Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package OpenGLEngine; import GhostAtom.NICS_Grid; import java.util.ArrayList; import org.joml.Vector3f; import org.lwjgl.opengl.GL11; /** * * @author djosh * Grid functions for plotting were getting out of hand in the main MoleculeDisplay class, * pulled them out to simplify it there and make it easier to find here */ public class RenderGrid { // render the grid as a semi-opaque outlined cube with grid points shown on the periphery public static void RenderGridProposedGhostAtoms(NICS_Grid GridToRender, Object GhastlyLock) { float X, Y, Z; synchronized (GhastlyLock) { // should only render a grid assert (GridToRender.GhostSetType() == 3); //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; // for only a z-plane: 8,7,3,4 // for only a y plane: 1,5,8,4 // for only an x-plane: 1,2,3,4 // render highlighted planes / cubes if (GridToRender.IsHighlighted()) { if (GridToRender.X_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } //ArrayList<Vector3f[]> QuadPoints } else if (GridToRender.Y_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Z_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else { // Render Highlight of Bounding Box //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glEnd(); // render the internal cube as well GL11.glColor4f(RenderSettings.GridCubeProposedColor.x, RenderSettings.GridCubeProposedColor.y, RenderSettings.GridCubeProposedColor.z, RenderSettings.GridCubeProposedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline of the cube GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } // render 'non-highlighted' planes/cubes } else { if (GridToRender.X_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeProposedColor.x, RenderSettings.GridCubeProposedColor.y, RenderSettings.GridCubeProposedColor.z, RenderSettings.GridCubeProposedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineProposedColor.x, RenderSettings.GridOutlineProposedColor.y, RenderSettings.GridOutlineProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Y_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeProposedColor.x, RenderSettings.GridCubeProposedColor.y, RenderSettings.GridCubeProposedColor.z, RenderSettings.GridCubeProposedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineProposedColor.x, RenderSettings.GridOutlineProposedColor.y, RenderSettings.GridOutlineProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Z_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeProposedColor.x, RenderSettings.GridCubeProposedColor.y, RenderSettings.GridCubeProposedColor.z, RenderSettings.GridCubeProposedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineProposedColor.x, RenderSettings.GridOutlineProposedColor.y, RenderSettings.GridOutlineProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else { // Render Bounding Box //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; GL11.glColor4f(RenderSettings.GridCubeProposedColor.x, RenderSettings.GridCubeProposedColor.y, RenderSettings.GridCubeProposedColor.z, RenderSettings.GridCubeProposedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline of the cube GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineProposedColor.x, RenderSettings.GridOutlineProposedColor.y, RenderSettings.GridOutlineProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render the grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointProposedColor.x, RenderSettings.GridSurfacePointProposedColor.y, RenderSettings.GridSurfacePointProposedColor.z, RenderSettings.GridOutlineProposedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } } } } public static void RenderGridGhostAtoms(NICS_Grid GridToRender, Object GhastlyLock) { float X, Y, Z; synchronized (GhastlyLock) { // should only render a grid assert (GridToRender.GhostSetType() == 3); //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; // for only a z-plane: 8,7,3,4 // for only a y plane: 1,5,8,4 // for only an x-plane: 1,2,3,4 // render highlighted planes / cubes if (GridToRender.IsHighlighted()) { if (GridToRender.X_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); // render grid points if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Y_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Z_Plane) { // Render Highlight of Bounding plane GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else { // Render Highlight of Bounding Box //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[1].x, GridToRender.CubeSelectedPoints[1].y, GridToRender.CubeSelectedPoints[1].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[2].x, GridToRender.CubeSelectedPoints[2].y, GridToRender.CubeSelectedPoints[2].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[6].x, GridToRender.CubeSelectedPoints[6].y, GridToRender.CubeSelectedPoints[6].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[5].x, GridToRender.CubeSelectedPoints[5].y, GridToRender.CubeSelectedPoints[5].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[8].x, GridToRender.CubeSelectedPoints[8].y, GridToRender.CubeSelectedPoints[8].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[7].x, GridToRender.CubeSelectedPoints[7].y, GridToRender.CubeSelectedPoints[7].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[3].x, GridToRender.CubeSelectedPoints[3].y, GridToRender.CubeSelectedPoints[3].z); GL11.glVertex3f(GridToRender.CubeSelectedPoints[4].x, GridToRender.CubeSelectedPoints[4].y, GridToRender.CubeSelectedPoints[4].z); GL11.glEnd(); // render the internal cube as well GL11.glColor4f(RenderSettings.GridCubeSelectedColor.x, RenderSettings.GridCubeSelectedColor.y, RenderSettings.GridCubeSelectedColor.z, RenderSettings.GridCubeSelectedColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(RenderSettings.GridCubeColor.x, RenderSettings.GridCubeColor.y, RenderSettings.GridCubeColor.z, RenderSettings.GridCubeColor.w); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline of the cube GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineSelectedColor.x, RenderSettings.GridOutlineSelectedColor.y, RenderSettings.GridOutlineSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointSelectedColor.x, RenderSettings.GridSurfacePointSelectedColor.y, RenderSettings.GridSurfacePointSelectedColor.z, RenderSettings.GridOutlineSelectedColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } // render 'non-highlighted' planes/cubes } else { if (GridToRender.X_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeColor.x, RenderSettings.GridCubeColor.y, RenderSettings.GridCubeColor.z, RenderSettings.GridCubeColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineColor.x, RenderSettings.GridOutlineColor.y, RenderSettings.GridOutlineColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Y_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeColor.x, RenderSettings.GridCubeColor.y, RenderSettings.GridCubeColor.z, RenderSettings.GridCubeColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineColor.x, RenderSettings.GridOutlineColor.y, RenderSettings.GridOutlineColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else if (GridToRender.Z_Plane) { // Render Bounding plane GL11.glColor4f(RenderSettings.GridCubeColor.x, RenderSettings.GridCubeColor.y, RenderSettings.GridCubeColor.z, RenderSettings.GridCubeColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineColor.x, RenderSettings.GridOutlineColor.y, RenderSettings.GridOutlineColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } else { // Render Bounding Box //faces points for a full cube: 1,2,3,4; 6,2,3,7; 5,6,7,8; 1,5,8,4; 1,2,6,5; 8,7,3,4; GL11.glColor4f(RenderSettings.GridCubeColor.x, RenderSettings.GridCubeColor.y, RenderSettings.GridCubeColor.z, RenderSettings.GridCubeColor.w); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); // render outline of the cube GL11.glLineWidth(RenderSettings.OutlineLineWidth); GL11.glColor4f(RenderSettings.GridOutlineColor.x, RenderSettings.GridOutlineColor.y, RenderSettings.GridOutlineColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[2].x, GridToRender.CubePoints[2].y, GridToRender.CubePoints[2].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[3].x, GridToRender.CubePoints[3].y, GridToRender.CubePoints[3].z); GL11.glVertex3f(GridToRender.CubePoints[6].x, GridToRender.CubePoints[6].y, GridToRender.CubePoints[6].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[7].x, GridToRender.CubePoints[7].y, GridToRender.CubePoints[7].z); GL11.glVertex3f(GridToRender.CubePoints[5].x, GridToRender.CubePoints[5].y, GridToRender.CubePoints[5].z); GL11.glVertex3f(GridToRender.CubePoints[1].x, GridToRender.CubePoints[1].y, GridToRender.CubePoints[1].z); GL11.glVertex3f(GridToRender.CubePoints[8].x, GridToRender.CubePoints[8].y, GridToRender.CubePoints[8].z); GL11.glVertex3f(GridToRender.CubePoints[4].x, GridToRender.CubePoints[4].y, GridToRender.CubePoints[4].z); GL11.glEnd(); if (!RenderSettings.RenderPointsAsQuad) { GL11.glPointSize(RenderSettings.GridPointSize); GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_POINTS); for (int itor = 0; itor < GridToRender.SurfaceAtomCoordinates.size(); itor++) { GL11.glVertex3f(GridToRender.SurfaceAtomCoordinates.get(itor).x, GridToRender.SurfaceAtomCoordinates.get(itor).y, GridToRender.SurfaceAtomCoordinates.get(itor).z); } GL11.glEnd(); // render the points as a quad } else if (GridToRender.QuadPoints.size() < RenderSettings.NO_DISPLAY) { GL11.glColor4f(RenderSettings.GridSurfacePointColor.x, RenderSettings.GridSurfacePointColor.y, RenderSettings.GridSurfacePointColor.z, RenderSettings.GridOutlineColor.w); GL11.glBegin(GL11.GL_TRIANGLES); for (int itor = 0; itor < GridToRender.QuadPoints.size(); itor++) { // rendered as a triangle instead X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[1].x; Y = GridToRender.QuadPoints.get(itor)[1].y; Z = GridToRender.QuadPoints.get(itor)[1].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[0].x; Y = GridToRender.QuadPoints.get(itor)[0].y; Z = GridToRender.QuadPoints.get(itor)[0].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[2].x; Y = GridToRender.QuadPoints.get(itor)[2].y; Z = GridToRender.QuadPoints.get(itor)[2].z; GL11.glVertex3f(X, Y, Z); X = GridToRender.QuadPoints.get(itor)[3].x; Y = GridToRender.QuadPoints.get(itor)[3].y; Z = GridToRender.QuadPoints.get(itor)[3].z; GL11.glVertex3f(X, Y, Z); } GL11.glEnd(); } } } } } }