/** * レンダリング環境のセットアップ * * @param gcon */ public void begin(GraphicContext gcon) { GraphicContextJogl gc = (GraphicContextJogl) gcon; GL gl = gc.getGL(); if ((state_ & CLEAR) == CLEAR) { gl.glClearColor(r_, g_, b_, 1.0f); // カラープレーン初期値 gl.glClearDepth(1.0); // デプスバッファの初期値 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); } gl.glEnable(GL.GL_DEPTH_TEST); // デプスバッファをイネーブル gl.glDepthFunc(GL.GL_LESS); // デプスバッファの計算法指定 gl.glDepthMask(true); // デプスバッファをリードライト gl.glEnable(GL.GL_LIGHTING); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); float right = (float) (near_ * Math.tan(fovx_ / 2)); float left = -right; float top = right * aspect_; float bottom = -top; gl.glFrustum(left, right, bottom, top, near_, far_); buildViewMatrix(); gc.setViewMatrix(viewMatrix_); }
// Method for handling window resizing public void projection(GL gl, int width, int height) { gl.glViewport(0, 0, width, height); double aspect = (double) width / height; double l, r, b, t, n; // Move near plane closer, but also shrink frustum so that // field-of-view stays the same -- this way not much stuff // gets clipped double zoom = 10; // Preserve aspect ratio if (aspect > 1) { r = aspect / zoom; t = 1 / zoom; } else { r = 1 / zoom; t = 1 / (zoom * aspect); } // Window has (0,0) in center l = -r; b = -t; // Set near plane location // (making this smaller reduces the field-of-view) n = 2; // Set the world projection gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(l, r, b, t, n / zoom, 500); gl.glMatrixMode(GL.GL_MODELVIEW); }
public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height) { GL gl = gLDrawable.getGL(); float h = (float) width / (float) height; gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-h, h, -1, 1, 1, 600); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -6f); }
public final void reshape( final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) { Debug.print(); final GL gl = drawable.getGL(); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum( -1.0f, 1.0f, -1.0f, 1.0f, this.camera.getNearZClipping(), this.camera.getFarZClipping()); gl.glViewport(x, y, width, height); }
/** * Draws the five sides of the hemicube into the provided drawable * * @param drawable * @param which * @param near * @param far * @param bCollect */ public void drawHemiCube( GLAutoDrawable drawable, int which, double near, double far, boolean bCollect) { // TODO - PART 1 - DRAW HEMICUBE! GL gl = drawable.getGL(); GLU glu = new GLU(); /* Return the face based on which parameter */ int[] vertices = scene.getObject().getFace(which); /* Find the center of the face */ /* Center of the face is the average of the three vertices */ /* Using returned list of vertex indices, find the vertices * corresponding to a particular face */ Vertex v1 = scene.getObject().vertexList.get(vertices[0]); Vertex v2 = scene.getObject().vertexList.get(vertices[1]); Vertex v3 = scene.getObject().vertexList.get(vertices[2]); /* Locate center of face */ /* Average of three vertices */ Point3d centerPoint = new Point3d(); centerPoint = new Point3d(v1.p); centerPoint.add(v2.p); centerPoint.add(v3.p); centerPoint.scale(0.33333); /* Set up camera frame */ /* --- Surface normal --- */ /* Declare points of vertex for face */ Point3d p1 = new Point3d(v1.p); Point3d p2 = new Point3d(v2.p); Point3d p3 = new Point3d(v3.p); /* Declare vector u as p2-p1 */ Point3d uVec = new Point3d(p2); uVec.sub(p1); Vector3d u = new Vector3d(uVec); /* Declare vector v as p3-p1 */ Point3d vVec = new Point3d(p3); vVec.sub(p1); Vector3d v = new Vector3d(vVec); /* Make normal vector */ Vector3d norm = new Vector3d(); norm.cross(u, v); /* --- Vectors Orthonormal to Normal --- */ Point3d vec1pt = new Point3d(p1); vec1pt.sub(p2); Vector3d vec1 = new Vector3d(vec1pt); vec1.cross(vec1, norm); // Cross surface normal with vec1 to get orthogonal vector Vector3d vec2 = new Vector3d(); vec2.cross( norm, vec1); // Cross product of surface normal with new vector vec1 to get 2nd orthogonal vector /* Make unit vectors */ norm.normalize(); vec1.normalize(); vec2.normalize(); /* Set up the five different frustums, and stitch together using viewPort */ /* Viewport to set up the view of the scene */ /* ----- FRONT FACE ----- */ gl.glPushMatrix(); gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight() / 3); /* Set up frustums for this face */ gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + norm.x, centerPoint.y + norm.y, centerPoint.z + norm.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- BOTTOM FACE ----- */ gl.glPushMatrix(); gl.glViewport(0, drawable.getHeight() / 3, drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, 0, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + (-vec1.x), centerPoint.y + (-vec1.y), centerPoint.z + (-vec1.z), centerPoint.x + norm.x, centerPoint.y + norm.y, centerPoint.z + norm.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- TOP FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, -near, 0, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z, centerPoint.x - norm.x, centerPoint.y - norm.y, centerPoint.z - norm.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- LEFT FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + 2 * (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(0, near, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + vec2.x, centerPoint.y + vec2.y, centerPoint.z + vec2.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- RIGHT FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + 3 * (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(near, 0, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + (-vec2.x), centerPoint.y + (-vec2.y), centerPoint.z + (-vec2.z), centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ---- End Frustums ---- */ // if collecting the form factors, then read back and process the data if (bCollect) { gl.glFlush(); gl.glFinish(); gl.glReadPixels( 0, 0, divisions * 2, divisions * 6, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixelDataBuffer); collectData(which); } }