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(); }
private void recursiveDraw( int level, double x1, double y1, double x2, double y2, double x3, double y3) { if (level < 1) { return; } gl.glBegin(GL2.GL_LINE_LOOP); gl.glVertex2d(x1, y1); gl.glVertex2d(x2, y2); gl.glVertex2d(x3, y3); gl.glEnd(); for (int i = 0; i < transitions; i += 1) { x1 = rotate_scale_xx[i] * x1 + rotate_scale_xy[i] * y1 + trans_x[i]; y1 = rotate_scale_yx[i] * x1 + rotate_scale_yy[i] * y1 + trans_y[i]; x2 = rotate_scale_xx[i] * x2 + rotate_scale_xy[i] * y2 + trans_x[i]; y2 = rotate_scale_yx[i] * x2 + rotate_scale_yy[i] * y2 + trans_y[i]; x3 = rotate_scale_xx[i] * x3 + rotate_scale_xy[i] * y3 + trans_x[i]; y3 = rotate_scale_yx[i] * x3 + rotate_scale_yy[i] * y3 + trans_y[i]; recursiveDraw(level - 1, x1, y1, x2, y2, x3, y3); } }
/** 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 } } }