/** ***************************************************** */ public void draw(GL2 gl, GLU glu, Camera cam) { if (transform != null) transform.execute(gl); gl.glTranslatef(x, y, z); applyMaterial(gl); gl.glLineWidth(wfwidth); // Draw GLUquadric qobj = glu.gluNewQuadric(); if (facestatus) { if (wfstatus) { gl.glEnable(GL2.GL_POLYGON_OFFSET_FILL); gl.glPolygonOffset(1.0f, 1.0f); } gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL); gl.glNormal3f(norm.x, norm.y, norm.z); gl.glColor4f(color.r, color.g, color.b, color.a); glu.gluDisk(qobj, radiusInner, radiusOuter, slices, loops); if (wfstatus) gl.glDisable(GL2.GL_POLYGON_OFFSET_FILL); } if (wfstatus) { gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE); gl.glNormal3f(norm.x, norm.y, norm.z); gl.glColor4f(wfcolor.r, wfcolor.g, wfcolor.b, wfcolor.a); glu.gluDisk(qobj, radiusInner, radiusOuter, slices, loops); } }
/* * Sends a quadrilateral to the OpenGL pipeline. Mimics the other quad * function. */ public static void quad( Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3, Vector3f n, Color3f c, GLAutoDrawable d) { GL2 gl = d.getGL().getGL2(); gl.glBegin(GL2.GL_QUADS); gl.glColor3f(c.x, c.y, c.z); gl.glNormal3f(n.x, n.y, n.z); gl.glTexCoord2f(t0.x, t0.y); gl.glVertex3f(v0.x, v0.y, v0.z); gl.glTexCoord2f(t1.x, t1.y); gl.glVertex3f(v1.x, v1.y, v1.z); gl.glTexCoord2f(t2.x, t2.y); gl.glVertex3f(v2.x, v2.y, v2.z); gl.glTexCoord2f(t3.x, t3.y); gl.glVertex3f(v3.x, v3.y, v3.z); gl.glEnd(); }
public void draw(GL2 gl, GLU glu, GLDrawState ds) { final Color4f highColor = new Color4f(0.0f, 1.0f, 0.0f, 1.0f); final Color4f lowColor = new Color4f(1.0f, 1.0f, 1.0f, 1.0f); Color4f[][] trueCols = new Color4f[mapHeight][mapWidth]; // InternalTerrainTile tiles[][] = ds.getGameMap().getTerrainMatrix(); // Update colors for (int j = 0; j < mapHeight; j++) { for (int i = 0; i < mapWidth; i++) { // float fluxAmount = getMapHeight(i, j)/64.f; // System.out.println(flux[j/DENSITY][i/DENSITY] + " " + fluxAmount); // float fluxAmount = (float)tiles[i/DENSITY][j/DENSITY].getFlux(); Color4f tintColor = new Color4f(); Color4f trueColor = new Color4f(); tintColor.interpolate(lowColor, highColor, 0); // System.out.println(actualHeight/maxHeight); trueColor.interpolate(cols[j][i], tintColor, 1.0f); trueColor.w = cols[j][i].w; trueCols[j][i] = trueColor; // If void, see through to the background. /*if(tiles[i/DENSITY][j/DENSITY] == TerrainType.VOID){ trueCols[j][i].w = 0.0f; }*/ } } // System.out.println(map.getTerrainMatrix()[0][0].getFlux() + " " + MAX_FLUX_PER_TILE + " " + // trueCols[0][0].x); int k = 0; for (int j = 0; j < mapHeight; j++) { for (int i = 0; i < mapWidth; i++) { colors[k] = trueCols[j][i].x; colors[k + 1] = trueCols[j][i].y; colors[k + 2] = trueCols[j][i].z; colors[k + 3] = trueCols[j][i].w; float norm = (float) Math.sqrt( trueCols[j][i].x * trueCols[j][i].x + trueCols[j][i].y * trueCols[j][i].y + trueCols[j][i].z * trueCols[j][i].z); float val = (norm < 0.3f) ? 0.0f : 0.9f; colorNorm[k] = val; colorNorm[k + 1] = val; colorNorm[k + 2] = val; colorNorm[k + 3] = 1.0f; k += 4; } } if (tex == null && texturePath != null) { tex = GLGameRenderer.textureCache.getResource(texturePath, texturePath).tex; texturePath = null; } gl.glPushMatrix(); // gl.glTranslatef(1.5f, 0.0f, 1.5f); if (tex != null) { System.out.println("Using texture"); gl.glEnable(GL2.GL_TEXTURE_2D); tex.bind(gl); gl.glBegin(GL2.GL_TRIANGLE_STRIP); for (int i = 0; i < indices.length; i++) { gl.glTexCoord2f(texCoords[indices[i] * 2], texCoords[indices[i] * 2 + 1]); gl.glColor4f( colorNorm[indices[i] * 4], colorNorm[indices[i] * 4 + 1], colorNorm[indices[i] * 4 + 2], colorNorm[indices[i] * 4 + 3]); gl.glNormal3f( normals[indices[i] * 3], normals[indices[i] * 3 + 1], normals[indices[i] * 3 + 2]); gl.glVertex3f( vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]); } gl.glEnd(); } else { gl.glEnable(gl.GL_BLEND); gl.glBegin(GL2.GL_TRIANGLE_STRIP); for (int i = 0; i < indices.length; i++) { gl.glColor4f( colors[indices[i] * 4], colors[indices[i] * 4 + 1], colors[indices[i] * 4 + 2], colors[indices[i] * 4 + 3]); gl.glNormal3f( normals[indices[i] * 3], normals[indices[i] * 3 + 1], normals[indices[i] * 3 + 2]); gl.glVertex3f( vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]); } gl.glEnd(); gl.glDisable(gl.GL_BLEND); } gl.glPopMatrix(); boolean showGrid = RenderConfiguration.showGridlines(); if (showGrid) { gl.glColor4f(0.5f, 0.5f, 0.5f, 1.0f); gl.glNormal3f(0.0f, 1.0f, 0.0f); gl.glLineWidth(1.0f); // do the horizontal gridlines /* gl.glBegin(GL2.GL_LINES); for (int j = 1; j < map.getHeight(); ++j) { gl.glVertex3f(0.0f, 0.0f, j); gl.glVertex3f(map.getWidth(), 0.0f, j); } gl.glEnd(); */ gl.glBegin(GL2.GL_LINE_STRIP); for (int j = 0; j < mapHeight; j++) { if ((j + 1) % DENSITY != 0) { continue; } if ((j + 1) % (DENSITY * 2) == 0) { for (int i = 0; i < mapWidth; i++) { Vector3f p; Vector3f pOne; Vector3f pTwo; pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j < mapHeight - 1 && i > 0) { pTwo = points[j + 1][i - 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j < mapHeight - 1) { pTwo = points[j + 1][i]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); } } else { for (int i = mapWidth - 1; i >= 0; i--) { Vector3f p; Vector3f pOne; Vector3f pTwo; pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j < mapHeight - 1) { pTwo = points[j + 1][i]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j < mapHeight - 1 && i > 0) { pTwo = points[j + 1][i - 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); } } } gl.glEnd(); // do the vertical gridlines /* gl.glBegin(GL2.GL_LINES); for (int j = 1; j < map.getWidth(); ++j) { gl.glVertex3f(j, 0.0f, 0.0f); gl.glVertex3f(j, 0.0f, map.getHeight()); } gl.glEnd(); */ gl.glBegin(GL2.GL_LINE_STRIP); for (int i = 0; i < mapWidth; i++) { if ((i + 1) % DENSITY != 0) { continue; } if ((i + 1) % (DENSITY * 2) == 0) { for (int j = 0; j < mapHeight; j++) { Vector3f p; Vector3f pOne; Vector3f pTwo; pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j > 0 && i < mapWidth - 1) { pTwo = points[j - 1][i + 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (i < mapWidth - 1) { pTwo = points[j][i + 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); } } else { for (int j = mapHeight - 1; j >= 0; j--) { Vector3f p; Vector3f pOne; Vector3f pTwo; pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (i < mapWidth - 1) { pTwo = points[j][i + 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); pOne = points[j][i]; p = new Vector3f(0.0f, 0.0f, 0.0f); p.add(pOne); if (j > 0 && i < mapWidth - 1) { pTwo = points[j - 1][i + 1]; p.add(pTwo); p.scale(.5f); } gl.glVertex3f(p.x, p.y + 0.01f, p.z); } } } gl.glEnd(); } }
/* * Recursively generates a sphere using triangles and puts the resulting * polygons into the OpenGL pipeline. Mimics the other spheretri function. */ private static void spheretri( int n, Vector3f v0, Vector3f v1, Vector3f v2, Color3f c, GLAutoDrawable d) { GL2 gl = d.getGL().getGL2(); if (n == 0) { if (pipe.isFlatShaded()) { nrml.add(v0, v1); nrml.add(v2); nrml.normalize(); gl.glBegin(GL.GL_TRIANGLES); gl.glColor3f(c.x, c.y, c.z); gl.glNormal3f(nrml.x, nrml.y, nrml.z); gl.glVertex3f(v0.x, v0.y, v0.z); gl.glVertex3f(v1.x, v1.y, v1.z); gl.glVertex3f(v2.x, v2.y, v2.z); gl.glEnd(); } else { gl.glBegin(GL.GL_TRIANGLES); gl.glColor3f(c.x, c.y, c.z); xyTex(v0, texs[0]); xyTex(v1, texs[1]); xyTex(v2, texs[2]); gl.glNormal3f(v0.x, v0.y, v0.z); gl.glTexCoord2f(texs[0].x, texs[0].y); gl.glVertex3f(v0.x, v0.y, v0.z); gl.glNormal3f(v1.x, v1.y, v1.z); gl.glTexCoord2f(texs[1].x, texs[1].y); gl.glVertex3f(v1.x, v1.y, v1.z); gl.glNormal3f(v2.x, v2.y, v2.z); gl.glTexCoord2f(texs[2].x, texs[2].y); gl.glVertex3f(v2.x, v2.y, v2.z); gl.glEnd(); } } else { Vector3f v01 = new Vector3f(); Vector3f v12 = new Vector3f(); Vector3f v20 = new Vector3f(); v01.add(v0, v1); v01.normalize(); v12.add(v1, v2); v12.normalize(); v20.add(v2, v0); v20.normalize(); spheretri(n - 1, v01, v12, v20, c, d); spheretri(n - 1, v0, v01, v20, c, d); spheretri(n - 1, v1, v12, v01, c, d); spheretri(n - 1, v2, v20, v12, c, d); } }