public override void DrawLine(Vector2Df Start, Vector2Df End) { if (m_LineImageCache == null) { //m_LineImageCache = new BufferedImage(4, 1, BufferedImage.PixelType.INT_ARGB); //renderer.FillRect(1, 0, 1, 1); m_LineImageCache = new BufferedImage(4, 4, BufferedImage.PixelType.INT_ARGB); Renderer2D renderer = m_LineImageCache.GetRenderer2D; renderer.Color.AlphaI = 0; renderer.FillRect(0, 0, 4, 4); renderer.Color.AlphaI = 255; renderer.FillRect(1, 2, 1, 2); #if false // Fill in the rest of the pixels for testing renderer.Color.RedI = 0; renderer.FillRect(0, 0, 4, 1); renderer.FillRect(3, 0, 1, 4); renderer.Color.BlueI = 0; renderer.FillRect(0, 1, 1, 3); renderer.FillRect(0, 1, 3, 1); renderer.FillRect(2, 1, 1, 3); #endif } ImageGLDisplayListPlugin GLBuffer = ImageGLDisplayListPlugin.GetImageGLDisplayListPlugin(m_LineImageCache); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glEnable(Gl.GL_BLEND); Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); Gl.glColor4f(m_Color.RedF, m_Color.GreenF, m_Color.BlueF, m_Color.AlphaF); Vector2Df Normal = (End - Start); Vector2Df PerpendicularNormal = Normal.GetPerpendicularNormal(); float Width = 1; Vector2Df OffsetPos = PerpendicularNormal * Width; Vector2Df OffsetNeg = PerpendicularNormal * -(Width + 1); PushOrthoProjection(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, GLBuffer.GLTextureHandle); Gl.glBegin(Gl.GL_QUADS); #if true Gl.glTexCoord2d(0, .75); Gl.glVertex2f(Start.x + OffsetPos.x, Start.y + OffsetPos.y); Gl.glTexCoord2d(0, 1); Gl.glVertex2f(End.x + OffsetPos.x, End.y + OffsetPos.y); Gl.glTexCoord2d(.75, 1); Gl.glVertex2f(End.x + OffsetNeg.x, End.y + OffsetNeg.y); Gl.glTexCoord2d(.75, .5); Gl.glVertex2f(Start.x + OffsetNeg.x, Start.y + OffsetNeg.y); #else // draw the main line (without the tips) Gl.glTexCoord2d(0, .75); Gl.glVertex2f(Start.x + OffsetPos.x + Normal.x, Start.y + OffsetPos.y + Normal.y); Gl.glTexCoord2d(0, 1); Gl.glVertex2f(End.x + OffsetPos.x - Normal.x, End.y + OffsetPos.y - Normal.y); Gl.glTexCoord2d(.75, 1); Gl.glVertex2f(End.x + OffsetNeg.x - Normal.x, End.y + OffsetNeg.y - Normal.y); Gl.glTexCoord2d(.75, .5); Gl.glVertex2f(Start.x + OffsetNeg.x + Normal.x, Start.y + OffsetNeg.y + Normal.y); // draw the ending tip anti-aliased Gl.glTexCoord2d(0, 1); Gl.glVertex2f(End.x + OffsetPos.x - Normal.x, End.y + OffsetPos.y - Normal.y); Gl.glTexCoord2d(0, .25); Gl.glVertex2f(End.x + OffsetPos.x, End.y + OffsetPos.y); Gl.glTexCoord2d(.75, .25); Gl.glVertex2f(End.x + OffsetNeg.x, End.y + OffsetNeg.y); Gl.glTexCoord2d(.75, 1); Gl.glVertex2f(End.x + OffsetNeg.x - Normal.x, End.y + OffsetNeg.y - Normal.y); // draw the starting tip anti-aliased Gl.glTexCoord2d(0, .25); Gl.glVertex2f(Start.x + OffsetPos.x, Start.y + OffsetPos.y); Gl.glTexCoord2d(0, 1); Gl.glVertex2f(Start.x + OffsetPos.x + Normal.x, Start.y + OffsetPos.y + Normal.y); Gl.glTexCoord2d(.75, 1); Gl.glVertex2f(Start.x + OffsetNeg.x + Normal.x, Start.y + OffsetNeg.y + Normal.y); Gl.glTexCoord2d(.75, .25); Gl.glVertex2f(Start.x + OffsetNeg.x, Start.y + OffsetNeg.y); #endif Gl.glColor4f(1, 1, 1, 1); Gl.glEnd(); PopOrthoProjection(); }