本文整理汇总了Java中android.opengl.GLU.gluOrtho2D方法的典型用法代码示例。如果您正苦于以下问题:Java GLU.gluOrtho2D方法的具体用法?Java GLU.gluOrtho2D怎么用?Java GLU.gluOrtho2D使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLU
的用法示例。
在下文中一共展示了GLU.gluOrtho2D方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onSurfaceChanged
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
mViewportWidth = width;
mViewportHeight = height;
float ratio = (float) width / height;
mViewRect.top = 1.0f;
mViewRect.bottom = -1.0f;
mViewRect.left = -ratio;
mViewRect.right = ratio;
updatePageRects();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
if (USE_PERSPECTIVE_PROJECTION) {
GLU.gluPerspective(gl, 20f, (float) width / height, .1f, 100f);
} else {
GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right,
mViewRect.bottom, mViewRect.top);
}
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例2: draw2D
import android.opengl.GLU; //导入方法依赖的package包/类
private void draw2D(GL10 gl, boolean actionPlaneDrawn) {
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_CULL_FACE);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_BLEND);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -1.0f, 1.0f, -1.0f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
ui.draw(gl, actionPlaneDrawn);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
}
示例3: setSize
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void setSize(final int width, final int height) {
mScreenWidth = width;
mScreenHeight = height;
mAlpha = 1.0f;
final GL11 gl = mGL;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
final float matrix[] = mMatrixValues;
Matrix.setIdentityM(matrix, 0);
// to match the graphic coordinate system in android, we flip it vertically.
Matrix.translateM(matrix, 0, 0, height, 0);
Matrix.scaleM(matrix, 0, 1, -1, 1);
}
示例4: onSurfaceChanged
import android.opengl.GLU; //导入方法依赖的package包/类
public void onSurfaceChanged(GL10 gl, int w, int h) {
gl.glViewport(0,0,w,h);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
if(w < h) {
GLU.gluOrtho2D(gl, 0,320,0,480);
mWidth = 320;
mHeight = 480;
} else {
GLU.gluOrtho2D(gl, 0,480,0,320);
mWidth = 480;
mHeight = 320;
}
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例5: onSurfaceChanged
import android.opengl.GLU; //导入方法依赖的package包/类
/**
* Called when the OpenGL surface is recreated without destroying the
* context.
*/
// This is a GLSurfaceView.Renderer callback
public void onSurfaceChanged(GL10 gl1, int width, int height) {
Log.v(TAG, "onSurfaceChanged: " + width + "x" + height
+ ", gl10: " + gl1.toString());
GL11 gl = (GL11) gl1;
mGL = gl;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL11.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
Matrix matrix = mTransformation.getMatrix();
matrix.reset();
matrix.preTranslate(0, getHeight());
matrix.preScale(1, -1);
}
示例6: onSurfaceCreated
import android.opengl.GLU; //导入方法依赖的package包/类
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
// Alpha support.
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, getWidth(), getHeight(), 0);
}
示例7: onSurfaceChanged
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, height, height);
mViewportWidth = height;
mViewportHeight = height;
Log.d("MviewPorTWidth", "" + mViewportWidth);
/**
* @ TODO inja mViewRect Mige man che baazeE az OpenGL ro mitoonam
* bebinam, alan ino gozashtam 1.1 hamasho, chon mikham kami bozorgtar
* az kaaghaz bashe view ye page, yekam fazaaye khaali dashte bashe
*/
if (first) {
mViewRect.top = 1.2f;
mViewRect.bottom = -1.2f;
// -ratio
mViewRect.left = -1.2f;
mViewRect.right = 1.2f;
updatePageRects();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
if (USE_PERSPECTIVE_PROJECTION) {
GLU.gluPerspective(gl, 20f, (float) width / height, .1f, 100f);
} else {
GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right,
mViewRect.bottom, mViewRect.top);
}
first = false;
}
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例8: stencil
import android.opengl.GLU; //导入方法依赖的package包/类
private void stencil(GL10 gl, float width, float height){
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glEnable(GL10.GL_STENCIL_TEST);
gl.glClearStencil(0);
gl.glDisable(GL_SCISSOR_TEST);
// gl.glDisable(GL_SCISSOR_BOX);
gl.glClear(GL10.GL_STENCIL_BUFFER_BIT);
gl.glEnable(GL_SCISSOR_TEST);
// gl.glEnable(GL_SCISSOR_BOX);
gl.glStencilOp (GL10.GL_REPLACE, GL10.GL_REPLACE, GL10.GL_REPLACE); // colorbuffer is copied to stencil
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glStencilFunc(GL10.GL_ALWAYS,1,1); // to avoid interaction with stencil content
gl.glLoadIdentity();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, m_stencil_vers);
gl.glLineWidth(1);
//gl.glColor4f(1,1,1,0); // alfa is 0 not to interfere with alpha tests
gl.glDrawArrays(GL10.GL_LINES, 0, (int)width);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glStencilOp (GL10.GL_KEEP, GL10.GL_KEEP, GL10.GL_KEEP); // disabling changes in stencil buffer
gl.glFlush();
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
示例9: setSize
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void setSize(int width, int height) {
Assert.assertTrue(width >= 0 && height >= 0);
if (mTargetTexture == null) {
mScreenWidth = width;
mScreenHeight = height;
}
mAlpha = 1.0f;
GL11 gl = mGL;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL11.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL11.GL_MODELVIEW);
gl.glLoadIdentity();
float matrix[] = mMatrixValues;
Matrix.setIdentityM(matrix, 0);
// to match the graphic coordinate system in android, we flip it vertically.
if (mTargetTexture == null) {
Matrix.translateM(matrix, 0, 0, height, 0);
Matrix.scaleM(matrix, 0, 1, -1, 1);
}
}
示例10: setupMatrices
import android.opengl.GLU; //导入方法依赖的package包/类
private void setupMatrices(GL10 gl) {
// Save the matrix values.
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glPushMatrix();
float left = mWidth / 2;
float bottom = mHeight / 2;
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, left, -left, bottom, -bottom);
}
示例11: setSize
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void setSize(int width, int height) {
UtilsBase.assertTrue(width >= 0 && height >= 0);
if (mTargetTexture == null) {
mScreenWidth = width;
mScreenHeight = height;
}
mAlpha = 1.0f;
GL11 gl = mGL;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL11.GL_PROJECTION);
gl.glLoadIdentity(); // 把矩阵设为单位矩阵
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL11.GL_MODELVIEW);
gl.glLoadIdentity();
float matrix[] = mMatrixValues;
Matrix.setIdentityM(matrix, 0);
// to match the graphic coordinate system in android, we flip it vertically.
if (mTargetTexture == null) {
Matrix.translateM(matrix, 0, 0, height, 0);
Matrix.scaleM(matrix, 0, 1, -1, 1);
}
}
示例12: gluOrtho2D
import android.opengl.GLU; //导入方法依赖的package包/类
/**
* Sets the projection to the ortho matrix
*/
public void gluOrtho2D(GL10 gl)
{
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
GLU.gluOrtho2D( gl, 0, mScreenWidth, 0, mScreenHeight );
gl.glMatrixMode( GL10.GL_MODELVIEW );
gl.glLoadIdentity();
}
示例13: onSurfaceChanged
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
this.width = width;
this.height = height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例14: onDrawFrame
import android.opengl.GLU; //导入方法依赖的package包/类
@Override
public synchronized void onDrawFrame(GL10 gl) {
if (CreatePNG) {
saveBmp(gl);
CreatePNG = false;
}
mObserver.onDrawFrame();
// glClearColor miad rangi ke maa entekhaab kardim ro tooye carde
// Graphic register mikone
gl.glClearColor(Color.red(mBackgroundColor) / 255f,
Color.green(mBackgroundColor) / 255f,
Color.blue(mBackgroundColor) / 255f,
Color.alpha(mBackgroundColor) / 255f);
// glClear miad oon rangi ke bala register karde boodim ro dige az
// buffer paak mikone
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// miad matris ro be MabdaEsh barmigardoone, ke bAd baraye glRotate va
// glTranslate moshkeli ijaad nashe
// chon maa asle jaabejaa kardan hamoon baraye safhe, baste be makaane
// avalieye
// kaaghazemoon hast, na oon makani ke dar haale hazer gharaar dare
gl.glLoadIdentity();
if (capture) {
// Log.e("Capturing..", "Capturing..");
if (BeforeStart) {
// Log.e("BeforeStartCalled", "BeforeStartCalled");
frameBuffer.BeforeStart(gl);
BeforeStart = false;
}
if (AttachTexture) {
// Log.e("SETUP", "SETUP Ran");
int h = gl.glGetError();
frameBuffer.setup(gl);
if (h != 0) {
// Log.d("ERROR", "ERROR Happend" + h + "");
}
AttachTexture = false;
}
frameBuffer.RenderStart(gl);
if (USE_PERSPECTIVE_PROJECTION) {
double x = mCurlMesh.GetMinX() * mCurlMesh.GetMinY();
gl.glTranslatef((float) (-1.000 - mCurlMesh.GetMinX()),
(float) (-1.000 - mCurlMesh.GetMinY()), -6f);
}
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, (float) mCurlMesh.GetMinX(),
(float) mCurlMesh.GetMaxX(), (float) mCurlMesh.GetMinY(),
(float) mCurlMesh.GetMaxY());
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, texW, texH);
mCurlMesh.onDrawFrame(gl, false);
frameBuffer.RenderEnd(gl);
}
// Reset Every Thing to Its Normal State
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -1.2f, 1.2f, -1.2f, 1.2f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, mViewportWidth, mViewportHeight);
mCurlMesh.onDrawFrame(gl, true);
// Log.e("Rendered", "Rendered");
if (DelPrevious) {
// Log.e("DeleTing", "Deleting Texture = " +DelTextureId[0]);
gl.glDeleteTextures(1, DelTextureId, 0);
DelPrevious = false;
Counter++;
}
DoneRender = true;
}