本文整理汇总了Java中com.jogamp.opengl.GL2.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glClearColor方法的具体用法?Java GL2.glClearColor怎么用?Java GL2.glClearColor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.glClearColor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: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(GLAutoDrawable drawable) {
System.out.println("init");
GL2 gl = getGL().getGL2();
gl.setSwapInterval(1);
gl.glShadeModel(GLLightingFunc.GL_FLAT);
gl.glClearColor(0, 0, 0, 0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glRasterPos3f(0, 0, 0);
gl.glColor3f(1, 1, 1);
}
示例2: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
view = new FlyView(0, 3.6f, -10);
view.getAim().setAngleY(180);
cone = new Cone(6, 6, 3);
cylinder = new Cylinder(6, 6, 3);
cylinder.transform.translate(8, 0, 0);
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
}
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;
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);
for (Bone bone : motion.getArmature().getBones()) {
g.drawLine(bone.getOrigin().getPosition(), bone.getDestination().getPosition());
g.drawSphere(bone.getOrigin().getPosition(), 0.1);
}
}
示例4: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
//Load bunny model
bunnyVBO = MeshLoader.getInstance().loadModel("bunny.obj");
bunny = new ModelInstance(bunnyVBO);
bunny.setColor(Color.GHOST_WHITE);
octree = new VolumeOctree<Face>(bunnyVBO.getBoundingBox());
for (Face face : bunnyVBO.getFaces()) {
Point3D centroid = bunnyVBO.centroid(face);
octree.add(centroid, face);
}
loading = 100;
}
示例5: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
view = new FlyView(30, 3.6f, 0);
view.getAim().setAngleY(190);
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_DECAL);
vAxis = new BoundingBox(new Vector3(-axisSize/8, -axisWidth/2, -axisSize/8), new Vector3(axisSize/8, axisWidth/2, axisSize/8));
hAxis = new BoundingBox(new Vector3(-axisSize/8, -axisSize/8, -axisWidth/2), new Vector3(axisSize/8, axisSize/8, axisWidth/2));
}
示例6: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
updateControls(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(aim);
skyBox.draw(g);
gl.glFlush();
}
示例7: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
//Init 3d Stuff
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
//Load bunny model
Model bunnyVBO = MeshLoader.getInstance().loadModel("bunny.obj");
bunny = new ModelInstance(bunnyVBO);
bunny.setColor(Color.GHOST_WHITE);
loading = 100;
}
示例8: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
view = new UEView(-28, 8, 0);
view.getAim().rotate(Vector3.Y, 90);
//Load motion
//String path = "02_01.bvh";
String path = "anim.bvh";
motion = AnimationLoader.getInstance().loadMotion(path);
startAnimation = System.currentTimeMillis();
loading = 100;
}
示例9: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
view = new UEView(-10, 0, 0);
view.getAim().rotate(Vector3.Y, 90);
//Load motion
motion = AnimationLoader.getInstance().loadMotion("anim.bvh");
loading = 100;
}
示例10: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_DECAL);
//Load models
stone = new ModelInstance(MeshLoader.getInstance().loadModel("stone/stone.obj"));
stone.setColor(Color.WHITE);
stone.offsetX(-2);
stone.offsetY(0.5f);
stone.setScale(0.5f);
tree = new ModelInstance(MeshLoader.getInstance().loadModel("bamboo/bamboo.obj"));
tree.setColor(Color.WHITE);
tree.setScale(1.5f);
loading = 100;
}
示例11: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(final GLAutoDrawable drawable) {
// drawable.setGL(new DebugGL(drawable.getGL()));
drawable.setAutoSwapBufferMode(true);
final GL2 gl = drawable.getGL().getGL2();
log.info("OpenGL implementation is: " + gl.getClass().getName() + "\nGL_VENDOR: "
+ gl.glGetString(GL.GL_VENDOR) + "\nGL_RENDERER: " + gl.glGetString(GL.GL_RENDERER) + "\nGL_VERSION: "
+ gl.glGetString(GL.GL_VERSION) // + "\nGL_EXTENSIONS: " + gl.glGetString(GL.GL_EXTENSIONS)
);
final float glVersion = Float.parseFloat(gl.glGetString(GL.GL_VERSION).substring(0, 3));
if (glVersion < 1.3f) {
log.warning("\n\n*******************\nOpenGL version "
+ glVersion
+ " < 1.3, some features may not work and program may crash\nTry switching from 16 to 32 bit color if you have decent graphics card\n\n");
}
// System.out.println("GLU_EXTENSIONS: "+glu.gluGetString(GLU.GLU_EXTENSIONS));
gl.setSwapInterval(1);
gl.glShadeModel(GLLightingFunc.GL_FLAT);
gl.glClearColor(0, 0, 0, 0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glRasterPos3f(0, 0, 0);
gl.glColor3f(1, 1, 1);
glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, "Initialized display");
checkGLError(gl, glu, "after init");
}
示例12: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glClearDepth(1.0f); // set clear depth value to farthest
gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing
gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best perspective correction
gl.glShadeModel(GL2.GL_SMOOTH); // blends colors nicely, and smoothes out lighting
//Load bunny model
bunnyVBO = MeshLoader.getInstance().loadModel("bunny.obj");
bunny = new ModelInstance(bunnyVBO);
bunny.setColor(Color.GHOST_WHITE);
octree = new VolumeOctree<Face>(bunnyVBO.getBoundingBox());
for (Face face : bunnyVBO.getFaces()) {
Point3D centroid = bunnyVBO.centroid(face);
octree.add(centroid, face);
}
clippingBox = new BoundingBox3D(bunnyVBO.getBoundingBox());
clippingBox.getMinPoint().offsetX(-0.1);
clippingBox.getMaxPoint().offsetX(-0.1);
intersectedFaces = octree.getData(clippingBox);
System.out.println("Size: " + bunnyVBO.getFaces().size());
System.out.println("Size: " + intersectedFaces.size());
loading = 100;
}
示例13: 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.getDrawable().getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
g.setColor(Color.YELLOW);
g.fillRect(10, 10, w, 60);
}
示例14: 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.getDrawable().getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(1f, 1f, 1f, 1);
g.setColor(Color.YELLOW);
g.fillRect(10, 10, w, 60);
}
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);
}