public static final GL2 getCurrentGL2() throws GLException { GLContext curContext = GLContext.getCurrent(); if (curContext == null) { throw new GLException("No OpenGL context current on this thread"); } return curContext.getGL().getGL2(); }
@Override protected final GLDrawableImpl createOffscreenDrawableImpl(final NativeSurface target) { if (target == null) { throw new IllegalArgumentException("Null target"); } final AbstractGraphicsConfiguration config = target.getGraphicsConfiguration(); final GLCapabilitiesImmutable caps = (GLCapabilitiesImmutable) config.getChosenCapabilities(); if (!caps.isPBuffer()) { return new X11PixmapGLXDrawable(this, target); } // PBuffer GLDrawable Creation GLDrawableImpl pbufferDrawable; final AbstractGraphicsDevice device = config.getScreen().getDevice(); /** * Due to the ATI Bug https://bugzilla.mozilla.org/show_bug.cgi?id=486277, we need to have a * context current on the same Display to create a PBuffer. The dummy context shall also use the * same Display, since switching Display in this regard is another ATI bug. */ final SharedResource sr = (SharedResource) sharedResourceRunner.getOrCreateShared(device); if (null != sr && sr.isGLXVendorATI() && null == GLContext.getCurrent()) { sr.getContext().makeCurrent(); try { pbufferDrawable = new X11PbufferGLXDrawable(this, target); } finally { sr.getContext().release(); } } else { pbufferDrawable = new X11PbufferGLXDrawable(this, target); } return pbufferDrawable; }
/** * //! Draw a pretty arrow on the z-axis using a cone and a cylinder (using GLUT) * * @param aArrowStart * @param aArrowTip * @param aWidth */ public static void jDrawArrow( final JVector3d aArrowStart, final JVector3d aArrowTip, final double aWidth) { GL2 gl = GLContext.getCurrent().getGL().getGL2(); gl.glPushMatrix(); // We don't really care about the up vector, but it can't // be parallel to the arrow... JVector3d up = new JVector3d(0, 1, 0); // JVector3d arrow = aArrowTip-aArrowStart; JVector3d arrow = new JVector3d(0, 0, 0); arrow.normalize(); double d = Math.abs(JMaths.jDot(up, arrow)); if (d > .9) { up = new JVector3d(1, 0, 0); } JMatrixGL.jLookAt(gl, aArrowStart, aArrowTip, up); double distance = JMaths.jDistance(aArrowTip, aArrowStart); // This flips the z axis around gl.glRotatef(180, 1, 0, 0); // create a new OpenGL quadratic object GLUquadric quadObj; quadObj = glu.gluNewQuadric(); // set rendering style glu.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); // set normal-rendering mode glu.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); // render a cylinder and a cone gl.glRotatef(180, 1, 0, 0); glu.gluDisk(quadObj, 0, aWidth, 10, 10); gl.glRotatef(180, 1, 0, 0); glu.gluCylinder(quadObj, aWidth, aWidth, distance * ARROW_CYLINDER_PORTION, 10, 10); gl.glTranslated(0, 0, ARROW_CYLINDER_PORTION * distance); gl.glRotatef(180, 1, 0, 0); glu.gluDisk(quadObj, 0, aWidth * 2.0, 10, 10); gl.glRotatef(180, 1, 0, 0); glu.gluCylinder(quadObj, aWidth * 2.0, 0.0, distance * ARRROW_CONE_PORTION, 10, 10); // delete our quadric object glu.gluDeleteQuadric(quadObj); gl.glPopMatrix(); }
private static final GLUgl2ProcAddressTable getGLUProcAddressTable() { if (gluProcAddressTable == null) { GLContext curContext = GLContext.getCurrent(); if (curContext == null) { throw new GLException("No OpenGL context current on this thread"); } GLDynamicLookupHelper glLookupHelper = ((GLContextImpl) curContext).getGLDynamicLookupHelper(); glLookupHelper.loadGLULibrary(); GLUgl2ProcAddressTable tmp = new GLUgl2ProcAddressTable(new GLProcAddressResolver()); tmp.reset(glLookupHelper); gluProcAddressTable = tmp; } return gluProcAddressTable; }
/** * Draw a line-based box with sides parallel to the x-y-z axes. * * @param aXMin * @param aXMax * @param aYMin * @param aYMax * @param aZMin * @param aZMax */ public static void jDrawWireBox( final double aXMin, final double aXMax, final double aYMin, final double aYMax, final double aZMin, final double aZMax) { GL2 gl = GLContext.getCurrent().getGL().getGL2(); // render lines for each edge of the box gl.glBegin(GL2.GL_LINES); gl.glVertex3d(aXMin, aYMin, aZMin); gl.glVertex3d(aXMax, aYMin, aZMin); gl.glVertex3d(aXMin, aYMax, aZMin); gl.glVertex3d(aXMax, aYMax, aZMin); gl.glVertex3d(aXMin, aYMin, aZMax); gl.glVertex3d(aXMax, aYMin, aZMax); gl.glVertex3d(aXMin, aYMax, aZMax); gl.glVertex3d(aXMax, aYMax, aZMax); gl.glVertex3d(aXMin, aYMin, aZMin); gl.glVertex3d(aXMin, aYMax, aZMin); gl.glVertex3d(aXMax, aYMin, aZMin); gl.glVertex3d(aXMax, aYMax, aZMin); gl.glVertex3d(aXMin, aYMin, aZMax); gl.glVertex3d(aXMin, aYMax, aZMax); gl.glVertex3d(aXMax, aYMin, aZMax); gl.glVertex3d(aXMax, aYMax, aZMax); gl.glVertex3d(aXMin, aYMin, aZMin); gl.glVertex3d(aXMin, aYMin, aZMax); gl.glVertex3d(aXMax, aYMin, aZMin); gl.glVertex3d(aXMax, aYMin, aZMax); gl.glVertex3d(aXMin, aYMax, aZMin); gl.glVertex3d(aXMin, aYMax, aZMax); gl.glVertex3d(aXMax, aYMax, aZMin); gl.glVertex3d(aXMax, aYMax, aZMax); gl.glEnd(); }
/** * //! Draw an x-y-z frame. * * @param aAxisLengthScale * @param aAxisThicknessScale * @param aModifyMaterialState */ public static void jDrawFrame( final double aAxisLengthScale, final double aAxisThicknessScale, final boolean aModifyMaterialState) { // Triangle vertices: int nTriangles = 8; // Quad vertices: int nQuads = 16; GL2 gl = GLContext.getCurrent().getGL().getGL2(); // set material properties float[] fnull = {0, 0, 0, 0}; gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, fnull, 0); gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_EMISSION, fnull, 0); gl.glColorMaterial(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT_AND_DIFFUSE); gl.glEnable(GL2.GL_COLOR_MATERIAL); gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL); // enable vertex and normal arrays gl.glEnableClientState(GL2.GL_NORMAL_ARRAY); gl.glEnableClientState(GL2.GL_VERTEX_ARRAY); if (aModifyMaterialState) { gl.glEnable(GL2.GL_COLOR_MATERIAL); gl.glColorMaterial(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE); gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL); } for (int k = 0; k < 3; k++) { gl.glPushMatrix(); // Rotate to the appropriate axis if (k == 0) { gl.glRotatef(-90.0f, 0, 1, 0); gl.glColor3f(1.0f, 0.0f, 0.0f); } else if (k == 1) { gl.glRotatef(90.0f, 1, 0, 0); gl.glColor3f(0.0f, 1.0f, 0.0f); } else { gl.glRotatef(180.0f, 1, 0, 0); gl.glColor3f(0.0f, 0.0f, 1.0f); } // scaling gl.glScaled(aAxisThicknessScale, aAxisThicknessScale, aAxisLengthScale); // render frame object gl.glVertexPointer(3, GL2.GL_FLOAT, 0, triVerticesBuffer); gl.glNormalPointer(GL2.GL_FLOAT, 0, triNormalsBuffer); gl.glDrawArrays(GL2.GL_TRIANGLES, 0, nTriangles * 3); gl.glVertexPointer(3, GL2.GL_FLOAT, 0, quadVerticesBuffer); gl.glNormalPointer(GL2.GL_FLOAT, 0, quadNormalsBuffer); gl.glDrawArrays(GL2.GL_QUADS, 0, nQuads * 4); gl.glPopMatrix(); } // disable vertex and normal arrays gl.glDisableClientState(GL2.GL_NORMAL_ARRAY); gl.glDisableClientState(GL2.GL_VERTEX_ARRAY); }