本文整理匯總了Java中javax.media.opengl.GL.glLoadIdentity方法的典型用法代碼示例。如果您正苦於以下問題:Java GL.glLoadIdentity方法的具體用法?Java GL.glLoadIdentity怎麽用?Java GL.glLoadIdentity使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類javax.media.opengl.GL
的用法示例。
在下文中一共展示了GL.glLoadIdentity方法的9個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: renderText
import javax.media.opengl.GL; //導入方法依賴的package包/類
private void renderText(GL gl, String text, int x, int y, int font) {
int viewport[] = new int[4];
gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
{
gl.glOrtho(0, viewport[2], 0, viewport[3], -1, 1);
gl.glColor3d(1, 1, 1);
gl.glRasterPos3d(0, 0, 0);
glut.glutBitmapString(font, text);
}
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPopMatrix();
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPopMatrix();
}
示例2: init
import javax.media.opengl.GL; //導入方法依賴的package包/類
@Override
public synchronized void init(GLAutoDrawable glDrawable) {
GL gl = glDrawable.getGL();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClearDepth(1.0);
gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
/* float[] lightAmbient = new float[]{0.5f, 0.5f, 0.5f, 1.0f};
float[] lightDiffuse = new float[]{1.0f, 1.0f, 1.0f, 1.0f};
float[] lightPosition = new float[]{
0, 0, 0,
// (float)levelBox.getFlag().getCenterX(),
// (float)levelBox.getFlag().getCenterY(),
// (float)levelBox.getFlag().getCenterZ() + (float)levelBox.getFlag().getDeltaZ(),
1.0f};
gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, FloatBuffer.wrap(lightAmbient));
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, FloatBuffer.wrap(lightDiffuse));
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, FloatBuffer.wrap(lightPosition));
gl.glEnable(GL.GL_LIGHT0);
*/
gl.glDisable(GL.GL_LIGHTING);
// Now preprocess our data for rendering
agentRenderes.prepare(gl);
mapRenderer.prepare(gl);
}
示例3: setProjection
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* Set projection, viewpoinbt and so on. Used every rendered frame.
*/
private synchronized void setProjection(GL gl, int x, int y, int width, int height) {
if (height <= 0) { // avoid a divide by zero error!
height = 1;
}
float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(viewpoint.getViewAngle(), h, 10.0, 100000.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
示例4: prepareCanvas
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* Clear the screen, set up correct observer position and other stuff
* @param gl
*/
private synchronized void prepareCanvas(GL gl) {
// Clear the drawing area
gl.glEnable(GL.GL_DEPTH_TEST); // GL.GL_NORMALIZE|
gl.glClearColor(0.45f, 0.45f, 0.45f, 0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Reset the modelview to the "identity"
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
// Move the "drawing cursor" around
Location observerLoc = viewpoint.getLocation();
Location eyeLoc = viewpoint.getEye();
Vector3d upVec = viewpoint.getUp();
// gl.glTranslated(observerLocation.x, observerLocation.y, observerLocation.z);
glu.gluLookAt(
eyeLoc.x,
eyeLoc.y,
eyeLoc.z,
observerLoc.x,
observerLoc.y,
observerLoc.z,
upVec.x,
upVec.y,
upVec.z);
gl.glScaled (1., 1., -1.);
}
示例5: setOrthoViewport
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* Set mode according to viewport. 0,0 is at left top
*/
public static void setOrthoViewport(GL gl) {
Rectangle viewport = getViewport(gl);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(viewport.getMinX(), viewport.getMaxX(), viewport.getMinY(), viewport.getMaxY(), -1, 1);
gl.glMatrixMode(GL.GL_MODELVIEW);
}
示例6: pushMatrixMode
import javax.media.opengl.GL; //導入方法依賴的package包/類
public static void pushMatrixMode(GL gl) {
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
}
示例7: testConvexize
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* test the "Convexize polygon" routine. This should be able
* to take an arbitrary region and tesselate the polygon
* into a set of convex polygons for rendering in openGL.
* @param gl
*/
public static void testConvexize(GL gl){
gl.glLoadIdentity();
gl.glTranslated(-5.0, 0.0, 0.0);
Point2D ptA = new Point2D(0.0, 0.0);
Point2D ptB = new Point2D(2.0, 0.0);
Point2D ptC = new Point2D(2.0, 2.0);
Point2D ptD = new Point2D(1.1, 1.0);
Point2D ptE = new Point2D(2.0, 3.0);
Point2D ptF = new Point2D(3.0, 2.0);
Point2D ptG = new Point2D(2.5, 1.0);
Point2D ptH = new Point2D(2.5, 0.0);
Point2D ptI = new Point2D(4.0, 1.0);
Point2D ptJ = new Point2D(3.0, 3.0);
Point2D ptK = new Point2D(2.0, 4.0);
Point2D ptL = new Point2D(0.0, 2.0);
Point2D ptM = new Point2D(-1.0, 1.0);
Prim2DLine l1 = new Prim2DLine(ptA, ptB);
Prim2DLine l2 = new Prim2DLine(ptB, ptC);
Prim2DLine l3 = new Prim2DLine(ptC, ptD);
Prim2DLine l4 = new Prim2DLine(ptD, ptE);
Prim2DLine l5 = new Prim2DLine(ptE, ptF);
Prim2DLine l6 = new Prim2DLine(ptF, ptG);
Prim2DLine l7 = new Prim2DLine(ptG, ptH);
Prim2DLine l8 = new Prim2DLine(ptH, ptI);
Prim2DLine l9 = new Prim2DLine(ptI, ptJ);
Prim2DLine l10 = new Prim2DLine(ptJ, ptK);
Prim2DLine l11 = new Prim2DLine(ptK, ptL);
Prim2DLine l12 = new Prim2DLine(ptL, ptM);
Prim2DLine l13 = new Prim2DLine(ptM, ptA);
Prim2DCycle cycle = new Prim2DCycle();
cycle.add(l1);
cycle.add(l2);
cycle.add(l3);
cycle.add(l4);
cycle.add(l5);
cycle.add(l6);
cycle.add(l7);
cycle.add(l8);
cycle.add(l9);
cycle.add(l10);
cycle.add(l11);
cycle.add(l12);
cycle.add(l13);
Region2D region = new Region2D(cycle);
CSG_Face face = region.getCSG_Face();
face.drawFaceForDebug(gl);
face.drawFaceLinesForDebug(gl);
//System.out.println("face area: " + face.getArea());
gl.glLoadIdentity();
}
示例8: testRotation
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* test the sketch plane rotation and CSG_Vertex rotation code.
* If things are working correctly, every line should end at
* a point of the same color. (purple lines -> purple points;
* orange lines -> orange/green points).S
* @param gl
*/
public static void testRotation(GL gl){
System.out.println(" ------ GL Rotation Test -------- ");
gl.glLoadIdentity();
gl.glLineWidth(2.0f);
gl.glPointSize(5.0f);
CSG_Vertex v1 = new CSG_Vertex(1.0, 1.0, 0.0);
CSG_Vertex v2 = new CSG_Vertex(2.0, 1.0, 0.0);
CSG_Vertex v3 = new CSG_Vertex(2.0, 2.0, 0.0);
CSG_Vertex v4 = new CSG_Vertex(1.0, 2.0, 0.0);
CSG_Vertex vX = new CSG_Vertex(1.0, 0.0, 0.0);
CSG_Vertex vY = new CSG_Vertex(0.0, 1.0, 0.0);
CSG_Vertex vZ = new CSG_Vertex(0.0, 0.0, 1.0);
vX.drawPointForDebug(gl);
vY.drawPointForDebug(gl);
vZ.drawPointForDebug(gl);
for(double yInc= -0.25; yInc<0.26; yInc+= 0.1){
for(double rot=-3.10; rot<3.14; rot+= 0.1){
CSG_Vertex normal = new CSG_Vertex(Math.sin(rot), yInc, Math.cos(rot)).getUnitLength();
//CSG_Vertex normal = new CSG_Vertex(1.0, 0.0, 0.0);
CSG_Plane plane = new CSG_Plane(normal, 0.0);
SketchPlane sP = new SketchPlane(plane);
//System.out.println("--> normal: " + normal);
Translation3D translation = new Translation3D(0.0, 0.0, 0.0);
Rotation3D rotation = new Rotation3D(sP.getRotationX(), sP.getRotationY(), sP.getRotationZ());
CSG_Face f1 = new CSG_Face(new CSG_Polygon(v1, v2, v3, v4));
CSG_Face f2 = f1.getTranslatedCopy(new CSG_Vertex(-3.0, 0.0, 0.0));
CSG_Face f3 = f1.getTranslatedCopy(new CSG_Vertex(-3.0, -3.0, 0.0));
CSG_Face f4 = f1.getTranslatedCopy(new CSG_Vertex( 0.0, -3.0, 0.0));
gl.glColor3d(rot, 0.5, 0.0);
gl.glPointSize(7.0f);
//vX.getTranslatedRotatedCopy(translation, rotation).glDrawVertex(gl);
//vY.getTranslatedRotatedCopy(translation, rotation).glDrawVertex(gl);
vZ.getTranslatedRotatedCopy(translation, rotation).glDrawVertex(gl);
f1.applyTranslationRotation(translation, rotation);
f2.applyTranslationRotation(translation, rotation);
f3.applyTranslationRotation(translation, rotation);
f4.applyTranslationRotation(translation, rotation);
//f1.glDrawFace(gl); //
//f2.glDrawFace(gl); // uncomment these faces to see how
//f3.glDrawFace(gl); // planar regions are rotated.
//f4.glDrawFace(gl); //
gl.glColor3d(0.8, 0.0, 0.8);
sP.getVar1Axis().glDrawVertex(gl);
plane.drawNormalFromOriginForDegug(gl);
gl.glRotatef((float)(rotation.getXRot()*180.0/Math.PI), 1.0f, 0.0f, 0.0f);
gl.glRotatef((float)(rotation.getYRot()*180.0/Math.PI), 0.0f, 1.0f, 0.0f);
gl.glRotatef((float)(rotation.getZRot()*180.0/Math.PI), 0.0f, 0.0f, 1.0f);
gl.glColor3d(0.9, 0.7, 0.3);
gl.glPointSize(5.0f);
//vZ.glDrawVertex(gl);
gl.glBegin(GL.GL_LINES);
gl.glColor3d(0.9, 0.7, 0.3); // normal
gl.glVertex3d(0.0, 0.0, 0.0);
gl.glVertex3d(vZ.getX(), vZ.getY(), vZ.getZ());
gl.glColor3d(0.9, 0.3, 0.9); // x-axis
gl.glVertex3d(0.0, 0.0, 0.0);
gl.glVertex3d(1.0, 0.0, 0.0);
gl.glEnd();
gl.glLoadIdentity();
gl.glColor3d(0.7, 0.7, 0.7);
}
}
}
示例9: testPerimeterFormation
import javax.media.opengl.GL; //導入方法依賴的package包/類
/**
* test the perimeter formation routine.
* This should be able to take any CSG_Face composed of
* many convex polygons and return just the points
* along hte face's perimeter for edge drawing
* purposes in open GL.
* @param gl
*/
public static void testPerimeterFormation(GL gl){
gl.glLoadIdentity();
gl.glTranslated(-5.0, 0.0, 0.0);
Point2D ptA = new Point2D(0.0, 0.0);
Point2D ptB = new Point2D(2.0, 0.0);
Point2D ptC = new Point2D(2.0, 2.0);
Point2D ptD = new Point2D(1.1, 1.0);
Point2D ptE = new Point2D(2.0, 3.0);
Point2D ptF = new Point2D(3.0, 2.0);
Point2D ptG = new Point2D(2.5, 1.0);
Point2D ptH = new Point2D(2.5, 0.0);
Point2D ptI = new Point2D(4.0, 1.0);
Point2D ptJ = new Point2D(3.0, 3.0);
Point2D ptK = new Point2D(2.0, 4.0);
Point2D ptL = new Point2D(0.0, 2.0);
Point2D ptM = new Point2D(-1.0, 1.0);
Prim2DLine l1 = new Prim2DLine(ptA, ptB);
Prim2DLine l2 = new Prim2DLine(ptB, ptC);
Prim2DLine l3 = new Prim2DLine(ptC, ptD);
Prim2DLine l4 = new Prim2DLine(ptD, ptE);
Prim2DLine l5 = new Prim2DLine(ptE, ptF);
Prim2DLine l6 = new Prim2DLine(ptF, ptG);
Prim2DLine l7 = new Prim2DLine(ptG, ptH);
Prim2DLine l8 = new Prim2DLine(ptH, ptI);
Prim2DLine l9 = new Prim2DLine(ptI, ptJ);
Prim2DLine l10 = new Prim2DLine(ptJ, ptK);
Prim2DLine l11 = new Prim2DLine(ptK, ptL);
Prim2DLine l12 = new Prim2DLine(ptL, ptM);
Prim2DLine l13 = new Prim2DLine(ptM, ptA);
Prim2DCycle cycle = new Prim2DCycle();
cycle.add(l1);
cycle.add(l2);
cycle.add(l3);
cycle.add(l4);
cycle.add(l5);
cycle.add(l6);
cycle.add(l7);
cycle.add(l8);
cycle.add(l9);
cycle.add(l10);
cycle.add(l11);
cycle.add(l12);
cycle.add(l13);
Region2D region = new Region2D(cycle);
CSG_Face face = region.getCSG_Face();
face.drawFaceForDebug(gl);
face.drawFaceLinesForDebug(gl);
gl.glTranslated(5.0, 0.0, 0.0);
// now find the perimeter and draw that...
gl.glLineWidth(3.0f);
gl.glPointSize(5.0f);
gl.glColor3d(0.9, 0.7, 0.3);
LinkedList<CSG_Vertex> perim = face.getPerimeterVertices();
for(int i=0; i<perim.size(); i++){
CSG_Vertex vA = perim.get(i);
CSG_Vertex vB = perim.get((i+1)%perim.size());
gl.glBegin(GL.GL_LINE_LOOP);
gl.glVertex3d(vA.getX(), vA.getY(), vA.getZ());
gl.glVertex3d(vB.getX(), vB.getY(), vB.getZ());
gl.glEnd();
}
//System.out.println("face area: " + face.getArea());
gl.glLoadIdentity();
}