protected void drawToolTip( DrawContext dc, java.awt.Rectangle viewport, String text, int x, int y, ToolTipAttributes attributes) { java.awt.geom.Rectangle2D textBounds = this.computeTextBounds(dc, text, attributes.getFont()); java.awt.geom.Rectangle2D bgBounds = this.computeBackgroundBounds( dc, textBounds.getWidth(), textBounds.getHeight(), attributes.getInsets()); java.awt.Point screenPoint = this.adjustDrawPointToViewport(x, y, bgBounds, viewport); java.awt.geom.Point2D textTranslation = this.computeTextTranslation(dc, textBounds, attributes.getInsets()); GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. OGLStackHandler stackHandler = new OGLStackHandler(); stackHandler.pushModelview(gl); try { gl.glTranslated( screenPoint.getX() + bgBounds.getX(), screenPoint.getY() + bgBounds.getY(), 0); this.drawToolTipInterior(dc, bgBounds.getWidth(), bgBounds.getHeight(), attributes); this.drawToolTipOutline(dc, bgBounds.getWidth(), bgBounds.getHeight(), attributes); gl.glTranslated(textTranslation.getX(), textTranslation.getY(), 0); this.drawToolTipText(dc, text, 0, 0, attributes); } finally { stackHandler.pop(gl); } }
protected void drawToolTipInterior( DrawContext dc, double width, double height, ToolTipAttributes attributes) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.applyColor(dc, attributes.getInteriorColor(), attributes.getInteriorOpacity()); // Draw a filled rectangle with the background dimensions. gl.glRectd(0, 0, width, height); }
protected void endDrawIcons(DrawContext dc) { if (dc.isPickingMode()) this.pickSupport.endPicking(dc); GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. if (dc.isPickingMode()) { gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, OGLUtil.DEFAULT_TEX_ENV_MODE); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, OGLUtil.DEFAULT_SRC0_RGB); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, OGLUtil.DEFAULT_COMBINE_RGB); } gl.glBindTexture(GL.GL_TEXTURE_2D, 0); this.oglStackHandler.pop(gl); }
/** * Called back immediately after the OpenGL context is initialized. Can be used to perform * one-time initialization. Run only once. */ @Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context glu = new GLU(); // get GL Utilities gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color gl.glClearDepth(1.0f); // set clear depth value to farthest // Do not enable depth test // gl.glEnable(GL_DEPTH_TEST); // enables depth testing // gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting // Load the texture image try { // Use URL so that can read from JAR and disk file. BufferedImage image = ImageIO.read(this.getClass().getResource(textureFileName)); // Create a OpenGL Texture object texture = AWTTextureIO.newTexture(GLProfile.getDefault(), image, false); // Use linear filter if image is larger than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use linear filter if image is smaller than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } catch (GLException | IOException e) { e.printStackTrace(); } // Texture image flips vertically. Shall use TextureCoords class to retrieve // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f. TextureCoords textureCoords = texture.getImageTexCoords(); textureCoordTop = textureCoords.top(); textureCoordBottom = textureCoords.bottom(); textureCoordLeft = textureCoords.left(); textureCoordRight = textureCoords.right(); // Enable the texture texture.enable(gl); texture.bind(gl); // gl.glEnable(GL_TEXTURE_2D); // Enable blending gl.glEnable(GL_BLEND); gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Allocate the stars for (int i = 0; i < stars.length; i++) { stars[i] = new Star(); // Linearly distributed according to the star number stars[i].distance = ((float) i / numStars) * 5.0f; } }
@Override public void init(GLAutoDrawable glDrawable) { GL2 gl = glDrawable.getGL().getGL2(); gl.glShadeModel(GLLightingFunc.GL_SMOOTH); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); }
protected void drawToolTipOutline( DrawContext dc, double width, double height, ToolTipAttributes attributes) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.applyColor(dc, attributes.getOutlineColor(), attributes.getOutlineOpacity()); gl.glLineWidth((float) getOutlineWidth()); // Draw a line loop around the background rectangle. Inset the lines slightly to compensate for // OpenGL's line // rasterization algorithm. We want the line to straddle the rectangle pixels. double inset = 0.5; gl.glBegin(GL2.GL_LINE_LOOP); gl.glVertex2d(inset, inset); gl.glVertex2d(width - inset, inset); gl.glVertex2d(width - inset, height - inset); gl.glVertex2d(inset, height - inset); gl.glEnd(); }
@Override public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height) { GL2 gl = gLDrawable.getGL().getGL2(); final float aspect = (float) width / (float) height; gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); final float fh = 0.5f; final float fw = fh * aspect; gl.glFrustumf(-fw, fw, -fh, fh, 1.0f, 1000.0f); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); }
protected void beginRendering(DrawContext dc, OGLStackHandler stackHandler) { if (dc == null) { String message = Logging.getMessage("nullValue.DrawContextIsNull"); Logging.logger().fine(message); throw new IllegalArgumentException(message); } GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. int attribMask = GL2.GL_COLOR_BUFFER_BIT // for alpha test func and ref, blend func | GL2.GL_CURRENT_BIT // for current color | GL2.GL_ENABLE_BIT // for enable/disable | GL2.GL_LINE_BIT // for line width | GL2.GL_TRANSFORM_BIT; // for matrix mode stackHandler.pushAttrib(gl, attribMask); stackHandler.pushTextureIdentity(gl); stackHandler.pushProjectionIdentity(gl); java.awt.Rectangle viewport = dc.getView().getViewport(); gl.glOrtho( viewport.x, viewport.x + viewport.width, viewport.y, viewport.y + viewport.height, -1, 1); stackHandler.pushModelviewIdentity(gl); // Enable the alpha test. gl.glEnable(GL2.GL_ALPHA_TEST); gl.glAlphaFunc(GL2.GL_GREATER, 0.0f); // Enable blending in premultiplied color mode. gl.glEnable(GL.GL_BLEND); OGLUtil.applyBlending(gl, true); gl.glDisable(GL.GL_CULL_FACE); gl.glDisable(GL.GL_DEPTH_TEST); gl.glDisable(GL2.GL_LIGHTING); gl.glDisable(GL.GL_TEXTURE_2D); }
/** * Call-back handler for window re-size event. Also called when the drawable is first set to * visible. */ @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context if (height == 0) height = 1; // prevent divide by zero float aspect = (float) width / height; // Set the view port (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL_PROJECTION); // choose projection matrix gl.glLoadIdentity(); // reset projection matrix glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar // Enable the model-view transform gl.glMatrixMode(GL_MODELVIEW); gl.glLoadIdentity(); // reset }
protected void applyBackground( DrawContext dc, WWIcon icon, Vec4 screenPoint, double width, double height, double pedestalSpacing, double pedestalScale) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. double backgroundScale; backgroundScale = icon.getBackgroundScale(); if (icon.getBackgroundTexture() != null) { if (icon.getBackgroundTexture().bind(dc)) { TextureCoords texCoords = icon.getBackgroundTexture().getTexCoords(); gl.glPushMatrix(); gl.glLoadIdentity(); double bgwidth = backgroundScale * width; double bgheight = backgroundScale * height; // Offset the background for the highlighted scale. // if (icon.isHighlighted()) // { // gl.glTranslated(0d, height * (icon.getHighlightScale() - 1) / 2, 0d); // } // Offset the background for the pedestal height. gl.glTranslated(0d, (pedestalScale * height) + pedestalSpacing, 0d); // Place the background centered behind the icon. gl.glTranslated(screenPoint.x - bgwidth / 2, screenPoint.y - (bgheight - height) / 2, 0d); // Scale to the background image dimension. gl.glScaled(bgwidth, bgheight, 1d); dc.drawUnitQuad(texCoords); gl.glPopMatrix(); } } }
@Override public void display(GLAutoDrawable gLDrawable) { final GL2 gl = gLDrawable.getGL().getGL2(); gl.glClear(GL.GL_COLOR_BUFFER_BIT); gl.glClear(GL.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -5.0f); // rotate about the three axes gl.glRotatef(rotateT, 1.0f, 0.0f, 0.0f); gl.glRotatef(rotateT, 0.0f, 1.0f, 0.0f); gl.glRotatef(rotateT, 0.0f, 0.0f, 1.0f); // Draw A Quad gl.glBegin(GL2.GL_QUADS); gl.glColor3f(0.0f, 1.0f, 1.0f); // set the color of the quad gl.glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left gl.glVertex3f(1.0f, 1.0f, 0.0f); // Top Right gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left // Done Drawing The Quad gl.glEnd(); // increasing rotation for the next iteration rotateT += 0.2f; }
/** Called back by the animator to perform rendering. */ @Override public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers for (int i = 0; i < stars.length; i++) { // Reset the view (x, y, z axes back to normal) gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, z); // The stars are texture quad square drawn on x-y plane and // distributed on on x-z plane around the y-axis // Initial 90 degree tile in the x-axis, y-axis pointing out of screen gl.glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Rotate about y-axis (pointing out of screen), initial angle is 0 gl.glRotatef(stars[i].angle, 0.0f, 1.0f, 0.0f); // Translate about the x-axis (pointing right) to its current distance gl.glTranslatef(stars[i].distance, 0.0f, 0.0f); // The stars have initial angle of 0, and initial distance linearly // distributed between 0 and 5.0f // Rotate the axes back, so that z-axis is again facing us, to ensure that // the quad (with texture) on x-y plane is facing us gl.glRotatef(-stars[i].angle, 0.0f, 1.0f, 0.0f); gl.glRotatef(-tilt, 1.0f, 0.0f, 0.0f); // Take note that without the two rotations and undo, there is only one // translation along the x-axis // Matrix operation is non-commutative. That is, AB != BA. // Hence, ABCB'A' != C // Draw the star, which spins on the z axis (pointing out of the screen) gl.glRotatef(starSpinAngle, 0.0f, 0.0f, 1.0f); // Set the star's color using bytes (why bytes? not float or int?) gl.glColor4ub(stars[i].r, stars[i].g, stars[i].b, (byte) 255); gl.glBegin(GL_QUADS); // draw a square on x-y plane gl.glTexCoord2f(textureCoordLeft, textureCoordBottom); gl.glVertex3f(-1.0f, -1.0f, 0.0f); gl.glTexCoord2f(textureCoordRight, textureCoordBottom); gl.glVertex3f(1.0f, -1.0f, 0.0f); gl.glTexCoord2f(textureCoordRight, textureCoordTop); gl.glVertex3f(1.0f, 1.0f, 0.0f); gl.glTexCoord2f(textureCoordLeft, textureCoordTop); gl.glVertex3f(-1.0f, 1.0f, 0.0f); gl.glEnd(); // If twinkling, overlay with another drawing of an arbitrary color if (twinkleOn) { // Assign a color using bytes gl.glColor4ub( stars[(numStars - i) - 1].r, stars[(numStars - i) - 1].g, stars[(numStars - i) - 1].b, (byte) 255); gl.glBegin(GL_QUADS); // draw a square on x-y plane gl.glTexCoord2f(textureCoordLeft, textureCoordBottom); gl.glVertex3f(-1.0f, -1.0f, 0.0f); gl.glTexCoord2f(textureCoordRight, textureCoordBottom); gl.glVertex3f(1.0f, -1.0f, 0.0f); gl.glTexCoord2f(textureCoordRight, textureCoordTop); gl.glVertex3f(1.0f, 1.0f, 0.0f); gl.glTexCoord2f(textureCoordLeft, textureCoordTop); gl.glVertex3f(-1.0f, 1.0f, 0.0f); gl.glEnd(); } // Update for the next refresh // The star spins about the z-axis (pointing out of the screen), and spiral // inwards and collapse towards the center, by increasing the angle on x-y // plane and reducing the distance. starSpinAngle += 0.01f; // used to spin the stars about the z-axis // spiral pattern stars[i].angle += (float) i / numStars; // changes the angle of a star // collapsing the star to the center stars[i].distance -= 0.01f; // changes the distance of a star // re-bone at the edge if (stars[i].distance < 0.0f) { // Is the star collapsed to the center? stars[i].distance += 5.0f; // move to the outer ring stars[i].setRandomRGB(); // choose a random color for the star } } }
protected Vec4 drawIcon(DrawContext dc, OrderedIcon uIcon) { if (uIcon.point == null) { String msg = Logging.getMessage("nullValue.PointIsNull"); Logging.logger().severe(msg); // Record feedback data for this WWIcon if feedback is enabled. if (uIcon.icon != null) this.recordFeedback(dc, uIcon.icon, null, null); return null; } WWIcon icon = uIcon.icon; if (dc.getView().getFrustumInModelCoordinates().getNear().distanceTo(uIcon.point) < 0) { // Record feedback data for this WWIcon if feedback is enabled. this.recordFeedback(dc, icon, uIcon.point, null); return null; } final Vec4 screenPoint = dc.getView().project(uIcon.point); if (screenPoint == null) { // Record feedback data for this WWIcon if feedback is enabled. this.recordFeedback(dc, icon, uIcon.point, null); return null; } double pedestalScale; double pedestalSpacing; if (this.pedestal != null) { pedestalScale = this.pedestal.getScale(); pedestalSpacing = pedestal.getSpacingPixels(); } else { pedestalScale = 0d; pedestalSpacing = 0d; } GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.setDepthFunc(dc, uIcon, screenPoint); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); Dimension size = icon.getSize(); double width = size != null ? size.getWidth() : icon.getImageTexture().getWidth(dc); double height = size != null ? size.getHeight() : icon.getImageTexture().getHeight(dc); gl.glTranslated( screenPoint.x - width / 2, screenPoint.y + (pedestalScale * height) + pedestalSpacing, 0d); if (icon.isHighlighted()) { double heightDelta = this.pedestal != null ? 0 : height / 2; // expand only above the pedestal gl.glTranslated(width / 2, heightDelta, 0); gl.glScaled(icon.getHighlightScale(), icon.getHighlightScale(), icon.getHighlightScale()); gl.glTranslated(-width / 2, -heightDelta, 0); } Rectangle rect = new Rectangle( (int) (screenPoint.x - width / 2), (int) (screenPoint.y), (int) width, (int) (height + (pedestalScale * height) + pedestalSpacing)); if (dc.isPickingMode()) { // If in picking mode and pick clipping is enabled, check to see if the icon is within the // pick volume. if (this.isPickFrustumClippingEnabled() && !dc.getPickFrustums().intersectsAny(rect)) { // Record feedback data for this WWIcon if feedback is enabled. this.recordFeedback(dc, icon, uIcon.point, rect); return screenPoint; } else { java.awt.Color color = dc.getUniquePickColor(); int colorCode = color.getRGB(); this.pickSupport.addPickableObject(colorCode, icon, uIcon.getPosition(), false); gl.glColor3ub((byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue()); } } if (icon.getBackgroundTexture() != null) this.applyBackground(dc, icon, screenPoint, width, height, pedestalSpacing, pedestalScale); if (icon.getImageTexture().bind(dc)) { TextureCoords texCoords = icon.getImageTexture().getTexCoords(); gl.glScaled(width, height, 1d); dc.drawUnitQuad(texCoords); } if (this.pedestal != null && this.pedestal.getImageTexture() != null) { gl.glLoadIdentity(); gl.glTranslated(screenPoint.x - (pedestalScale * (width / 2)), screenPoint.y, 0d); gl.glScaled(width * pedestalScale, height * pedestalScale, 1d); if (this.pedestal.getImageTexture().bind(dc)) { TextureCoords texCoords = this.pedestal.getImageTexture().getTexCoords(); dc.drawUnitQuad(texCoords); } } // Record feedback data for this WWIcon if feedback is enabled. this.recordFeedback(dc, icon, uIcon.point, rect); return screenPoint; }
protected void beginDrawIcons(DrawContext dc) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.oglStackHandler.clear(); int attributeMask = GL2.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func | GL2.GL_TRANSFORM_BIT // for modelview and perspective | GL2.GL_VIEWPORT_BIT // for depth range | GL2.GL_CURRENT_BIT // for current color | GL2.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend | GL2.GL_DEPTH_BUFFER_BIT // for depth func | GL2.GL_ENABLE_BIT; // for enable/disable changes this.oglStackHandler.pushAttrib(gl, attributeMask); // Apply the depth buffer but don't change it. if ((!dc.isDeepPickingEnabled())) gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthMask(false); // Suppress any fully transparent image pixels gl.glEnable(GL2.GL_ALPHA_TEST); gl.glAlphaFunc(GL2.GL_GREATER, 0.001f); // Load a parallel projection with dimensions (viewportWidth, viewportHeight) this.oglStackHandler.pushProjectionIdentity(gl); gl.glOrtho( 0d, dc.getView().getViewport().width, 0d, dc.getView().getViewport().height, -1d, 1d); this.oglStackHandler.pushModelview(gl); this.oglStackHandler.pushTexture(gl); if (dc.isPickingMode()) { this.pickSupport.beginPicking(dc); // Set up to replace the non-transparent texture colors with the single pick color. gl.glEnable(GL.GL_TEXTURE_2D); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_COMBINE); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, GL2.GL_PREVIOUS); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, GL2.GL_REPLACE); } else { gl.glEnable(GL.GL_TEXTURE_2D); gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA); } }