protected void drawToolTip( DrawContext dc, java.awt.Rectangle viewport, String text, int x, int y, ToolTipAttributes attributes) { java.awt.geom.Rectangle2D textBounds = this.computeTextBounds(dc, text, attributes.getFont()); java.awt.geom.Rectangle2D bgBounds = this.computeBackgroundBounds( dc, textBounds.getWidth(), textBounds.getHeight(), attributes.getInsets()); java.awt.Point screenPoint = this.adjustDrawPointToViewport(x, y, bgBounds, viewport); java.awt.geom.Point2D textTranslation = this.computeTextTranslation(dc, textBounds, attributes.getInsets()); GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. OGLStackHandler stackHandler = new OGLStackHandler(); stackHandler.pushModelview(gl); try { gl.glTranslated( screenPoint.getX() + bgBounds.getX(), screenPoint.getY() + bgBounds.getY(), 0); this.drawToolTipInterior(dc, bgBounds.getWidth(), bgBounds.getHeight(), attributes); this.drawToolTipOutline(dc, bgBounds.getWidth(), bgBounds.getHeight(), attributes); gl.glTranslated(textTranslation.getX(), textTranslation.getY(), 0); this.drawToolTipText(dc, text, 0, 0, attributes); } finally { stackHandler.pop(gl); } }
protected void drawToolTipInterior( DrawContext dc, double width, double height, ToolTipAttributes attributes) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.applyColor(dc, attributes.getInteriorColor(), attributes.getInteriorOpacity()); // Draw a filled rectangle with the background dimensions. gl.glRectd(0, 0, width, height); }
@Override public void display(GLAutoDrawable glAutoDrawable) { gl = glAutoDrawable.getGL().getGL2(); gl.glClear(GL.GL_COLOR_BUFFER_BIT); // Fonts draw selves at the current raster position gl.glRasterPos2f(right - (right + 2.0f), bottom + 1); caption = "Please wait... drawing frames"; glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, caption); drawByLevel(); gl.glFlush(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); if (w <= (h * 3)) gl.glOrtho( -6.0, 6.0, -2.0 * ((float) h * 3) / (float) w, 2.0 * ((float) h * 3) / (float) w, 0.0, 10.0); else gl.glOrtho( -6.0 * (float) w / ((float) h * 3), // 6.0 * (float) w / ((float) h * 3), -2.0, 2.0, 0.0, 10.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
/** * Called back immediately after the OpenGL context is initialized. Can be used to perform * one-time initialization. Run only once. */ @Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context glu = new GLU(); // get GL Utilities gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color gl.glClearDepth(1.0f); // set clear depth value to farthest // Do not enable depth test // gl.glEnable(GL_DEPTH_TEST); // enables depth testing // gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting // Load the texture image try { // Use URL so that can read from JAR and disk file. BufferedImage image = ImageIO.read(this.getClass().getResource(textureFileName)); // Create a OpenGL Texture object texture = AWTTextureIO.newTexture(GLProfile.getDefault(), image, false); // Use linear filter if image is larger than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use linear filter if image is smaller than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } catch (GLException | IOException e) { e.printStackTrace(); } // Texture image flips vertically. Shall use TextureCoords class to retrieve // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f. TextureCoords textureCoords = texture.getImageTexCoords(); textureCoordTop = textureCoords.top(); textureCoordBottom = textureCoords.bottom(); textureCoordLeft = textureCoords.left(); textureCoordRight = textureCoords.right(); // Enable the texture texture.enable(gl); texture.bind(gl); // gl.glEnable(GL_TEXTURE_2D); // Enable blending gl.glEnable(GL_BLEND); gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Allocate the stars for (int i = 0; i < stars.length; i++) { stars[i] = new Star(); // Linearly distributed according to the star number stars[i].distance = ((float) i / numStars) * 5.0f; } }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); if (w <= h) gl.glOrtho(-2.5, 2.5, -2.5 * (float) h / (float) w, 2.5 * (float) h / (float) w, -10.0, 10.0); else gl.glOrtho(-2.5 * (float) w / (float) h, 2.5 * (float) w / (float) h, -2.5, 2.5, -10.0, 10.0); gl.glMatrixMode(GL2.GL_MODELVIEW); }
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); } }
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(); }
/* * Initialize material property and light source. */ public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // float light_ambient[] = {0.0f, 0.0f, 0.0f, 1.0f}; float light_diffuse[] = {1.0f, 0.0f, 1.0f, 1.0f}; float light_specular[] = {1.0f, 0.0f, 1.0f, 1.0f}; /* light_position is NOT default value */ float light_position[] = {1.0f, 1.0f, 1.0f, 0.0f}; gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_ambient, 0); gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, light_diffuse, 0); gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_specular, 0); gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_position, 0); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glDepthFunc(GL.GL_LESS); gl.glEnable(GL.GL_DEPTH_TEST); }
protected void beginRendering(DrawContext dc, OGLStackHandler stackHandler) { if (dc == null) { String message = Logging.getMessage("nullValue.DrawContextIsNull"); Logging.logger().fine(message); throw new IllegalArgumentException(message); } GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. int attribMask = GL2.GL_COLOR_BUFFER_BIT // for alpha test func and ref, blend func | GL2.GL_CURRENT_BIT // for current color | GL2.GL_ENABLE_BIT // for enable/disable | GL2.GL_LINE_BIT // for line width | GL2.GL_TRANSFORM_BIT; // for matrix mode stackHandler.pushAttrib(gl, attribMask); stackHandler.pushTextureIdentity(gl); stackHandler.pushProjectionIdentity(gl); java.awt.Rectangle viewport = dc.getView().getViewport(); gl.glOrtho( viewport.x, viewport.x + viewport.width, viewport.y, viewport.y + viewport.height, -1, 1); stackHandler.pushModelviewIdentity(gl); // Enable the alpha test. gl.glEnable(GL2.GL_ALPHA_TEST); gl.glAlphaFunc(GL2.GL_GREATER, 0.0f); // Enable blending in premultiplied color mode. gl.glEnable(GL.GL_BLEND); OGLUtil.applyBlending(gl, true); gl.glDisable(GL.GL_CULL_FACE); gl.glDisable(GL.GL_DEPTH_TEST); gl.glDisable(GL2.GL_LIGHTING); gl.glDisable(GL.GL_TEXTURE_2D); }
@Override public void init(GLAutoDrawable glAutoDrawable) { gl = glAutoDrawable.getGL().getGL2(); glu = new GLU(); glut = new GLUT(); gl.glClearColor(0.549f, 0.675f, 0.227f, 0.0f); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(left, right, bottom, top); gl.glViewport((int) bottom, (int) left, (int) top, (int) right); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glColor3f(.357f, .184f, .478f); maxFrames = 50 * ifsFiles.size() + 1000; base = gl.glGenLists(maxFrames); currentDrawList = base; ifsfile = "CS371/assignments/assignment02/tri.ifs"; loadifs(); }
/* * display() draws 5 teapots at different z positions. */ public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // if (fogMode == GL2.GL_EXP2) { gl.glFogf(GL2.GL_FOG_START, 1.0f); gl.glFogf(GL2.GL_FOG_END, 5.0f); } gl.glFogi(GL2.GL_FOG_MODE, fogMode); renderRedTeapot(gl, -4.0f, -0.5f, -1.0f); renderRedTeapot(gl, -2.0f, -0.5f, -2.0f); renderRedTeapot(gl, 0.0f, -0.5f, -3.0f); renderRedTeapot(gl, 2.0f, -0.5f, -4.0f); renderRedTeapot(gl, 4.0f, -0.5f, -5.0f); gl.glFlush(); }
private void renderRedTeapot(GL2 gl, float x, float y, float z) { float mat[] = new float[4]; gl.glPushMatrix(); gl.glTranslatef(x, y, z); mat[0] = 0.1745f; mat[1] = 0.01175f; mat[2] = 0.01175f; mat[3] = 1.0f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat, 0); mat[0] = 0.61424f; mat[1] = 0.04136f; mat[2] = 0.04136f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_DIFFUSE, mat, 0); mat[0] = 0.727811f; mat[1] = 0.626959f; mat[2] = 0.626959f; gl.glMaterialfv(GL.GL_FRONT, GL2.GL_SPECULAR, mat, 0); gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 0.6f * 128.0f); glut.glutSolidTeapot(1.0); gl.glPopMatrix(); }
/** * Call-back handler for window re-size event. Also called when the drawable is first set to * visible. */ @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context if (height == 0) height = 1; // prevent divide by zero float aspect = (float) width / height; // Set the view port (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL_PROJECTION); // choose projection matrix gl.glLoadIdentity(); // reset projection matrix glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar // Enable the model-view transform gl.glMatrixMode(GL_MODELVIEW); gl.glLoadIdentity(); // reset }
/* * Initialize z-buffer, projection matrix, light source, and lighting model. * Do not specify a material property here. */ public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glut = new GLUT(); // float position[] = {0.0f, 3.0f, 3.0f, 0.0f}; float local_view[] = {0.0f}; gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, position, 0); gl.glLightModelfv(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, local_view, 0); gl.glFrontFace(GL.GL_CW); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_AUTO_NORMAL); gl.glEnable(GL2.GL_NORMALIZE); gl.glEnable(GL2.GL_FOG); { float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; fogMode = GL2.GL_EXP; gl.glFogi(GL2.GL_FOG_MODE, fogMode); gl.glFogfv(GL2.GL_FOG_COLOR, fogColor, 0); gl.glFogf(GL2.GL_FOG_DENSITY, 0.35f); gl.glHint(GL2.GL_FOG_HINT, GL.GL_DONT_CARE); gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); } }
/** 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 } } }
public void display(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glRotatef(20.0f, 1.0f, 0.0f, 0.0f); gl.glPushMatrix(); gl.glTranslatef(-0.75f, 0.5f, 0.0f); gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glut.glutSolidTorus(0.275f, 0.85f, 20, 20); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(-0.75f, -0.5f, 0.0f); gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f); glut.glutSolidCone(1.0f, 2.0f, 20, 20); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(0.75f, 0.0f, -1.0f); glut.glutSolidSphere(1.0f, 20, 20); gl.glPopMatrix(); gl.glPopMatrix(); gl.glFlush(); }