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Java GL2.glVertex3f方法代碼示例

本文整理匯總了Java中javax.media.opengl.GL2.glVertex3f方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glVertex3f方法的具體用法?Java GL2.glVertex3f怎麽用?Java GL2.glVertex3f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javax.media.opengl.GL2的用法示例。


在下文中一共展示了GL2.glVertex3f方法的15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: glRender

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void glRender(GLRenderContext glc)
{
    GL2 gl2 = glc.gl2;
    gl2.glBegin(GL2.GL_QUADS);
    {
        gl2.glNormal3f(0, 0, 1);
        gl2.glTexCoord2f(0, 1);
        gl2.glVertex3f(left, up,0);
        
        
        gl2.glNormal3f(0, 0, 1);
        gl2.glTexCoord2f(0, 0);
        gl2.glVertex3f(left, down, 0);            
        
        gl2.glNormal3f(0, 0, 1);
        gl2.glTexCoord2f(1, 0);
        gl2.glVertex3f(right, down, 0);            
        
        gl2.glNormal3f(0, 0, 1);
        gl2.glTexCoord2f(1, 1);
        gl2.glVertex3f(right, up, 0);            
    }
    gl2.glEnd();
}
 
開發者ID:ArticulatedSocialAgentsPlatform,項目名稱:HmiCore,代碼行數:26,代碼來源:TexturedRectangleGeometry.java

示例2: debugRender

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 * Render a debugging hint for the arcball tool.
 * 
 * @param gl GL class for rendering-
 */
@SuppressWarnings("unused")
public void debugRender(GL2 gl) {
  if (!DEBUG || (startcamera == null)) {
    return;
  }
  gl.glLineWidth(3f);
  gl.glColor4f(1.f, 0.f, 0.f, .66f);
  gl.glBegin(GL.GL_LINES);
  gl.glVertex3f(0.f, 0.f, 0.f);
  double rot = startangle - startcamera.getRotationZ();
  gl.glVertex3f((float) FastMath.cos(rot) * 4.f, (float) -FastMath.sin(rot) * 4.f, 0.f);
  gl.glVertex3f((float) FastMath.cos(rot) * 1.f, (float) -FastMath.sin(rot) * 1.f, 0.f);
  gl.glVertex3f((float) FastMath.cos(rot) * 1.f, (float) -FastMath.sin(rot) * 1.f, 1.f);
  gl.glEnd();
}
 
開發者ID:elki-project,項目名稱:elki,代碼行數:21,代碼來源:Arcball1DOFAdapter.java

示例3: drawCorners

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawCorners(GL2 gl, Map<String, Vertex> map) {
  Vertex rightBottom = map.get("rightBottom");
  Vertex leftBottom = map.get("leftBottom");
  Vertex rightTop = map.get("rightTop");
  Vertex leftTop = map.get("leftTop");
  TextureCoords textureCoords = texture.getImageTexCoords();

  float leftTex = textureCoords.left();
  float rightTex = textureCoords.right();
  float topTex = textureCoords.top();
  float bottomTex = textureCoords.bottom();

  gl.glPushMatrix();
  gl.glBegin(GL_TRIANGLE_STRIP);
  gl.glTexCoord2d(rightTex, bottomTex);
  gl.glVertex3f(rightBottom.getPositionX(), rightBottom.getPositionY(),
      rightBottom.getPositionZ());

  gl.glTexCoord2d(rightTex, topTex);
  gl.glVertex3f(rightTop.getPositionX(), rightTop.getPositionY(), rightTop.getPositionZ());

  gl.glTexCoord2d(leftTex, bottomTex);
  gl.glVertex3f(leftBottom.getPositionX(), leftBottom.getPositionY(), leftBottom.getPositionZ());

  gl.glTexCoord2d(leftTex, topTex);
  gl.glVertex3f(leftTop.getPositionX(), leftTop.getPositionY(), leftTop.getPositionZ());
  gl.glEnd();
  gl.glPopMatrix();
}
 
開發者ID:StefanoaicaLucian,項目名稱:ParticleEffectsAPI,代碼行數:30,代碼來源:Particle.java

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(blendTexture == null) {
		Environment environment = Environment.getInstance();
		String texPath = environment.getString(EnvVariable.SCREENSHOT_BLEND_TEXTURE);
		try {
			blendTexture = TextureIO.newTexture(new File(texPath), false);
		} catch (GLException | IOException e) {
			Logger.getInstance().warning("Texture " + texPath + " not found!");
		}
	}
	
	if(active && state != null && blendTexture != null) {
		
		TextureCoords texCoords = blendTexture.getImageTexCoords();
		FloatVector3D[] vertices = state.getBoundingBox().getCornersCounterClockwise();
		
		blendTexture.bind(gl);
		
		gl.glBegin(GL2.GL_QUADS);
		gl.glTexCoord2f(texCoords.right(), texCoords.top());
		gl.glVertex3f(vertices[0].getX(), vertices[0].getY(), 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.top());
		gl.glVertex3f(vertices[1].getX(), vertices[1].getY(), 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
		gl.glVertex3f(vertices[2].getX(), vertices[2].getY(), 0);
		gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
		gl.glVertex3f(vertices[3].getX(), vertices[3].getY(), 0);
		gl.glEnd();
	}
	
	// Draw next layer.
	if (this.hasNextLayer()) {
		this.getNextLayer().draw(gl, height + HEIGHT_GAP);
	}
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:37,代碼來源:ScreenshotLayer.java

示例5: drawMinorTick

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
	public void drawMinorTick( final double location, final AxisConfig<float[]> config )
	{
		final GL2 gl = this.glad.getGL().getGL2();

		gl.glPushMatrix();

		this.orient( gl );

		final float zero = 0.001f;
		gl.glBegin( GL.GL_LINE_STRIP );
		{
//			gl.glEnable( GL2.GL_LINE_STIPPLE );
//			gl.glLineStipple( 2, (short) 0x00FF );
			gl.glLineWidth( (float)config.getRenderingConfig().getMinorTickThickness() );
			gl.glColor3f( config.getRenderingConfig().getMinorTickColour()[0],
					config.getRenderingConfig().getMinorTickColour()[1],
					config.getRenderingConfig().getMinorTickColour()[2] );

			final float l = (float)config.getRenderingConfig().getMinorTickLength();
			final float l2 = -l;

			final float ll = this.calculatePosition( location ).floatValue();

			// We draw in the x axis, so the orientation has to be set appropriately
			gl.glVertex3f( ll, l, zero );
			gl.glVertex3f( ll, l2, zero );
		}
		gl.glEnd();

		gl.glPopMatrix();
	}
 
開發者ID:openimaj,項目名稱:openimaj,代碼行數:33,代碼來源:AxisRenderer3D.java

示例6: drawMajorTickGridline

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawMajorTickGridline( final double location, final AxisConfig<float[]> config )
{
	final GL2 gl = this.glad.getGL().getGL2();

	gl.glPushMatrix();

	this.orient( gl );

	gl.glLineWidth( (float)config.getRenderingConfig().getMajorGridThickness() );
	gl.glColor3f( config.getRenderingConfig().getMajorGridColour()[0],
			config.getRenderingConfig().getMajorGridColour()[1],
			config.getRenderingConfig().getMajorGridColour()[2] );

	final float ll = this.calculatePosition( location ).floatValue();

	final float zero = 0.001f;
	gl.glBegin( GL.GL_LINE_STRIP );
	{
		// We draw in the x axis, so the orientation has to be set appropriately
		gl.glVertex3f( ll, zero, zero );
		gl.glVertex3f( ll, 1, zero );
	}
	gl.glEnd();

	gl.glBegin( GL.GL_LINE_STRIP );
	{
		// We draw in the x axis, so the orientation has to be set appropriately
		gl.glVertex3f( ll, zero, zero );
		gl.glVertex3f( ll, zero, 1*this.gridDirection );
	}
	gl.glEnd();

	gl.glPopMatrix();
}
 
開發者ID:openimaj,項目名稱:openimaj,代碼行數:36,代碼來源:AxisRenderer3D.java

示例7: drawSegment

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawSegment(Vec2 p1, Vec2 p2, Color3f color) {
  GL2 gl = panel.getGL().getGL2();
  gl.glPushMatrix();
  transformViewport(gl, zero);
  gl.glBegin(GL2.GL_LINES);
  gl.glColor3f(color.x, color.y, color.z);
  gl.glVertex3f(p1.x, p1.y, 0);
  gl.glVertex3f(p2.x, p2.y, 0);
  gl.glEnd();
  gl.glPopMatrix();
}
 
開發者ID:unktomi,項目名稱:form-follows-function,代碼行數:13,代碼來源:JoglDebugDraw.java

示例8: drawParticles

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawParticles(Vec2[] centers, float radius, ParticleColor[] colors, int count) {
  GL2 gl = panel.getGL().getGL2();
  gl.glPushMatrix();
  transformViewport(gl, zero);

  float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
  float c = MathUtils.cos(theta);
  float s = MathUtils.sin(theta);

  float x = radius;
  float y = 0;

  for (int i = 0; i < count; i++) {
    Vec2 center = centers[i];
    float cx = center.x;
    float cy = center.y;
    gl.glBegin(GL2.GL_TRIANGLE_FAN);
    if (colors == null) {
      gl.glColor4f(1, 1, 1, .4f);
    } else {
      ParticleColor color = colors[i];
      gl.glColor4b(color.r, color.g, color.b, color.a);
    }
    for (int j = 0; j < NUM_CIRCLE_POINTS; j++) {
      gl.glVertex3f(x + cx, y + cy, 0);
      float temp = x;
      x = c * x - s * y;
      y = s * temp + c * y;
    }
    gl.glEnd();
  }
  gl.glPopMatrix();
}
 
開發者ID:unktomi,項目名稱:form-follows-function,代碼行數:35,代碼來源:JoglDebugDraw.java

示例9: drawParticlesWireframe

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawParticlesWireframe(Vec2[] centers, float radius, ParticleColor[] colors, int count) {
  GL2 gl = panel.getGL().getGL2();
  gl.glPushMatrix();
  transformViewport(gl, zero);

  float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
  float c = MathUtils.cos(theta);
  float s = MathUtils.sin(theta);

  float x = radius;
  float y = 0;

  for (int i = 0; i < count; i++) {
    Vec2 center = centers[i];
    float cx = center.x;
    float cy = center.y;
    gl.glBegin(GL2.GL_LINE_LOOP);
    if (colors == null) {
      gl.glColor4f(1, 1, 1, 1);
    } else {
      ParticleColor color = colors[i];
      gl.glColor4b(color.r, color.g, color.b, (byte) 127);
    }
    for (int j = 0; j < NUM_CIRCLE_POINTS; j++) {
      gl.glVertex3f(x + cx, y + cy, 0);
      float temp = x;
      x = c * x - s * y;
      y = s * temp + c * y;
    }
    gl.glEnd();
  }
  gl.glPopMatrix();
}
 
開發者ID:unktomi,項目名稱:form-follows-function,代碼行數:35,代碼來源:JoglDebugDraw.java

示例10: render

import javax.media.opengl.GL2; //導入方法依賴的package包/類
void render( GL2 gl2 )
{
    gl2.glClear( GL.GL_COLOR_BUFFER_BIT );

    // draw a triangle filling the window
    gl2.glLoadIdentity();
    gl2.glBegin( GL.GL_TRIANGLES );
    gl2.glColor3f( 1, 0, 0 );
    gl2.glVertex3f( 0, 0, 0 );
    gl2.glColor3f( 0, 1, 0 );
    gl2.glVertex3f( 5, 0, 2 );
    gl2.glColor3f( 0, 0, 1 );
    gl2.glVertex3f( 2, 5, 3 );
    gl2.glEnd();
}
 
開發者ID:vZome,項目名稱:vzome-desktop,代碼行數:16,代碼來源:JoglScene.java

示例11: drawAxis

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawAxis( final AxisConfig<float[]> config )
{
	final GL2 gl = this.glad.getGL().getGL2();

	gl.glPushMatrix();

	this.orient( gl );

	final float zero = 0.001f;
	gl.glBegin( GL.GL_LINE_STRIP );
	{
		gl.glLineWidth( (float)config.getRenderingConfig().getThickness() );
		gl.glColor3f( config.getRenderingConfig().getColour()[0],
				config.getRenderingConfig().getColour()[1],
				config.getRenderingConfig().getColour()[2] );

		final float n1 = this.calculatePosition( config.getMinValue() ).floatValue();
		final float n2 = this.calculatePosition( config.getMaxValue() ).floatValue();

		// We draw in the x axis, so the orientation has to be set appropriately
		gl.glVertex3f( n1, zero, zero );
		gl.glVertex3f( n2, zero, zero );
	}
	gl.glEnd();

	gl.glPopMatrix();
}
 
開發者ID:openimaj,項目名稱:openimaj,代碼行數:29,代碼來源:AxisRenderer3D.java

示例12: drawMajorTick

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void drawMajorTick( final double location, final AxisConfig<float[]> config )
{
	final GL2 gl = this.glad.getGL().getGL2();

	gl.glPushMatrix();

	this.orient( gl );

	gl.glLineWidth( (float)config.getRenderingConfig().getMajorTickThickness() );
	gl.glColor3f( config.getRenderingConfig().getMajorTickColour()[0],
			config.getRenderingConfig().getMajorTickColour()[1],
			config.getRenderingConfig().getMajorTickColour()[2] );

	final float l = (float)config.getRenderingConfig().getMajorTickLength();
	final float l2 = -l;

	final float ll = this.calculatePosition( location ).floatValue();

	final float zero = 0.001f;
	gl.glBegin( GL.GL_LINE_STRIP );
	{
		// We draw in the x axis, so the orientation has to be set appropriately
		gl.glVertex3f( ll, l, zero );
		gl.glVertex3f( ll, l2, zero );
	}
	gl.glEnd();

	gl.glBegin( GL.GL_LINE_STRIP );
	{
		// We draw in the x axis, so the orientation has to be set appropriately
		gl.glVertex3f( ll, zero, l );
		gl.glVertex3f( ll, zero, l2 );
	}
	gl.glEnd();

	gl.glPopMatrix();
}
 
開發者ID:openimaj,項目名稱:openimaj,代碼行數:39,代碼來源:AxisRenderer3D.java

示例13: paintNormals

import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void paintNormals(GL2 gl) {
    info.c.assignGl(gl);
    Faces faces = info.getModel().getFaces();
    
    List<Vector3f> mesh = info.getModel().getVerts();
    List<Vector3f> normals = info.getModel().getNormals();

    List<Float> distanceCopy = new ArrayList<>(info.getDistance().size());

    for (Float f : info.getDistance()) {
        if (!info.isUseRelative()) {
            distanceCopy.add(Math.abs(f));
        } else {
            distanceCopy.add(f);
        }
    }

    float[] color = new float[3];
    color[0] = 0.8667f;
    color[1] = 0.7176f;
    color[2] = 0.6275f;

    gl.glPushAttrib(GL_ALL_ATTRIB_BITS);

    Vector3f normal;

    gl.glDisable(GL2.GL_TEXTURE_2D);
    gl.glEnable(GL2.GL_LIGHTING);
    
    for (int i = 0; i < faces.getNumFaces(); i++) {

        int[] facesInd = faces.getFaceVertIdxs(i);
        int[] faceNormIndex = faces.getFaceNormalIdxs(i);

        gl.glBegin(GL.GL_TRIANGLES);
        for (int f = 0; f < facesInd.length; f++) {
            if (faceNormIndex[f] != 0) {  // if there are normals, render them
                normal = normals.get(faceNormIndex[f] - 1);
                gl.glNormal3d(normal.getX(), normal.getY(), normal.getZ());
            }

            float[] ambient = {0.1f, 0.1f, 0.1f, 0.0f};
            gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, ambient, 0);
            gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
            gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);

            float[] colorKs = {0, 0, 0, 1.0f};
            gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, colorKs, 0);
            gl.glVertex3f(mesh.get(facesInd[f] - 1).getX(), mesh.get(facesInd[f] - 1).getY(), mesh.get(facesInd[f] - 1).getZ());
        }
        gl.glEnd();
    }

    if (info.getRecompute()) {
        recomputeNormals(gl, info, distanceCopy);
        info.setRecompute(false);
    }
    gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
        info.c.draw();
    gl.glDisableClientState(gl.GL_VERTEX_ARRAY);
 
    gl.glPopAttrib();
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:64,代碼來源:HDpainting.java

示例14: render

import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void render(GL2 gl) {
	
	// Create the credits texture if not done yet:
	if(creditsTexture == null) {
		createTexture();
	}
	
	if(creditsTexture != null) {
		// Activate alpha:
		gl.glEnable(GL2.GL_BLEND);
		gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
		
		// Bind the texture for use:
		creditsTexture.bind(gl);
		
		// The textures 2D-coordinates:
		TextureCoords texCoords = creditsTexture.getImageTexCoords();
		
		// Backup current matrix:
		gl.glPushMatrix();
		gl.glLoadIdentity();
		
		// Apply transformation:
		gl.glRotatef(rotation, 1, 0, 0);
		gl.glTranslatef(0, -2, position);
		gl.glRotatef(-90, 1, 0, 0);
		
		// Draw vertices and pass uv-coords.
		gl.glBegin(GL2.GL_QUADS);
		gl.glTexCoord2f(texCoords.right(), texCoords.top());
		gl.glVertex3f(CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.top());
		gl.glVertex3f(-CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
		gl.glVertex3f(-CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
		gl.glVertex3f(CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
		gl.glEnd();
		
		// Restore matrix:
		gl.glPopMatrix();
	}
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:44,代碼來源:Credits.java

示例15: 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);			
	}
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:53,代碼來源:WeatherLayer.java


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