本文整理汇总了Java中com.jogamp.opengl.GL2.glMatrixMode方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glMatrixMode方法的具体用法?Java GL2.glMatrixMode怎么用?Java GL2.glMatrixMode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.glMatrixMode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: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
GLU glu = g.getGLU();
if (height == 0) height = 1; // prevent divide by zero
float aspect = (float) width / height;
// Set the view port (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL2.GL_PROJECTION); // choose projection matrix
gl.glLoadIdentity(); // reset projection matrix
glu.gluPerspective(45.0, aspect, 0.1, 1000.0); // fovy, aspect, zNear, zFar
// Enable the model-view transform
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity(); // reset
}
示例2: setCameraMapping
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
private void setCameraMapping(GL2 gl, GLU glu)
{
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(-1, 1, -1, 1, 0.01, 1000);
//look at the player from 2.5 units directly above the player
glu.gluLookAt(
inst.player.pos.x + inst.offset.x, inst.player.pos.y + inst.offset.y, 1.5,
inst.player.pos.x + inst.offset.x, inst.player.pos.y + inst.offset.y, 0,
0, 1, 0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例3: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape( GLAutoDrawable drawable, int x, int y, int width, int height ) {
GL2 gl = drawable.getGL().getGL2();
if( height <= 0 ) {
height = 1;
}
final float h = ( float ) width / ( float ) height;
gl.glViewport( 0, 0, width, height );
gl.glMatrixMode( GLMatrixFunc.GL_PROJECTION );
gl.glLoadIdentity();
glu.gluPerspective( 45.0f, h, 1.0, 20.0 );
gl.glMatrixMode( GLMatrixFunc.GL_MODELVIEW );
gl.glLoadIdentity();
}
示例4: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/** Called by the drawable to initiate OpenGL rendering by the
client. After all GLEventListeners have been notified of a
display event, the drawable will swap its buffers if {@link
GLAutoDrawable#setAutoSwapBufferMode setAutoSwapBufferMode} is
enabled. */
@Override
public void display(GLAutoDrawable drawable){
target.update();
GL2 gl=drawable.getGL().getGL2();
gl.glClearColor(0,0,0,0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glPushMatrix();
gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
gl.glLoadIdentity(); // very important to load identity matrix here so this works after first resize!!!
gl.glOrtho(0,drawable.getSurfaceWidth() ,0,drawable.getSurfaceHeight(),10000,-10000);
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glColor3f(1,1,1);
gl.glRectf(target.x()-SIZE, target.y()-SIZE, target.x()+SIZE, target.y()+SIZE);
// gl.glColor3f(1,1,1);
// gl.glTranslatef(target.x(),target.y(),0);
// if(eyeQuad==null) eyeQuad = glu.gluNewQuadric();
// glu.gluQuadricDrawStyle(eyeQuad,GLU.GLU_FILL);
// glu.gluDisk(eyeQuad,0,5,16,1);
gl.glPopMatrix();
}
示例5: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL2 gl = drawable.getGL().getGL2();
gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluOrtho2D(0, width, 0, height); // left, right, bottom, top
/* layout components */
Insets insets = getInsets();
bodyArea = new Rectangle(insets.left, insets.bottom, width - insets.left - insets.right, height - insets.bottom - insets.top);
// layout title
titleArea.x = (width - titleArea.width) / 2;
titleArea.y = height - (insets.top / 2) - titleArea.height;
bodyArea.height -= titleArea.height;
layoutComponents(gl, x, y, width, height);
/* set cliping area for body: left, right, bottom, top. */
gl.glClipPlane(GL2ES1.GL_CLIP_PLANE0, new double[]{1.0, 0.0, 0.0, -bodyArea.x}, 0);
gl.glClipPlane(GL2ES1.GL_CLIP_PLANE1, new double[]{-1.0, 0.0, 0.0, bodyArea.x + bodyArea.width}, 0);
gl.glClipPlane(GL2ES1.GL_CLIP_PLANE2, new double[]{0.0, 1.0, 0.0, -bodyArea.y}, 0);
gl.glClipPlane(GL2ES1.GL_CLIP_PLANE3, new double[]{0.0, -1.0, 0.0, bodyArea.x + bodyArea.height}, 0);
}
示例6: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
GLU glu = g.getGLU();
if (height == 0) height = 1; // prevent divide by zero
float aspect = (float) width / height;
// Set the view port (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL2.GL_PROJECTION); // choose projection matrix
gl.glLoadIdentity(); // reset projection matrix
glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar
// Enable the model-view transform
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity(); // reset
}
示例7: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
GLU glu = g.getGLU();
if (height == 0) height = 1; // prevent divide by zero
float aspect = (float)width / height;
// Set the view port (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL2.GL_PROJECTION); // choose projection matrix
gl.glLoadIdentity(); // reset projection matrix
glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar
// Enable the model-view transform
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity(); // reset
}
示例8: standardScene
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public static void standardScene(Graphics3D graphics, int x, int y, int w, int h) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
GLU glu = g.getGLU();
gl.glViewport(x, y, w, h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
double aspect = (double)w/(double)h;
glu.gluPerspective(60.0, aspect, 0.1, 500.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例9: lookCamera
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
protected void lookCamera(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
GLU glu = g.getGLU();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
double targetx = 0;
double targety = 0;
double targetz = 0;
glu.gluLookAt( camera.position.x, camera.position.y, camera.position.z, targetx, targety, targetz, 0, 1, 0 );
}
示例10: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
* Draw the chart view onto OpenGL drawable.
* The chart is drawn in the rectangular area [0, 0, width-1, height-1].
*/
@Override
public void display(GLAutoDrawable drawable) {
drawable.getContext().makeCurrent();
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
gl.glLoadIdentity();
// title
titleRenderer.beginRendering(getWidth(), getHeight());
titleRenderer.setColor(getForeground());
titleRenderer.draw(title, titleArea.x, titleArea.y);
titleRenderer.endRendering();
// decoration (axes, etc.)
drawDecoration(gl);
/* draw body */
gl.glTranslated(bodyArea.x, bodyArea.y, 0);
gl.glScaled(bodyArea.width, bodyArea.height, 1);
// draw background
gl.glCallList(gridId);
/* draw series */
for (Category category : categories) {
category.draw(gl);
}
}
示例11: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL graphics context
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL2.GL_PROJECTION); // choose projection matrix
gl.glLoadIdentity(); // reset projection matrix
gl.glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
}
示例12: init
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void init(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
gl.glPointSize(5.0f);
gl.glLineWidth(1.0f);
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(-1, 1, -1, 1, 0.01, 1000);
//gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LEQUAL);
// Enable smooth shading.
gl.glShadeModel(GL2.GL_SMOOTH);
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
// Define "clear" color.
gl.glClearColor(0f, 0f, 0f, 0f);
// We want a nice perspective.
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
float[] pos = {1,-1,1,0};
float[] diff = {1,1,1,1};
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diff, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_COLOR_MATERIAL);
if(Shoot.DEBUG)
drawable.getAnimator().setUpdateFPSFrames(25, System.out);
}
示例13: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int w, int h) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
GLU glu = g.getGLU();
gl.glViewport(x, y, w, h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(60.0, (double) w / (double) h, 0.1, 500.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例14: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
GLU glu = g.getGLU();
gl.glViewport((int)x, (int)y, (int)w, (int)h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(60.0, (double) w / (double) h, 0.1, 500.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例15: reshape
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void reshape(Graphics3D graphics, int x, int y, int width, int height) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
GLU glu = g.getGLU();
gl.glViewport((int)x, (int)y, (int)w, (int)h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(60.0, (double) w / (double) h, 0.1, 500.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}