/* * 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(); }
/** 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 } } }
/* * 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); } }