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Java GL2.glEnable方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL2.glEnable方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glEnable方法的具体用法?Java GL2.glEnable怎么用?Java GL2.glEnable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com.jogamp.opengl.GL2的用法示例。


在下文中一共展示了GL2.glEnable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(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);

	xAxis = new BoundingBox(new Vector3(0, -axisWidth/2, -axisWidth/2), new Vector3(axisSize, axisWidth/2, axisWidth/2));
	yAxis = new BoundingBox(new Vector3(-axisWidth/2, 0, -axisWidth/2), new Vector3(axisWidth/2, axisSize, axisWidth/2));
	zAxis = new BoundingBox(new Vector3(-axisWidth/2, -axisWidth/2, 0), new Vector3(axisWidth/2, axisWidth/2, axisSize));
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:24,代码来源:PositionAxis.java

示例2: annotate

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void annotate(final GLAutoDrawable drawable) {
	if (!showHotPixels) {
		return;
	}
	final GL2 gl = drawable.getGL().getGL2();
	try {
		gl.glEnable(GL.GL_BLEND);
		gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
		gl.glBlendEquation(GL.GL_FUNC_ADD);
	}
	catch (final GLException e) {
		e.printStackTrace();
		showHotPixels = false;
	}
	gl.glColor4f(.1f, .1f, 1f, .25f);
	gl.glLineWidth(1f);
	for (final HotPixel p : hotPixelSet) {
		gl.glRectf(p.x - 1, p.y - 1, p.x + 2, p.y + 2);
	}
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:22,代码来源:HotPixelFilter.java

示例3: 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(1.0f, 1.0f, 1.0f, 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 logo model
    Model logoVBO = MeshLoader.getInstance().loadModel("logo/logo.obj");
    logo = new ModelInstance(logoVBO);

    loading = 100;
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:20,代码来源:LogoShowApplication.java

示例4: drawPolygon

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
private void drawPolygon(final GL2 gl, final int xLowerLeft, final int yLowerLeft, final int width, final int height) {
    gl.glPushMatrix();
    gl.glDisable(GL.GL_DEPTH_TEST);
    gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
    gl.glEnable(GL.GL_BLEND);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
    final double xRatio = (double) chip.getSizeX() / (double) width;
    final double yRatio = (double) chip.getSizeY() / (double) height;
    gl.glBegin(GL2.GL_POLYGON);

    gl.glTexCoord2d(0, 0);
    gl.glVertex2d(xLowerLeft, yLowerLeft);
    gl.glTexCoord2d(xRatio, 0);
    gl.glVertex2d(xRatio * width + xLowerLeft, yLowerLeft);
    gl.glTexCoord2d(xRatio, yRatio);
    gl.glVertex2d(xRatio * width + xLowerLeft, yRatio * height + yLowerLeft);
    gl.glTexCoord2d(0, yRatio);
    gl.glVertex2d(+xLowerLeft, yRatio * height + yLowerLeft);

    gl.glEnd();
    gl.glPopMatrix();
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:26,代码来源:RoShamBoCNN.java

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));
	
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:24,代码来源:RotationAxis.java

示例6: 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;
    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);

    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
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:20,代码来源:ConeCollision.java

示例7: enableTexture3D

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
void enableTexture3D(GL2 gl, boolean enabled){
    if (enabled != texture3d){
        if (enabled){
            gl.glEnable(GL2.GL_TEXTURE_3D);
        }else{
            gl.glDisable(GL2.GL_TEXTURE_3D);
        }
        texture3d = enabled;
    }
}
 
开发者ID:asiermarzo,项目名称:Ultraino,代码行数:11,代码来源:Renderer.java

示例8: drawMotionVector

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
     * Plots a single motion vector which is the number of pixels per second
     * times scaling. Color vectors by angle to x-axis.
     *
     * @param gl the OpenGL context
     * @param e the event
     */
    protected void drawMotionVector(GL2 gl, MotionOrientationEventInterface e) {
        float[] rgb = null;
        if (useColorForMotionVectors) {
            rgb = motionColor(e);
        } else {
            rgb = new float[]{0, 0, 1};
        }
        gl.glColor3fv(rgb, 0);
        float scale = ppsScale;
        if (ppsScaleDisplayRelativeOFLength && displayGlobalMotion) {
            scale = 100 * ppsScale / motionFlowStatistics.getGlobalMotion().meanGlobalSpeed;
        }
        if (displayVectorsEnabled) {
            gl.glPushMatrix();
            gl.glLineWidth(motionVectorLineWidthPixels);
            // start arrow from event
//        DrawGL.drawVector(gl, e.getX() + .5f, e.getY() + .5f, e.getVelocity().x, e.getVelocity().y, motionVectorLineWidthPixels, ppsScale);
            // center arrow on location, rather that start from event location
            float dx, dy;
            dx = e.getVelocity().x * scale;
            dy = e.getVelocity().y * scale;
            if (displayVectorsAsUnitVectors) {
                float s = 100 * scale / (float) Math.sqrt(dx * dx + dy * dy);
                dx *= s;
                dy *= s;
            }

            float x0 = e.getX() - (dx / 2) + .5f, y0 = e.getY() - (dy / 2) + .5f;
            DrawGL.drawVector(gl, x0, y0, dx, dy, motionVectorLineWidthPixels, 1);
            gl.glPopMatrix();
        }
        if (displayVectorsAsColorDots) {
            gl.glPointSize(motionVectorLineWidthPixels * 5);
            gl.glEnable(GL2.GL_POINT_SMOOTH);
            gl.glBegin(GL.GL_POINTS);
            gl.glVertex2f(e.getX(), e.getY());
            gl.glEnd();
        }
    }
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:47,代码来源:AbstractMotionFlowIMU.java

示例9: 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.glClearColor(1f,1f,1f,1f);
	
	g.setColor(Color.WHITE);
	gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
	//gl.glScaled(150, 150, 150);
	gl.glRotated(angleY, 0, 1, 0);
	
	//Draw Models
	//Start batch
	gl.glEnable(GL.GL_DEPTH_TEST);

	gl.glPushMatrix();
	stone.renderTextured(gl);
	gl.glPopMatrix();
	
	gl.glPushMatrix();
	gl.glDisable(GL.GL_CULL_FACE);
	gl.glEnable(GL.GL_BLEND);
	gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
	
	tree.renderTextured(gl);
	gl.glPopMatrix();
	
	//End batch
	gl.glDisable(GL.GL_DEPTH_TEST);
	
	//Rotate Models
	if(rotate) {
		angleY += 1;
	}
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:38,代码来源:MeshExample.java

示例10: draw

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public void draw(GL2 gl) {
    if (rgba == null) {
        return;
    }
    float maxActivation = 0;
    int maxActivatedUnit = -1;
    for (int i = 0; i < rgba.length; i++) {
        if (rgba[i] > maxActivation) {
            maxActivation = rgba[i];
            maxActivatedUnit = i;
        }
    }
    if (maxActivation < decisionThreshold) {
        return;
    }
    final int dt = lastTimestampUs - lastDecisionTimestampUs;
    if (dt < 0 || (dt) >>> 10 >= getDecisionLifetimeMs()) {
        return;
    }
    try {
        gl.glEnable(GL2.GL_BLEND);
        gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_CONSTANT_ALPHA);
        gl.glBlendEquation(GL2.GL_FUNC_ADD); // use additive color here to just brighten the pixels already there
        gl.glBlendColor(1, 1, 1, 1);
    } catch (final GLException e) {
        e.printStackTrace();
    }
    gl.glColor4fv(rgba, 0);

    gl.glRectf(xLeft, yBot, xRight < chip.getSizeX() ? xRight : chip.getSizeX(), yTop < chip.getSizeY() ? yTop : chip.getSizeY());
    if (roiLastUpdated == this) {
        // mark it
        gl.glColor4f(1, 1, 1, 0.25f);
        gl.glPushMatrix();
        DrawGL.drawBox(gl, xCenter, yCenter, getWidth() << scale, getHeight() << scale, 0);
        gl.glPopMatrix();
    }
}
 
开发者ID:SensorsINI,项目名称:jaer,代码行数:39,代码来源:DvsFramerROIGenerator.java

示例11: enableTexture2D

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
void enableTexture2D(GL2 gl, boolean enabled){
    if (enabled != texture2d){
        if (enabled){
            gl.glEnable(GL2.GL_TEXTURE_2D);
        }else{
            gl.glDisable(GL2.GL_TEXTURE_2D);
        }
        texture2d = enabled;
    }
}
 
开发者ID:asiermarzo,项目名称:Ultraino,代码行数:11,代码来源:Renderer.java

示例12: 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);
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:10,代码来源:RotateAroundExample.java

示例13: 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;
    view = new FlyView(30, 1.6f, 0);
    view.getAim().setAngleY(160);

    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);

    cubes = new ArrayList<OrientedBoundingBox>();
    cubes.add(new OrientedBoundingBox(1).translate(20, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(22, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(24, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(26, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(28, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(30, 1, 7));
    cubes.add(new OrientedBoundingBox(1).translate(32, 1, 7));
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:29,代码来源:OrientedBoxCollision.java

示例14: 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;
}
 
开发者ID:Harium,项目名称:propan-jogl-examples,代码行数:35,代码来源:OctreeClipping.java

示例15: stencil

import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
 * Renders the body using the stencil buffer to show multi-fixutre bodies
 * as one body.
 *
 * @param gl the OpenGL files
 */
public void stencil(GL2 gl) {
    // clear the stencil
    gl.glClear(GL.GL_STENCIL_BUFFER_BIT);

    // disable color
    gl.glColorMask(false, false, false, false);
    // enable stencil testing
    gl.glEnable(GL.GL_STENCIL_TEST);

    // fill the body into the stencil buffer
    gl.glStencilFunc(GL.GL_ALWAYS, 1, -1);
    gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_REPLACE);
    this.fill(gl);

    // draw the body into the stencil buffer only keeping the
    // overlapping portions
    gl.glStencilFunc(GL.GL_NOTEQUAL, 1, -1);
    gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_REPLACE);
    // set the line width so we dont have to render the body 4 times
    float lw = RenderUtilities.setLineWidth(gl, 3.0f);
    // enable color to draw the outline
    gl.glColorMask(true, true, true, true);
    this.setOutlineColor(gl);
    this.draw(gl);

    gl.glLineWidth(lw);

    // disable the stencil test
    gl.glDisable(GL.GL_STENCIL_TEST);

    // fill the body
    this.setFillColor(gl);
    this.fill(gl);
}
 
开发者ID:dmitrykolesnikovich,项目名称:featurea,代码行数:41,代码来源:SandboxBody.java


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