Esempio n. 1
0
  /** Draws circular particle using a display list. */
  public void display(GL gl) {
    if (PARTICLE_DISPLAY_LIST < 0) { // MAKE DISPLAY LIST:
      int displayListIndex = gl.glGenLists(1);
      gl.glNewList(displayListIndex, GL.GL_COMPILE);
      drawParticle(gl, new Point3d(), radius); // /particle at origin
      gl.glEndList();
      System.out.println("MADE LIST " + displayListIndex + " : " + gl.glIsList(displayListIndex));
      PARTICLE_DISPLAY_LIST = displayListIndex;
    }

    // / COLOR: DEFAULT WHITE; GREEN IF HIGHLIGHTED; ADD RED IF PINNED
    Color3f c = new Color3f(1, 1, 1); // default: white
    if (pin) {
      c.x = 1f; // add red
      c.y *= 0.2f;
      c.z = 0;
    }
    if (highlight) {
      c.y = 1;
      c.z = 0;
    }
    if (GooParticle.class.isInstance(this)) {
      c.x = 0;
      c.y = 0;
      // now its blue
    }

    gl.glColor3f(c.x, c.y, c.z);

    // / DRAW ORIGIN-CIRCLE TRANSLATED TO "p":
    gl.glPushMatrix();
    gl.glTranslated(x.x, x.y, x.z);
    gl.glCallList(PARTICLE_DISPLAY_LIST);
    gl.glPopMatrix();
  }
Esempio n. 2
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  /**
   * Renders the tile to the given context, in the process building all needed resources.
   *
   * @param gl
   */
  public void render(GL gl) {
    projection = ProjectionFactory.getCurrentProjection();
    heightmap = State.getInstance().getLoadedHeightmap();

    // BUILD TEXTURES IF NECESSARY
    if (!gl.glIsTexture(textureID)) {
      textureID = createTexture(gl, getImage(), false);
      // prerenderToTexture(gl);
    }
    if (!gl.glIsTexture(grainTextureID)) {
      createGrainTexture(gl);
    }
    // RENDER TILE FROM DISPLAY LIST, OR ELSE BUILD DISPLAY LIST
    if (gl.glIsList(displaylistID)) {
      gl.glCallList(displaylistID);
    } else {
      displaylistID = gl.glGenLists(1);
      gl.glNewList(displaylistID, GL_COMPILE_AND_EXECUTE);
      gl.glActiveTexture(GL_TEXTURE0);
      gl.glEnable(GL_TEXTURE_2D);
      gl.glBindTexture(GL_TEXTURE_2D, grainTextureID);
      gl.glActiveTexture(GL_TEXTURE1);
      gl.glEnable(GL_TEXTURE_2D);
      gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
      gl.glBindTexture(GL_TEXTURE_2D, textureID);

      gl.glColor3f(1, 1, 1);
      float[] color = new float[3];
      float hRes = HEIGHT_RESOLUTION - 1;
      float stepSize = bounds.getWidth() / hRes;
      Coordinates pos = new Coordinates();
      for (int x = 0; x < hRes; x++) {
        gl.glBegin(GL_TRIANGLE_STRIP);
        for (int y = 0; y <= hRes; y++) {
          for (int i = 0; i < 2; i++) {
            pos.setLatitude(bounds.getTop() + y * stepSize);
            pos.setLongitude(bounds.getLeft() + (x + i) * stepSize);
            gl.glMultiTexCoord2f(
                GL_TEXTURE0, (x + i) / (float) GRAIN_RESOLUTION, y / (float) GRAIN_RESOLUTION);
            gl.glMultiTexCoord2f(GL_TEXTURE1, (x + i) / hRes, y / hRes);
            float height = heights[x + HEIGHT_BORDER + i][y + HEIGHT_BORDER];
            getHeightColor(color, height);
            float shade = getShade(x + i, y, stepSize);
            gl.glColor3f(color[0] * shade, color[1] * shade, color[2] * shade);
            gl.glVertex3f(pos.getLongitude(), pos.getLatitude(), height);
          }
        }
        gl.glEnd();
      }
      gl.glDisable(GL_TEXTURE_2D);
      gl.glActiveTexture(GL_TEXTURE0);
      renderPOIs(gl);
      gl.glEndList();
    }
  }
Esempio n. 3
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 /**
  * We want to draw the scene using a display list to make it fast when using the IDENT style
  * (i.e., avoid recomputing all the face colours)
  *
  * @param drawable
  * @param style
  */
 private void draw(GLAutoDrawable drawable, DrawStyle style) {
   GL gl = drawable.getGL();
   if (listID != -1) {
     gl.glCallList(listID);
   } else {
     listID = gl.glGenLists(1);
     gl.glNewList(listID, GL.GL_COMPILE_AND_EXECUTE);
     scene.draw(drawable, style);
     gl.glEndList();
   }
 }
Esempio n. 4
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 public void render(int callListNum) {
   gl.glCallList(callListNum);
 }