本文整理匯總了Java中javax.media.opengl.GL2.glOrthof方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glOrthof方法的具體用法?Java GL2.glOrthof怎麽用?Java GL2.glOrthof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.glOrthof方法的4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: setupCamera
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void setupCamera(GL2 gl, GLU glu, float x, float y, float z,
int width, int height) {
if(state != null) {
// Change to projection matrix.
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);
FloatBoundingBox bbox = state.getOrthogonalBBox();
float glWidth = Math.abs(bbox.getUpperRight().getX()
- bbox.getUpperLeft().getX());
float glHeight = Math.abs(bbox.getUpperRight().getY()
- bbox.getLowerRight().getY());
FloatVector3D glCenter = state.getPosition();
gl.glOrthof(glCenter.getX() - glWidth / 2.0f, glCenter.getX() + glWidth
/ 2.0f, glCenter.getY() - glHeight / 2.0f, glCenter.getY()
+ glHeight / 2.0f, -10000, 10000);
gl.glTranslatef(glCenter.getX(), glCenter.getY(), 0);
gl.glRotatef(state.getRotation().getX(), 1, 0, 0);
gl.glRotatef(state.getRotation().getZ(), 0, 0, 1);
gl.glTranslatef(-glCenter.getX(), -glCenter.getY(), 0);
// Change back to model view matrix.
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
}
示例2: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl, float height) {
// Update and fetch texture.
if (adapter.toDraw()) {
adapter.bindTexture(gl);
Texture tex = adapter.getTexture();
if (tex != null) {
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
tex.bind(gl);
TextureCoords texCoords = tex.getImageTexCoords();
FloatBoundingBox box = adapter.getDrawBox();
FloatVector3D upperLeft = box.getUpperLeft();
FloatVector3D upperRight = box.getUpperRight();
FloatVector3D lowerLeft = box.getLowerLeft();
FloatVector3D lowerRight = box.getLowerRight();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(-1, 1,
-1, 1,
-10000, 10000);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glMatrixMode(GL2.GL_MODELVIEW);
// Lift the x-y-pane up:
gl.glTranslatef(0, 0, height);
// Draw texture.
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(upperLeft.getX(), upperLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(lowerLeft.getX(), lowerLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(lowerRight.getX(), lowerRight.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(upperRight.getX(), upperRight.getY(), 0.0f);
gl.glEnd();
}
}
// Draw next layer if available.
if (this.hasNextLayer()) {
this.getNextLayer().draw(gl, height + HEIGHT_GAP);
}
}
示例3: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl, float height) {
// If not done yet, invoke the adapters initialization:
if(!adapterInitialized) {
adapter.performGLInit(gl);
adapterInitialized = true;
}
// Perform all the necessary OpenGL-stuff:
adapter.performGLCalls(gl);
// Update and fetch texture.
Texture tex = adapter.getTexture(CopyrightAdapter.COPYRIGHT_TEXTURE_KEY);
if (tex != null) {
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
tex.bind(gl);
TextureCoords texCoords = tex.getImageTexCoords();
FloatBoundingBox box = adapter.getDrawBox();
if(box != null) {
FloatVector3D upperLeft = box.getUpperLeft();
FloatVector3D upperRight = box.getUpperRight();
FloatVector3D lowerLeft = box.getLowerLeft();
FloatVector3D lowerRight = box.getLowerRight();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(-1, 1,
-1, 1,
-10000, 10000);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glMatrixMode(GL2.GL_MODELVIEW);
// Lift the x-y-pane up:
gl.glTranslatef(0, 0, height);
// Draw texture.
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(upperLeft.getX(), upperLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(lowerLeft.getX(), lowerLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(lowerRight.getX(), lowerRight.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(upperRight.getX(), upperRight.getY(), 0.0f);
gl.glEnd();
}
}
// Draw next layer.
if (this.hasNextLayer()) {
this.getNextLayer().draw(gl, height + HEIGHT_GAP);
}
}
示例4: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl, float height) {
// If not done yet, invoke the adapters initialization:
if(!adapterInitialized) {
adapter.performGLInit(gl);
}
// Perform all the necessary OpenGL-stuff:
adapter.performGLCalls(gl);
// Update and fetch texture.
Texture tex = adapter.getTexture(CompassAdapter.COMPASS_TEXTURE_KEY);
if (tex != null) {
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
tex.bind(gl);
TextureCoords texCoords = tex.getImageTexCoords();
FloatBoundingBox box = adapter.getDrawBox();
FloatVector3D upperLeft = box.getUpperLeft();
FloatVector3D upperRight = box.getUpperRight();
FloatVector3D lowerLeft = box.getLowerLeft();
FloatVector3D lowerRight = box.getLowerRight();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(-1, 1,
-1, 1,
-10000, 10000);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glMatrixMode(GL2.GL_MODELVIEW);
// Lift the x-y-pane up:
gl.glTranslatef(0, 0, height);
// Draw texture.
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(upperLeft.getX(), upperLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(lowerLeft.getX(), lowerLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(lowerRight.getX(), lowerRight.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(upperRight.getX(), upperRight.getY(), 0.0f);
gl.glEnd();
}
// Draw next layer.
if (this.hasNextLayer()) {
this.getNextLayer().draw(gl, height + HEIGHT_GAP);
}
}