本文整理匯總了Java中javax.media.opengl.GL2.glClearColor方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glClearColor方法的具體用法?Java GL2.glClearColor怎麽用?Java GL2.glClearColor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.GL2
的用法示例。
在下文中一共展示了GL2.glClearColor方法的10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: init
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
glu = new GLU();
/* select clearing color (background) color */
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
/* initialize viewing values */
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
// Start animator (which should be a field).
animator = new FPSAnimator(drawable, 60);
animator.start();
}
示例2: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
* Invokes all layers to draw.
*/
public void draw(GL2 gl) {
super.draw(gl);
if (state != null && gl != null && drawableLayer != null) {
GaiaCanvas canvas = GaiaCanvas.getInstance();
// Clear the color-buffer to white:
gl.glClearColor(0xFF, 0xFF, 0xFF, 0);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// Set camera.
float currentZoom = state.getZoom();
setupCamera(gl, new GLU(), state.getPosition().getX(), state
.getPosition().getY(), currentZoom, canvas.getWidth(),
canvas.getHeight());
// Draw all layers beginning with the lowest:
drawableLayer.draw(gl, 0);
}
}
示例3: init
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void init(GLAutoDrawable gLDrawable)
{
final GL2 gl = gLDrawable.getContext().getGL().getGL2();
final GLUT glu = new GLUT();
gl.glMatrixMode (GL2.GL_PROJECTION);
gl.glClearColor (1.0f, 1.0f, 1.0f, 0.0f); //set background to white
//glu.gluOrtho2D (0.0, 200.0, 0.0, 150.0); // define drawing area
//gLDrawable.addKeyListener(this);
}
示例4: init
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void init(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
示例5: init
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
this.drawable = drawable;
if (AA_SMOOTHING) {
// Anti-aliasing using Smoothing
if (AA_SMOOTH_LINES) {
gl.glEnable(GL2.GL_LINE_SMOOTH);
gl.glHint(GL2.GL_LINE_SMOOTH_HINT, GL2.GL_NICEST);
}
// TODO: This AA method creates "transparency" in GLU polygons
if (AA_SMOOTH_POLYGONS) {
gl.glEnable(GL2.GL_POLYGON_SMOOTH);
gl.glHint(GL2.GL_POLYGON_SMOOTH_HINT, GL2.GL_NICEST);
}
if (AA_SMOOTH_POINTS) {
gl.glEnable(GL2.GL_POINT_SMOOTH);
gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL2.GL_NICEST);
}
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
} else if (AA_MULTISAMPLING) {
// Anti-aliasing using Multisampling
gl.glEnable(GL2.GL_MULTISAMPLE);
}
gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
// Renderers
this.vertexRenderer = new VertexRenderer(drawable, this);
this.edgeRenderer = new EdgeRenderer(drawable, this);
this.labelRenderer = new LabelRenderer(drawable, this);
}
示例6: initialize
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void initialize(GL2 gl2) {
if (initialized_context_ == gl2) {
return;
}
initialized_context_ = gl2;
if (!gl2.getContext().isHardwareRasterizer()) {
// Workaround for Windows Remote Desktop which requires pot textures.
CefApp.getLogger().info("opengl rendering may be slow as hardware rendering isn't available");
use_draw_pixels_ = true;
return;
}
gl2.glHint(gl2.GL_POLYGON_SMOOTH_HINT, gl2.GL_NICEST);
gl2.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Necessary for non-power-of-2 textures to render correctly.
gl2.glPixelStorei(gl2.GL_UNPACK_ALIGNMENT, 1);
// Create the texture.
gl2.glGenTextures(1, texture_id_, 0);
assert (texture_id_[0] != 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MIN_FILTER, gl2.GL_NEAREST);
gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MAG_FILTER, gl2.GL_NEAREST);
gl2.glTexEnvf(gl2.GL_TEXTURE_ENV, gl2.GL_TEXTURE_ENV_MODE, gl2.GL_MODULATE);
}
示例7: initialize
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void initialize(GL2 gl2) {
if (initialized_context_ == gl2)
return;
initialized_context_ = gl2;
if (!gl2.getContext().isHardwareRasterizer()) {
// Workaround for Windows Remote Desktop which requires pot textures.
System.out.println("opengl rendering may be slow as hardware rendering isn't available");
use_draw_pixels_ = true;
return;
}
gl2.glHint(gl2.GL_POLYGON_SMOOTH_HINT, gl2.GL_NICEST);
gl2.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Necessary for non-power-of-2 textures to render correctly.
gl2.glPixelStorei(gl2.GL_UNPACK_ALIGNMENT, 1);
// Create the texture.
gl2.glGenTextures(1, texture_id_, 0);
assert(texture_id_[0] != 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MIN_FILTER, gl2.GL_NEAREST);
gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MAG_FILTER, gl2.GL_NEAREST);
gl2.glTexEnvf(gl2.GL_TEXTURE_ENV, gl2.GL_TEXTURE_ENV_MODE, gl2.GL_MODULATE);
}
示例8: setupLighting
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void setupLighting(GLAutoDrawable drawable, GL2 gl) {
int paramsOffset = 0;
float pos[] = { 2.0f, -2.0f, 10.0f, 0.0f };
float ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
float diffuse[] = {0.9f, 0.9f, 0.9f, 1.0f};
float specular[] = {0.05f, 0.05f, 0.99f, 1.0f};
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glEnable(GL2.GL_AUTO_NORMAL);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, paramsOffset);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, paramsOffset);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, paramsOffset);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, paramsOffset);
gl.glLightModeli(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, GL2.GL_TRUE);
gl.glClearColor(1f, 1f, 1f, 1f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, drawable.getSurfaceWidth(), drawable.getSurfaceHeight());
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
if (gl instanceof GLLightingFunc) {
((GLLightingFunc) gl).glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, blue, 0);
((GLLightingFunc) gl).glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, white, 0);
float[] medHiShiny = new float[] {80.0f};
((GLLightingFunc) gl).glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SHININESS, medHiShiny, 0);
((GLLightingFunc) gl).glShadeModel(GLLightingFunc.GL_FLAT);
}
}
示例9: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl) {
boolean lastFrame2D = wasLastFrame2D();
super.draw(gl);
// Clear the color-buffer to white:
gl.glClearColor(0x0, 0x0, 0x0, 0);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
this.setCamera(gl, this.glu, this.width, this.height);
// this.setLights(gl);
gl.glLoadIdentity();
if(state.is2DMode() != lastFrame2D) {
oldRotation = new FloatVector3D(0, 0, 0);
System.arraycopy(IDENTITY, 0, modelViewMatrix, 0, IDENTITY.length);
gl.glRotatef(-90, 1, 0, 0);
gl.glMultMatrixf(modelViewMatrix, 0);
gl.glGetFloatv(GL2.GL_MODELVIEW_MATRIX, modelViewMatrix, 0);
gl.glLoadIdentity();
}
FloatVector3D relativeRotation = new FloatVector3D(oldRotation);
relativeRotation.sub(state.getRotation());
// rotate the globe
gl.glRotatef(relativeRotation.getX(), 1, 0, 0);
gl.glRotatef(relativeRotation.getY(), 0, 1, 0);
// compute 'old' rotation
gl.glMultMatrixf(modelViewMatrix, 0);
// reset the rotations
oldRotation = new FloatVector3D(state.getRotation());
// store the current rotation in the GL-state
gl.glGetFloatv(GL2.GL_MODELVIEW_MATRIX, modelViewMatrix, 0);
this.drawEarth(gl);
}
示例10: doRoi
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override protected void doRoi() {
transformer.transform(srcRoiPts, dstRoiPts, parameters, false);
double[] pts = dstRoiPts.get();
for (int i = 0; i < pts.length; i++) {
pts[i] /= (1<<pyramidLevel);
}
roi.x(0).y(0).width(maskCL[pyramidLevel].width).height(maskCL[pyramidLevel].height);
// Add +3 all around because cvWarpPerspective() needs it for interpolation,
// and there seems to be something funny with memory alignment and
// ROIs, so let's align our ROI to a 16 byte boundary just in case..
JavaCV.boundingRect(pts, roi, 3, 3, 16, 1);
//System.out.println(roi);
inputData.roiX = roi.x();
inputData.roiY = roi.y();
inputData.roiWidth = roi.width();
inputData.roiHeight = roi.height();
// GLContext glContext = context.getGLContext();
// glContext.makeCurrent();
GL2 gl = context.getGL2();
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, maskfb[pyramidLevel]);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
context.getGLU().gluOrtho2D(0.0f, maskCL[pyramidLevel].width, 0.0f, maskCL[pyramidLevel].height);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, maskCL[pyramidLevel].width, maskCL[pyramidLevel].height);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
gl.glColor4f(1, 1, 1, 1);
gl.glBegin(GL2.GL_POLYGON);
// XXX: Remove "extra" pixels here...
gl.glVertex2d(pts[0], pts[1]);
gl.glVertex2d(pts[2]+1, pts[3]);
gl.glVertex2d(pts[4]+1, pts[5]+1);
gl.glVertex2d(pts[6], pts[7]+1);
gl.glEnd();
// gl.glFinish();
// glContext.release();
}