@Override
  public void draw(GL2 gl, Object obj) {
    if (!(Force.class.isAssignableFrom(obj.getClass()))) return;

    Force force = (Force) obj;

    gl.glLineWidth(2.5f);
    gl.glColor3f(1.0f, 0f, 0f);
    gl.glBegin(GL.GL_LINES);
    gl.glVertex3d(
        force.getPointApplication().getX(),
        force.getPointApplication().getY(),
        force.getPointApplication().getZ());

    Vector3D finalPoint = force.getPointApplication().add(force.getForce());
    gl.glVertex3d(finalPoint.getX(), finalPoint.getY(), finalPoint.getZ());
    gl.glEnd();

    gl.glTranslated(
        force.getPointApplication().getX(),
        force.getPointApplication().getY(),
        force.getPointApplication().getZ());
    gl.glColor3f(1.0f, 0.0f, 0.0f);
    GLU glu = new GLU();
    GLUquadric q = glu.gluNewQuadric();
    glu.gluQuadricDrawStyle(q, GLU.GLU_FILL);
    glu.gluSphere(q, Force.originRadius, 5, 5);
    glu.gluDeleteQuadric(q);
  }
Пример #2
0
  /** ***************************************************** */
  public void draw(GL2 gl, GLU glu, Camera cam) {
    if (transform != null) transform.execute(gl);
    gl.glTranslatef(x, y, z);

    applyMaterial(gl);
    gl.glLineWidth(wfwidth);

    // Draw
    GLUquadric qobj = glu.gluNewQuadric();

    if (facestatus) {
      if (wfstatus) {
        gl.glEnable(GL2.GL_POLYGON_OFFSET_FILL);
        gl.glPolygonOffset(1.0f, 1.0f);
      }

      gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
      gl.glNormal3f(norm.x, norm.y, norm.z);
      gl.glColor4f(color.r, color.g, color.b, color.a);
      glu.gluDisk(qobj, radiusInner, radiusOuter, slices, loops);

      if (wfstatus) gl.glDisable(GL2.GL_POLYGON_OFFSET_FILL);
    }
    if (wfstatus) {
      gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
      gl.glNormal3f(norm.x, norm.y, norm.z);
      gl.glColor4f(wfcolor.r, wfcolor.g, wfcolor.b, wfcolor.a);
      glu.gluDisk(qobj, radiusInner, radiusOuter, slices, loops);
    }
  }
Пример #3
0
  // in pixels.
  @Override
  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    System.out.println(x + " " + y + " " + width + " " + height);

    GL2 gl = drawable.getGL().getGL2();
    // calculate the aspect ratio of window
    double aspect = 1.0 * width / height;

    // in OpenGL terms, we are changing the 'projection'
    // this will be explained later
    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glLoadIdentity();

    // Use the GLU library to compute the new projection
    GLU glu = new GLU();

    // We are wider than high!
    if (aspect >= 1) {
      System.out.println("Showing world " + (-aspect) + " to " + (aspect) + " -1 to 1");
      glu.gluOrtho2D(-aspect, aspect, -1.0, 1.0); // left, right, top, bottom
    } else {
      System.out.println("Showing world from -1 to 1 " + (-1.0 / aspect) + " to " + (1.0 / aspect));
      glu.gluOrtho2D(-1, 1, -1.0 / aspect, 1.0 / aspect); // left, right, top, bottom
    }
  }
Пример #4
0
  // private void pickSquares(GL gl, int button, int state, int x, int y)
  private void pickSquares(GL2 gl) {
    int selectBuf[] = new int[BUFSIZE];
    IntBuffer selectBuffer = IntBuffer.wrap(selectBuf);
    int hits;
    int viewport[] = new int[4];

    // if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN) return;

    gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport, 0);

    gl.glSelectBuffer(BUFSIZE, selectBuffer);
    gl.glRenderMode(GL2.GL_SELECT);

    gl.glInitNames();
    gl.glPushName(0);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    /* create 5x5 pixel picking region near cursor location */
    glu.gluPickMatrix(
        (double) pickPoint.x, (double) (viewport[3] - pickPoint.y), 5.0, 5.0, viewport, 0);
    glu.gluOrtho2D(0.0, 3.0, 0.0, 3.0);
    drawSquares(gl, GL2.GL_SELECT);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glFlush();

    hits = gl.glRenderMode(GL2.GL_RENDER);
    selectBuffer.get(selectBuf);
    processHits(hits, selectBuf);
  }
Пример #5
0
  private void renderBlast(GL2 gl) {
    GLU glu = new GLU();

    Shader shader = Shader.get("dissolve");
    if (shader != null) {
      shader.enable(gl);

      shader.setSampler(gl, "cloudSampler", 0);
      shader.setUniform(gl, "dissolveFactor", 1.0f - ((float) blastDuration / 60.0f));
    }

    gl.glEnable(GL2.GL_TEXTURE_2D);

    GLUquadric sphere = glu.gluNewQuadric();

    glu.gluQuadricDrawStyle(sphere, GLU.GLU_FILL);
    glu.gluQuadricTexture(sphere, true);

    gl.glPushMatrix();
    {
      noiseSampler.bind(gl);
      noiseSampler.setTexParameterf(gl, GL2.GL_TEXTURE_MAX_ANISOTROPY_EXT, 16);

      gl.glTranslatef(bound.c.x, bound.c.y, bound.c.z);

      glu.gluSphere(sphere, blastRadius, 24, 24);
    }
    gl.glPopMatrix();
  }
Пример #6
0
  private void renderPin(GL gl, Coordinates position, float[] color, float size) {
    float height = heightmap.getHeight(projection.getGeoCoordinates(position));
    gl.glPushMatrix();
    double[] model = new double[16];
    gl.glGetDoublev(GL_MODELVIEW_MATRIX, model, 0);
    double zoomH =
        0.1 / Math.sqrt((model[0] * model[0]) + (model[1] * model[1]) + (model[2] * model[2]));
    double zoomZ =
        0.1 / Math.sqrt((model[8] * model[8]) + (model[9] * model[9]) + (model[10] * model[10]));
    gl.glTranslatef(position.getLongitude(), position.getLatitude(), height);
    gl.glScaled(zoomH * size, zoomH * size, zoomZ * size);
    gl.glDisable(GL_TEXTURE_2D);

    gl.glRotatef(20, 0.3f, 1, 0);

    GLU glu = new GLU();
    GLUquadric quadric = glu.gluNewQuadric();
    // glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
    gl.glColor3f(0.5f, 0.5f, 0.5f);
    gl.glEnable(GL_LIGHTING);
    glu.gluCylinder(quadric, 0.03, 0.03, 0.6f, 5, 1);
    gl.glTranslatef(0, 0, 0.6f);

    gl.glColor3f(color[0], color[1], color[2]);
    gl.glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
    glu.gluSphere(quadric, 0.12, 8, 8);
    // glu.gluCylinder(quadric, 0.2, 0.1, 0.5, 8, 1);
    gl.glDisable(GL_LIGHTING);
    glu.gluDeleteQuadric(quadric);
    gl.glPopMatrix();
  }
Пример #7
0
  public void displayInit(Point pickPoint) {
    gl.glShadeModel(GL.GL_SMOOTH);

    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glLoadIdentity();

    if (pickPoint != null) {
      int[] vp = new int[4];
      gl.glGetIntegerv(GL.GL_VIEWPORT, vp, 0);
      GLU glu = new GLU();
      int px = (int) pickPoint.getX();
      int py = (int) (vp[3] - pickPoint.getY());
      glu.gluPickMatrix(px, py, 1e-2, 1e-2, vp, 0);
    }

    gl.glOrtho(0, bounds.getWidth(), 0, bounds.getHeight(), .1, depth);

    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glLoadIdentity();

    glu.gluLookAt(0, 0, depth - 0.1, 0, 0, 0, 0, 1, 0);

    gl.glInitNames();
    gl.glPushName(-1);
  }
Пример #8
0
  {
    final GLUtessellatorCallback callback =
        new GLUtessellatorCallbackAdapter() {
          private volatile Handler handler;

          @Override
          public void begin(int type) {
            switch (type) {
              case GL.GL_TRIANGLES:
                handler = triangleHandler;
                break;
              case GL.GL_TRIANGLE_STRIP:
                handler = triangleStripHandler;
                break;
              case GL.GL_TRIANGLE_FAN:
                handler = triangleFanHandler;
                break;
            }
          }

          @Override
          public void vertex(Object index) {
            handler.index((short) index);
          }
        };
    GLU.gluTessCallback(tessellator, GLU.GLU_TESS_BEGIN, callback);
    GLU.gluTessCallback(tessellator, GLU.GLU_TESS_VERTEX, callback);
  }
Пример #9
0
  /**
   * Get the current mouse position in world coordinates.
   *
   * @return
   */
  public double[] getPosition() {
    double[] p = new double[3];
    if (myMouse != null) {
      int x = myMouse.getX();
      int y = myMouse.getY();

      GLU glu = new GLU();
      /* note viewport[3] is height of window in pixels */
      y = myViewport[3] - y - 1;

      glu.gluUnProject(
          (double) x,
          (double) y,
          0.0, //
          myMVMatrix,
          0,
          myProjMatrix,
          0,
          myViewport,
          0,
          p,
          0);
    }

    return p;
  }
Пример #10
0
  @Override
  public void drawCD(double internalRadius, double externalRadius, int slices, int rings) {
    GLUquadric quadratic = glu.gluNewQuadric();

    glu.gluDisk(
        quadratic, Math.max(internalRadius * scaleX, 1), externalRadius * scaleX, slices, rings);

    glu.gluDeleteQuadric(quadratic);
  }
Пример #11
0
 public void render(GLAutoDrawable drawable) {
   GL2 gl = drawable.getGL().getGL2();
   gl.glPushMatrix();
   gl.glTranslated(
       body.getPosition().get0(), body.getPosition().get1(), body.getPosition().get2());
   GLUquadric bulletGeom = glu.gluNewQuadric();
   glu.gluQuadricDrawStyle(bulletGeom, GLU.GLU_FILL);
   glu.gluQuadricNormals(bulletGeom, GLU.GLU_SMOOTH);
   glu.gluDisk(bulletGeom, 0.3, 0.4, 5, 5);
   gl.glPopMatrix();
 }
Пример #12
0
  public static void setup(GL2ES1 gl, int width, int height) {
    gl.glMatrixMode(GL2ES1.GL_PROJECTION);
    gl.glLoadIdentity();

    // coordinate system origin at lower left with width and height same as the window
    GLU glu = new GLUgl2es1();
    glu.gluOrtho2D(0.0f, width, 0.0f, height);

    gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
    gl.glLoadIdentity();

    gl.glViewport(0, 0, width, height);
  }
Пример #13
0
 public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
   GL gl = drawable.getGL();
   GLU glu = new GLU();
   if (height <= 0) {
     height = 1;
   }
   final float h = (float) width / (float) height;
   gl.glViewport(0, 0, width, height);
   gl.glMatrixMode(GL.GL_PROJECTION);
   gl.glLoadIdentity();
   glu.gluPerspective(45.0f, h, 1.0, 20.0);
   gl.glMatrixMode(GL.GL_MODELVIEW);
   gl.glLoadIdentity();
 }
Пример #14
0
  public void eertLookAt(GL gl) {

    GLU glu = new GLU();
    this.loc = this.engine.camMove.pos;
    glu.gluLookAt(
        this.engine.camMove.pos.x,
        this.engine.camMove.pos.y,
        this.engine.camMove.pos.z,
        this.engine.camMove.lookAt.x,
        this.engine.camMove.lookAt.y,
        this.engine.camMove.lookAt.z,
        0f,
        1f,
        0f);
  }
Пример #15
0
 public Tessellation(float[] vertices, short[] indices, Callback callback) {
   this.callback = callback;
   GLU.gluBeginPolygon(tessellator);
   for (short index : indices) {
     double w = vertices[index * 4 + 3];
     GLU.gluTessVertex(
         tessellator,
         new double[] {
           vertices[index * 4] / w, vertices[index * 4 + 1] / w, vertices[index * 4 + 2] / w
         },
         0,
         index);
   }
   GLU.gluEndPolygon(tessellator);
 }
  @Override
  public void reshape(GLAutoDrawable drawable, int arg1, int arg2, int width, int height) {
    GL2 gl = drawable.getGL().getGL2();

    // Computing the aspect ratio
    float aspect = (float) width / height;

    // Setting the viewport, the area that is displayed, to cover the whole window
    gl.glViewport(0, 0, width, height);

    // Setting the perspective projection with an aspect that matches that of the viewport
    // Choose Projection Matrix
    gl.glMatrixMode(GL_PROJECTION);

    // Resets the Projection Matrix
    gl.glLoadIdentity();

    // gluPerspective(fovy, aspect, zNear, zFar);
    // Instructions taken from http://www.opengl.org/sdk/docs/man2/xhtml/glTranslate.xml
    // fovy : Specifies the field of view angle, in degrees, in the y direction.
    // aspect : Specifies the aspect ratio that determines the field of view in the x direction. The
    // aspect ratio is the ratio of x (width) to y (height).
    // zNear : Specifies the distance from the viewer to the near clipping plane (always positive).
    // zFar : Specifies the distance from the viewer to the far clipping plane (always positive).
    glu.gluPerspective(45.0, aspect, 0.1, 100.0);
    gl.glMatrixMode(GL_MODELVIEW);
    gl.glLoadIdentity();
  }
Пример #17
0
  public void updateSelectedOctant(GL gl, GLU glu, float[] mousePosition, float[] pickRectangle) {
    // Start Picking mode
    int capacity =
        1 * 4 * visibleLeaves.size(); // Each object take in maximium : 4 * name stack depth
    IntBuffer hitsBuffer = BufferUtil.newIntBuffer(capacity);

    gl.glSelectBuffer(hitsBuffer.capacity(), hitsBuffer);
    gl.glRenderMode(GL.GL_SELECT);
    gl.glDisable(GL.GL_CULL_FACE); // Disable flags

    gl.glInitNames();
    gl.glPushName(0);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();

    glu.gluPickMatrix(
        mousePosition[0],
        mousePosition[1],
        pickRectangle[0],
        pickRectangle[1],
        drawable.getViewport());
    gl.glMultMatrixd(drawable.getProjectionMatrix());

    gl.glMatrixMode(GL.GL_MODELVIEW);

    // Draw the nodes' cube int the select buffer
    int hitName = 1;
    for (int i = 0; i < visibleLeaves.size(); i++) {
      Octant node = visibleLeaves.get(i);
      gl.glLoadName(hitName);
      node.displayOctant(gl);
      hitName++;
    }

    // Restoring the original projection matrix
    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glFlush();

    // Returning to normal rendering mode
    int nbRecords = gl.glRenderMode(GL.GL_RENDER);
    if (vizController.getVizModel().isCulling()) {
      gl.glEnable(GL.GL_CULL_FACE);
      gl.glCullFace(GL.GL_BACK);
    }

    // Clean previous selection
    selectedLeaves.clear();

    // Get the hits and put the node under selection in the selectionArray
    for (int i = 0; i < nbRecords; i++) {
      int hit = hitsBuffer.get(i * 4 + 3) - 1; // -1 Because of the glPushName(0)

      Octant nodeHit = visibleLeaves.get(hit);
      selectedLeaves.add(nodeHit);
    }
  }
  public void error(int errnum) {
    String estring;

    estring = glu.gluErrorString(errnum);
    System.err.println("Tessellation Error: " + estring);
    System.exit(0);
  }
Пример #19
0
  public void draw(GL2 gl, GLU glu) {
    gl.glColor3f(1f, 0f, .25f);

    // Lamp Stem, cylindrical, a little smaller at the top.
    gl.glPushMatrix();
    gl.glRotatef(-90f, 1f, 0f, 0f); // stand upright (Y)
    glu.gluCylinder(quadric, 1., 1, 3., 10, 1);
    gl.glPopMatrix();

    // Table Top
    gl.glPushMatrix();
    gl.glTranslated(0, 3, 0);
    gl.glRotatef(-90f, 100f, 0f, 0f); // stand upright (Y)
    glu.gluDisk(quadric, 0, 4., 15, 5); // also to be flipped
    gl.glPopMatrix();
  }
Пример #20
0
  private static void updateShaderUniform(final ShaderVariableMatrix4 shaderUniform) {
    final GL gl = GLU.getCurrentGL();

    shaderUniform.matrixBuffer.rewind();
    gl.glUniformMatrix4fv(
        shaderUniform.variableID, 1, shaderUniform.rowMajor, shaderUniform.matrixBuffer);
  }
Пример #21
0
 private void checkGLErrors(GL gl) {
   int err = gl.glGetError();
   if (err != 0) {
     String errString = glu.gluErrorString(err);
     System.out.println(errString);
   }
 }
Пример #22
0
  /** OpenGL reshape function Perspective and view calls go here */
  @Override
  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    final GL gl = drawable.getGL();
    final GLU glu = new GLU();

    gl.setSwapInterval(1);

    gl.glViewport(0, 0, width, height);
    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glLoadIdentity();

    glu.gluPerspective(45.0f, (double) width / (double) height, 0.1f, 1000.0f);

    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glLoadIdentity();
  }
Пример #23
0
  /* (non-Javadoc)
   * @see javax.media.opengl.GLEventListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int)
   */
  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    this.width = width;
    this.height = height;
    //        GL gl = drawable.getGL();
    gl.glViewport(0, 0, width, height);
    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glLoadIdentity();

    double ratio = (double) width / (double) height;
    double w = 2;
    double h = 2;
    if (width < height) {
      h = h / ratio;
    } else {
      w = w * ratio;
    }

    int mode = Options.getProjectionMode();
    if (mode == Options.PERSPECTIVE) {
      // 	For Perspective projection
      glu.gluPerspective(45, (double) (width) / (double) (height), 0.001, 1000);
    } else if (mode == Options.ORTHOGRAPHIC) {
      // For Orthogonal projection
      gl.glOrtho(-1 * w, w, -1 * h, h, -10000, 10000);
    }
    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glLoadIdentity();

    for (Iterator<GLBrush> it = displayList.iterator(); it.hasNext(); ) {
      GLBrush brush = it.next();
      brush.setScreenSize(width, height);
    }
  }
Пример #24
0
  /*
   * sets up selection mode, name stack, and projection matrix for picking.
   * Then the objects are drawn.
   */
  private void pickRects(GL2 gl) {
    int[] selectBuf = new int[BUFSIZE];
    IntBuffer selectBuffer = GLBuffers.newDirectIntBuffer(BUFSIZE);
    int hits;
    int viewport[] = new int[4];
    // int x, y;

    gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);

    gl.glSelectBuffer(BUFSIZE, selectBuffer);
    gl.glRenderMode(GL2.GL_SELECT);

    gl.glInitNames();
    gl.glPushName(-1);

    gl.glMatrixMode(GL2.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    /* create 5x5 pixel picking region near cursor location */
    glu.gluPickMatrix(
        (double) pickPoint.x,
        (double) (viewport[3] - pickPoint.y), //
        5.0,
        5.0,
        viewport,
        0);
    gl.glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);
    drawRects(gl, GL2.GL_SELECT);
    gl.glPopMatrix();
    gl.glFlush();

    hits = gl.glRenderMode(GL2.GL_RENDER);
    selectBuffer.get(selectBuf);
    processHits(hits, selectBuf);
  }
Пример #25
0
  /** Draws a canonical circular particle. */
  private static void drawParticle(GL gl, Point3d p, double r) {
    double radius = r;

    double vectorY1 = p.y;
    double vectorX1 = p.x;
    double vectorZ1 = p.z;

    GLU glu = new GLU();
    GLUquadric quadratic = glu.gluNewQuadric();
    glu.gluQuadricNormals(quadratic, GLU.GLU_SMOOTH);
    glu.gluQuadricTexture(quadratic, true);

    gl.glPushMatrix();
    gl.glTranslated(p.x, p.y, p.z);
    glu.gluSphere(quadratic, radius, 12, 12);
    gl.glPopMatrix();
  }
Пример #26
0
 public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
   GL2 gl = drawable.getGL().getGL2();
   gl.glMatrixMode(GL2ES1.GL_PROJECTION);
   gl.glLoadIdentity();
   glu.gluOrtho2D(0, 1, 0, 1);
   gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
   gl.glLoadIdentity();
 }
Пример #27
0
 @Override
 public void display(GLAutoDrawable dr) {
   GL2 gl = dr.getGL().getGL2();
   // Очиска экрана
   gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
   // Загрузка единичной матрицы
   gl.glLoadIdentity();
   // Определение точки и направления взгляда
   glu.gluLookAt(0f, 0f, 10f, 0f, 0f, -100f, 0f, 1f, 0f);
   // Загрузка текстуры в графическую память
   this.texture.bind(gl);
   GLUquadric ground = glu.gluNewQuadric();
   // enabling texturing on the quadric
   glu.gluQuadricTexture(ground, true);
   glu.gluSphere(ground, 1, 64, 64);
   glu.gluDeleteQuadric(ground);
 }
  /** Removes the vertex shader */
  private static void removeVertShader(final GLSLShaderObjectsState state) {
    final GL gl = GLU.getCurrentGL();

    if (state._vertexShaderID != -1) {
      gl.glDetachObjectARB(state._programID, state._vertexShaderID);
      gl.glDeleteObjectARB(state._vertexShaderID);
    }
  }
Пример #29
0
 public void prepare(GL2 gl, GLU glu, GLUT glut) {
   if (DEBUG) {
     System.out.println("Eye:    " + eyeX + ", " + eyeY + ", " + eyeZ);
     System.out.println("Center: " + centerX + ", " + centerY + ", " + centerZ);
     System.out.println("ViewUp: " + viewUpX + ", " + viewUpY + ", " + viewUpZ);
   }
   glu.gluLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, viewUpX, viewUpY, viewUpZ);
 }
Пример #30
0
 @Override
 public void reshape(GLAutoDrawable dr, int x, int y, int width, int height) {
   GL2 gl = dr.getGL().getGL2();
   gl.glViewport(x, y, width, height);
   gl.glMatrixMode(GL2.GL_PROJECTION);
   gl.glLoadIdentity();
   glu.gluPerspective(45.0f, (float) width / (float) height, 1.0, 100.0);
   gl.glMatrixMode(GL2.GL_MODELVIEW);
 }