本文整理汇总了Java中com.jogamp.opengl.GL2.glClear方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glClear方法的具体用法?Java GL2.glClear怎么用?Java GL2.glClear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com.jogamp.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glClear方法的15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: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
view.update(0);
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
//Transform by Aim
g.aimCamera(view.getAim());
//Draw Scene
g.setColor(Color.BLACK);
g.drawGrid(1, 150, 150);
g.setColor(Color.BLUE);
cone.draw(g);
g.setColor(Color.GREEN);
cylinder.draw(g);
gl.glFlush();
}
示例2: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -5.0f); // translate into the screen
gl.glScaled(2, 2, 2);
gl.glRotated(angleY, 0, 1, 0);
g.drawFrustrum(frustrum);
//Draw Bunny Model
bunny.draw(g);
//Draw Bounding Box
gl.glColor3f(0, 1, 1);
renderOctree(g, octree);
//Rotate Model
if(rotate) {
angleY += 1;
}
}
示例3: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
if(wireFrame) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//gl.glColor3f(1.0f, 1.0f, 0f);
g.setColor(color);
gl.glLoadIdentity(); /* clear the matrix */
/* viewing transformation */
g.getGLU().gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glScalef(1.0f, 2.0f, 1.0f); /* modeling transformation */
g.drawCube(1.0);
gl.glFlush();
}
示例4: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
if(wireFrame) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//gl.glColor3f(1.0f, 1.0f, 0f);
g.setColor(color);
gl.glLoadIdentity(); /* clear the matrix */
/* viewing transformation */
g.getGLU().gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glScalef(1.0f, 2.0f, 1.0f); /* modeling transformation */
g.drawCylinder(1, 2);
gl.glFlush();
}
示例5: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
if(wireFrame) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//gl.glColor3f(1.0f, 1.0f, 0f);
g.setColor(color);
gl.glLoadIdentity(); /* clear the matrix */
/* viewing transformation */
g.getGLU().gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glScalef(1.0f, 2.0f, 1.0f); /* modeling transformation */
g.drawSphere(1.0);
gl.glFlush();
}
示例6: annotate
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/** Annotates the output to show the probability of transmission as an overlying shading.
*
* @param drawable the drawable context.
*/
public void annotate (GLAutoDrawable drawable){
if ( !isOverlayProbabilty() ){
return;
}
if(isi==null) return; // don't annoate until this map of isi's exists
GL2 gl = drawable.getGL().getGL2();
gl.glPushMatrix();
gl.glClearColor(0,0,0,0);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
int sx = chip.getSizeX();
int sy = chip.getSizeY();
int st = chip.getNumCellTypes();
float[] rgb = new float[ 3 ];
for ( int x = 0 ; x < sx ; x++ ){
for ( int y = 0 ; y < sy ; y++ ){
for ( int t = 0 ; t < st ; t++ ){
float v = probOfTransmission(isi[x][y][t],t);
rgb[t] = v;
}
gl.glColor3fv(rgb,0);
gl.glRectf(x,y,x + 1,y + 1);
}
}
gl.glPopMatrix();
}
示例7: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
if(wireFrame) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
angleY += 0.4;
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//gl.glColor3f(1.0f, 1.0f, 0f);
g.setColor(color);
gl.glLoadIdentity(); /* clear the matrix */
/* viewing transformation */
g.getGLU().gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glRotated(angleY, 0,1,0);
gl.glScalef(1.0f, 2.0f, 1.0f); /* modeling transformation */
g.drawPyramid(1.0f);
gl.glFlush();
}
示例8: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
view.update(0);
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
//Transform by Aim
g.aimCamera(view.getAim());
//Draw Scene
g.setColor(Color.BLACK);
g.drawGrid(1, 150, 150);
logo.renderWireframe(gl);
gl.glFlush();
}
示例9: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
* Called when the canvas is updated. To update the display, call either
* <code>repaint()</code> or <code>display()</code>.
*
* @param drawable the Open GL context.
*/
@Override
public synchronized void display(GLAutoDrawable drawable) {
GL2 gl = getGL().getGL2();
// gl.getContext().makeCurrent();
checkGLError(gl, "before display in ID");
if (reshapePending) {
reshapePending = false;
reshape(drawable, 0, 0, getWidth(), getHeight());
}
try {
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
displayPixmap(drawable);
drawText(gl);
gl.glFlush();
} catch (GLException e) {
log.warning(e.toString());
}
checkGLError(gl, "after setDefaultProjection in ID");
}
示例10: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
gl.glScaled(15, 15, 15);
gl.glRotated(angleY, 0, 1, 0);
//Draw Bunny Model
bunny.draw(g);
//Draw Bounding Box
gl.glColor3f(0, 1, 1);
//g.drawBoundingBox(bunnyVBO.getBoundingBox());
renderOctree(g, octree);
//Rotate Model
if (rotate) {
angleY += 1;
}
}
示例11: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
//TODO TEST
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
//Transform by Camera
lookCamera(graphics);
//Draw Scene
drawAxis(gl);
drawFloor(gl);
gl.glFlush();
}
示例12: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL().getGL2();
//TODO TEST
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
//Transform by Aim
g.aimCamera(view.getAim());
//Draw Scene
drawAxis(gl);
drawFloor(gl);
gl.glFlush();
}
示例13: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
view.update(0);
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glClearColor(1f, 1f, 1f, 1);
gl.glLoadIdentity(); // reset the model-view matrix
//Transform by Aim
g.aimCamera(view.getAim());
g.setColor(Color.CYAN);
updateAnimation();
Joint root = motion.getArmature().getRoot();
for (Joint js : root.getChildren()) {
drawSkeleton(g, js);
}
}
示例14: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
gl.glColor3f(1, 1, 1); //set the triangle color
gl.glBegin(GL.GL_TRIANGLES); // draw using triangles
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 0.0f);
gl.glEnd();
}
示例15: preDisplay
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void preDisplay(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
gl.glEnable(GL.GL_DEPTH_TEST);
}