本文整理匯總了Java中javax.media.opengl.GL2.glOrtho方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glOrtho方法的具體用法?Java GL2.glOrtho怎麽用?Java GL2.glOrtho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.glOrtho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: 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: reshape
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height) {
GL2 gl = drawable.getGL().getGL2();
this.drawable = drawable;
this.width = width;
this.height = height;
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0, width, height, 0, -1, 1);
gl.glViewport(0, 0, width, height);
gl.glGetDoublev(GL2.GL_MODELVIEW_MATRIX, modelview);
gl.glGetDoublev(GL2.GL_PROJECTION_MATRIX, projection);
gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport);
}
示例3: updateView
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void updateView( GL2 gl2 )
{
gl2 .glMatrixMode( GL2.GL_PROJECTION );
gl2 .glLoadIdentity();
// coordinate system origin at lower left with width and height same as the window
if ( this .fov == 0 )
gl2 .glOrtho( - this .halfEdge, this .halfEdge, - this .halfEdge, this .halfEdge, this .near, this .far );
else
this .glu .gluPerspective( this .fov, this .width / this .height, this .near, this .far );
glu .gluLookAt( 0, 0, (this .far - this .near) / 2f, 0, 0, 0, 0, 1, 0 );
gl2 .glMatrixMode( GL2.GL_MODELVIEW );
gl2 .glLoadIdentity();
gl2 .glViewport( 0, 0, this .width, this .height );
}
示例4: beginDrawLasso
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void beginDrawLasso(DrawContext dc) {
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
int attributeMask =
GL.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func
| GL2.GL_TRANSFORM_BIT // for modelview and perspective
| GL2.GL_VIEWPORT_BIT // for depth range
| GL2.GL_CURRENT_BIT // for current color
| GL2.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend
| GL2.GL_DEPTH_BUFFER_BIT // for depth func
| GL2.GL_ENABLE_BIT; // for enable/disable changes
gl.glPushAttrib(attributeMask);
// Apply the depth buffer but don't change it.
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_ALWAYS);
gl.glDepthMask(false);
// Load a parallel projection with dimensions (viewportWidth, viewportHeight)
int[] viewport = new int[4];
gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glOrtho(0d, viewport[2], 0d, viewport[3], -1d, 1d);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
}
示例5: display
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
this.drawable = drawable;
// Apply transformations
double transx = -origin.getX(), transy = -origin.getY();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0, width, height, 0, -1, 1);
gl.glViewport(0, 0, width, height);
gl.glTranslated(transx + zoomPos.getX(), transy + zoomPos.getY(), 0);
gl.glScaled(scaleFactor, scaleFactor, 1);
gl.glTranslated(-zoomPos.getX(), -zoomPos.getY(), 0);
gl.glGetDoublev(GL2.GL_MODELVIEW_MATRIX, modelview);
gl.glGetDoublev(GL2.GL_PROJECTION_MATRIX, projection);
gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// Draw edges, arrows and vertices
edgeRenderer.transform(transx, transy, scaleFactor);
edgeRenderer.render();
if (animateLabels) {
labelRenderer.scale(scaleFactor);
labelRenderer.drawLabels();
}
vertexRenderer.transform(transx, transy, scaleFactor);
vertexRenderer.render();
}
示例6: setProjection
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void setProjection(GL2 openGl) {
float halfOfHorizont = width / zoom;
float halfOfVertical = height / zoom;
openGl.glViewport(0, 0, width, height);
openGl.glMatrixMode(GL2.GL_PROJECTION);
openGl.glLoadIdentity();
openGl.glOrtho(-halfOfHorizont, halfOfHorizont, -halfOfVertical, halfOfVertical, -1000, +1000);
openGl.glMatrixMode(GL2.GL_MODELVIEW);
}
示例7: render
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
* Main render method
*
* @param gl GL context
*/
public final void render(GL2 gl) {
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glOrtho(0, width, 0, height, -1, +1);
gl.glColor4f(0f, 0f, 0f, .5f);
// Fade background:
gl.glBegin(GL2.GL_QUADS);
gl.glVertex2f(0f, 0f);
gl.glVertex2f(width, 0f);
gl.glVertex2f(width, height);
gl.glVertex2f(0f, height);
gl.glEnd();
renderContents(gl);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPopMatrix();
}
示例8: beginDrawIcons
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
protected void beginDrawIcons(DrawContext dc) {
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
this.oglStackHandler.clear();
int attributeMask =
GL.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func
| GL2.GL_TRANSFORM_BIT // for modelview and perspective
| GL2.GL_VIEWPORT_BIT // for depth range
| GL2.GL_CURRENT_BIT // for current color
| GL.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend
| GL2.GL_TEXTURE_BIT // for texture env
| GL.GL_DEPTH_BUFFER_BIT // for depth func
| GL2.GL_ENABLE_BIT; // for enable/disable changes
this.oglStackHandler.pushAttrib(gl, attributeMask);
// Apply the depth buffer but don't change it.
if ((!dc.isDeepPickingEnabled())) {
gl.glEnable(GL.GL_DEPTH_TEST);
}
gl.glDepthMask(false);
// Suppress any fully transparent image pixels
gl.glEnable(GL2.GL_ALPHA_TEST);
gl.glAlphaFunc(GL.GL_GREATER, 0.001f);
// Load a parallel projection with dimensions (viewportWidth, viewportHeight)
this.oglStackHandler.pushProjectionIdentity(gl);
gl.glOrtho(0d, dc.getView().getViewport().width, 0d, dc.getView().getViewport().height, -16d, 16d);
this.oglStackHandler.pushModelview(gl);
this.oglStackHandler.pushTexture(gl);
if (dc.isPickingMode())
{
this.pickSupport.beginPicking(dc);
// Set up to replace the non-transparent texture colors with the single pick color.
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_COMBINE);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, GL2.GL_PREVIOUS);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, GL2.GL_REPLACE);
}
else
{
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
}
//Only calculate pitch / heading once **
heading = this.computeHeading(dc.getView());
pitch = this.computePitch(dc.getView());
}
示例9: render
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void render(GL2 gl2) {
if (use_draw_pixels_ || view_width_ == 0 || view_height_ == 0)
return;
assert(initialized_context_ != null);
final float[] vertex_data = {
//tu, tv, x, y, z
0.0f, 1.0f, -1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 1.0f, -1.0f, 0.0f,
1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f, 0.0f
};
FloatBuffer vertices = FloatBuffer.wrap(vertex_data);
gl2.glClear(gl2.GL_COLOR_BUFFER_BIT | gl2.GL_DEPTH_BUFFER_BIT);
gl2.glMatrixMode(gl2.GL_MODELVIEW);
gl2.glLoadIdentity();
// Match GL units to screen coordinates.
gl2.glViewport(0, 0, view_width_, view_height_);
gl2.glMatrixMode(gl2.GL_PROJECTION);
gl2.glLoadIdentity();
gl2.glOrtho(0, 0, view_width_, view_height_, 0.1, 100.0);
// Draw the background gradient.
gl2.glPushAttrib(gl2.GL_ALL_ATTRIB_BITS);
gl2.glBegin(gl2.GL_QUADS);
gl2.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); // red
gl2.glVertex2f(-1.0f, -1.0f);
gl2.glVertex2f(1.0f, -1.0f);
gl2.glColor4f(0.0f, 0.0f, 1.0f, 1.0f); // blue
gl2.glVertex2f(1.0f, 1.0f);
gl2.glVertex2f(-1.0f, 1.0f);
gl2.glEnd();
gl2.glPopAttrib();
// Rotate the view based on the mouse spin.
if (spin_x_ != 0)
gl2.glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
if (spin_y_ != 0)
gl2.glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);
if (transparent_) {
// Alpha blending style. Texture values have premultiplied alpha.
gl2.glBlendFunc(gl2.GL_ONE, gl2.GL_ONE_MINUS_SRC_ALPHA);
// Enable alpha blending.
gl2.glEnable(gl2.GL_BLEND);
}
// Enable 2D textures.
gl2.glEnable(gl2.GL_TEXTURE_2D);
// Draw the facets with the texture.
assert(texture_id_[0] != 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices);
gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);
// Disable 2D textures.
gl2.glDisable(gl2.GL_TEXTURE_2D);
if (transparent_) {
// Disable alpha blending.
gl2.glDisable(gl2.GL_BLEND);
}
}