU glu, float[] mousePosition, float[] pickRectangle) {
    if (visibleLeaves > 0) {
      // Start Picking mode
      int capacity = 1 * 4 * visibleLeaves; // Each object take in maximium : 4 * name stack depth
      IntBuffer hitsBuffer = Buffers.newDirectIntBuffer(capacity);

      gl.glSelectBuffer(hitsBuffer.capacity(), hitsBuffer);
      gl.glRenderMode(GL2.GL_SELECT);
      gl.glDisable(GL2.GL_CULL_FACE); // Disable flags

      gl.glInitNames();
      gl.glPushName(0);

      gl.glMatrixMode(GL2.GL_PROJECTION);
      gl.glPushMatrix();
      gl.glLoadIdentity();

      glu.gluPickMatrix(
          mousePosition[0],
          mousePosition[1],
          pickRectangle[0],
          pickRectangle[1],
          drawable.getViewport());
      gl.glMultMatrixf(drawable.getProjectionMatrix());

      gl.glMatrixMode(GL2.GL_MODELVIEW);

      // Draw the nodes' cube int the select buffer
      List<Octant> visibleLeaves = new ArrayList<Octant>();
      for (Octant n : leaves) {
        if (n != null && n.visible) {
          int i = visibleLeaves.size() + 1;
          visibleLeaves.add(n);
          gl.glLoadName(i);
          n.displayOctant(gl);
        }
      }

      // Restoring the original projection matrix
      gl.glMatrixMode(GL2.GL_PROJECTION);
      gl.glPopMatrix();
      gl.glMatrixMode(GL2.GL_MODELVIEW);
      gl.glFlush();

      // Returning to normal rendering mode
      int nbRecords = gl.glRenderMode(GL2.GL_RENDER);
      if (vizController.getVizModel().isCulling()) {
        gl.glEnable(GL2.GL_CULL_FACE);
        gl.glCullFace(GL2.GL_BACK);
      }

      // Clean previous selection
      selectedLeaves.clear();

      // Get the hits and put the node under selection in the selectionArray
      for (int i = 0; i < nbRecords; i++) {
        int hit = hitsBuffer.get(i * 4 + 3) - 1; // -1 Because of the glPushName(0)

        Octant nodeHit = visibleLeaves.get(hit);
        selectedLeaves.add(nodeHit);
      }
    }
  }