| versions | 0135+ |
|---|---|
| contributors | tomc |
| started on | 2008-02-10 23:52 |
Vertex and colour arrays are your friend.
/** 1000000points taken from http://processinghacks.com/hacks:1000000points @author Tom Carden */ import javax.media.opengl.*; import javax.media.opengl.glu.*; import com.sun.opengl.util.*; import processing.opengl.*; import java.nio.*; // let's try 1,000,000 points int numPoints = 1000000; // pan, zoom and rotate float tx = 0, ty = 0; float sc = 1; float a = 0.0; // you'd better leave these here // otherwise they get garbage collected after setup // and everything will crash FloatBuffer vbuffer; FloatBuffer cbuffer; void setup() { size(screen.width/2, screen.height/2, OPENGL); smooth(); PGraphicsOpenGL pgl = (PGraphicsOpenGL) g; // g may change GL gl = pgl.beginGL(); // always use the GL object returned by beginGL vbuffer = BufferUtil.newFloatBuffer(numPoints * 2); cbuffer = BufferUtil.newFloatBuffer(numPoints * 3); for (int i = 0; i < numPoints; i++) { // random x,y vbuffer.put(random(width)); vbuffer.put(random(height)); // random r,g,b cbuffer.put(random(1.0)); cbuffer.put(random(1.0)); cbuffer.put(random(1.0)); } vbuffer.rewind(); cbuffer.rewind(); gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL.GL_FLOAT, 0, vbuffer); gl.glEnableClientState(GL.GL_COLOR_ARRAY); gl.glColorPointer(3, GL.GL_FLOAT, 0, cbuffer); pgl.endGL(); } void draw() { // if (currentTime == startTime) background(0); PGraphicsOpenGL pgl = (PGraphicsOpenGL) g; // g may change GL gl = pgl.beginGL(); // always use the GL object returned by beginGL gl.glPushMatrix(); gl.glTranslatef(width/2, height/2, 0); gl.glScalef(sc,sc,sc); gl.glRotatef(a, 0.0, 0.0, 1.0); gl.glTranslatef(-width/2, -height/2, 0); gl.glTranslatef(tx,ty, 0); gl.glPointSize(2.0); gl.glDrawArrays(GL.GL_POINTS, 0, numPoints); gl.glPopMatrix(); pgl.endGL(); if (keyPressed) { if (key == CODED) { if (keyCode == LEFT) { a -= 1; } else if (keyCode == RIGHT) { a += 1; } } else if (key == '+' || key == '=') { sc *= 1.05; } else if (key == '_' || key == '-' && sc > 0.1) { sc *= 1.0/1.05; } else if (key == ' ') { sc = 1.0; tx = 0; ty = 0; a = 0; } } } void mouseDragged() { float dx = (mouseX - pmouseX) / sc; float dy = (mouseY - pmouseY) / sc; float angle = radians(-a); float rx = cos(angle)*dx - sin(angle)*dy; float ry = sin(angle)*dx + cos(angle)*dy; tx += rx; ty += ry; }