Esempio n. 1
0
  /** paint the portal using gl. */
  public void paint(GL gl, GLDrawable glc) {

    if (fill != null) {
      setColor(gl, fill);
      gl.glDisable(GL.GL_TEXTURE_2D);
    }
    gl.glLineWidth(lineWidth());
    gl.glBegin(GL.GL_LINES); // draw each wall
    for (int i = 0; i < pts2d.size(); i++) {
      Point2D p = (Point2D) (pts2d.get(i));
      gl.glVertex2d(p.x, p.y);
    }
    gl.glEnd();

    if (pts2d.size() == 4) {
      /* Connect mid point of the two line segments with dotted line*/
      gl.glLineStipple(1, (short) 0x0F0F);
      gl.glEnable(GL.GL_LINE_STIPPLE);
      gl.glLineWidth(1);
      gl.glBegin(GL.GL_LINES);
      Point2D mid = pts2d.get(0).interp(pts2d.get(1), 0.5);
      gl.glVertex2d(mid.x, mid.y);
      mid = pts2d.get(2).interp(pts2d.get(3), 0.5);
      gl.glVertex2d(mid.x, mid.y);
      gl.glEnd();
      gl.glDisable(GL.GL_LINE_STIPPLE);
    }
  }
Esempio n. 2
0
  private void renderOneside(Point2D a, Point2D b, GL gl, double d) {
    gl.glClear(0);
    Vector3D t = new Vector3D(b.x - a.x, 0, b.y - a.y);
    Vector3D n = new Vector3D(0, 1, 0);
    Vector3D cross = n.cross(t);
    gl.glNormal3d(cross.x, cross.y, cross.z);

    // Texture adjustment vars
    double length =
        scale * Math.sqrt((a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y)) / 100 + 0.1;
    double height = scale;

    // draw the 4 points of it
    gl.glBegin(GL.GL_POLYGON);
    gl.glTexCoord2d(0, 0);
    gl.glVertex3d(a.x, d, a.y);
    gl.glTexCoord2d(0, height);
    gl.glVertex3d(a.x, d + 100, a.y);
    gl.glTexCoord2d(length, height);
    gl.glVertex3d(b.x, d + 100, b.y);
    gl.glTexCoord2d(length, 0);
    gl.glVertex3d(b.x, d, b.y);
    gl.glEnd();
  }