void drawCuboid(Part p) {
    gl.glBegin(GL2.GL_LINES);

    gl.glColor3d(1, 1, 1);

    for (double vx : new double[] {-p.w / 2, p.w / 2}) {
      for (double vz : new double[] {-p.w / 2, p.w / 2}) {
        // vertical lines
        gl.glVertex3d(vx, 0, vz);
        gl.glVertex3d(vx, p.h, vz);
      }

      for (double vy : new double[] {0, p.h}) {
        // hoizontal lines parallel to z axis
        gl.glVertex3d(vx, vy, -p.w / 2);
        gl.glVertex3d(vx, vy, p.w / 2);

        // hoizontal lines parallel to x axis
        gl.glVertex3d(-p.w / 2, vy, vx);
        gl.glVertex3d(p.w / 2, vy, vx);
      }
    }

    gl.glEnd();
  }
Example #2
0
  public static void drawCoordinateSystem(GL2 gl) {
    gl.glBegin(GL_LINES);
    gl.glColor3d(1, 0, 0);

    gl.glVertex3i(0, 0, 0);
    gl.glVertex3i(1, 0, 0);

    gl.glColor3d(1, 1, 0);

    gl.glVertex3i(0, 0, 0);
    gl.glVertex3i(0, 1, 0);

    gl.glColor3d(0, 1, 0);

    gl.glVertex3i(0, 0, 0);
    gl.glVertex3i(0, 0, 1);
    gl.glEnd();
  }
Example #3
0
  /**
   * Draws a centered grid with given dimensions
   *
   * @param gl OpenGL context
   * @param h grid height
   * @param v grid width
   */
  public static void drawGrid(GL2 gl, int h, int v) {
    gl.glBegin(GL_LINES);
    gl.glColor3d(.3, .3, .3);

    for (int x = -h / 2; x <= h / 2; x++) {
      gl.glVertex3i(x, 0, -v / 2);
      gl.glVertex3i(x, 0, v / 2);
    }
    for (int z = -v / 2; z <= v / 2; z++) {
      gl.glVertex3i(-h / 2, 0, z);
      gl.glVertex3i(h / 2, 0, z);
    }

    gl.glEnd();
  }
  public void draw() {
    // Clear GL state
    gl.glDisable(GL_LIGHTING);
    gl.glDisable(GL_DEPTH);
    gl.glMatrixMode(GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glMatrixMode(GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();

    gl.glClearColor(0.8f, 0.2f, 0.2f, 1.0f);

    gl.glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

    gl.glPointSize(1.0f);

    // Set the viewport
    glu.gluOrtho2D(xMin, xMax, yMin, yMax);

    gl.glBegin(GL_POINTS);

    for (int x = (int) (xMin); x < xMax; x++)
      for (int y = (int) (yMin); y < yMax; y++) {
        gl.glColor3d(viewPort[x][y].r, viewPort[x][y].g, viewPort[x][y].b);
        gl.glVertex2d(x + 0.5, y + 0.5);
      }

    gl.glEnd();

    // Restore state
    gl.glMatrixMode(GL_MODELVIEW);
    gl.glPopMatrix();
    gl.glMatrixMode(GL_PROJECTION);
    gl.glPopMatrix();

    gl.glEnable(GL_LIGHTING);
    gl.glEnable(GL_DEPTH);
  }
Example #5
0
  @Override
  public void display(GLAutoDrawable a) {
    GL2 gl2 = a.getGL().getGL2();

    this.basicClear(gl2);

    width = a.getWidth();
    height = a.getHeight();

    if (!pause) {
      juliaImaginary += juliaInc;
      if (juliaImaginary >= 0.95f) juliaInc = -juliaInc;
      else if (juliaImaginary <= 0.3f) juliaInc = -juliaInc;
    }

    //      juliaReal += juliaInc2;
    //      if (juliaReal >= 0.38f)
    //         juliaInc2 = -juliaInc2;
    //      else if (juliaImaginary <= 0.35f)
    //         juliaInc2 = -juliaInc2;

    gl2.glMatrixMode(GL2.GL_PROJECTION);
    gl2.glLoadIdentity();
    gl2.glOrtho(0, 1, 0, 1, -1, 1);
    gl2.glMatrixMode(GL2.GL_MODELVIEW);
    gl2.glLoadIdentity();

    gl2.glColor3d(0.5, 0.5, 0);
    shader.bind(gl2);
    // Set shader uniform variables
    if (use64 == true) {
      shader.setUniform1i(gl2, "width", width);
      shader.setUniform1i(gl2, "height", height);
      shader.setUniform1i(gl2, "iter", iteration);

      shader.setUniformf(gl2, "cminX1", (float) dcminx);
      shader.setUniformf(gl2, "cminX2", (float) (dcminx - (double) ((float) dcminx)));

      shader.setUniformf(gl2, "cminY1", (float) dcminy);
      shader.setUniformf(gl2, "cminY2", (float) (dcminy - (double) ((float) dcminy)));

      shader.setUniformf(gl2, "cmaxX1", (float) dcmaxx);
      shader.setUniformf(gl2, "cmaxX2", (float) (dcmaxx - (double) ((float) dcmaxx)));

      shader.setUniformf(gl2, "cmaxY1", (float) dcmaxy);
      shader.setUniformf(gl2, "cmaxY2", (float) (dcmaxy - (double) ((float) dcmaxy)));

      shader.setUniformf(gl2, "juliaImaginary", juliaImaginary);
      shader.setUniformf(gl2, "juliaReal", juliaReal);

    } else {
      shader.setUniform1i(gl2, "width", width);
      shader.setUniform1i(gl2, "height", height);
      shader.setUniform1i(gl2, "iter", iteration);

      shader.setUniformf(gl2, "cminX", cminx);
      shader.setUniformf(gl2, "cminY", cminy);
      shader.setUniformf(gl2, "cmaxX", cmaxx);
      shader.setUniformf(gl2, "cmaxY", cmaxy);

      shader.setUniform1i(gl2, "flag", flag);

      shader.setUniformf(gl2, "juliaImaginary", juliaImaginary);
      shader.setUniformf(gl2, "juliaReal", juliaReal);
    }

    // Draw an empty quad so the fragments can propagate to the fragment shader
    gl2.glBegin(GL2.GL_QUADS);
    gl2.glVertex3d(0, 0, 0);
    gl2.glVertex3d(1, 0, 0);
    gl2.glVertex3d(1, 1, 0);
    gl2.glVertex3d(0, 1, 0);
    gl2.glEnd();
    shader.unbind(gl2);

    // iteration ++;
    // if (iteration >= 64) iteration = 1;

    // canvas.swapBuffers();
  }