本文整理匯總了Java中org.lwjgl.util.glu.GLU.gluPerspective方法的典型用法代碼示例。如果您正苦於以下問題:Java GLU.gluPerspective方法的具體用法?Java GLU.gluPerspective怎麽用?Java GLU.gluPerspective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org.lwjgl.util.glu.GLU
的用法示例。
在下文中一共展示了GLU.gluPerspective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: changeSize
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
/**
* Changes the size of the lwjgl window
* @param w The new width of the lwjgl window
* @param h The new height of the lwjgl window
*/
private void changeSize(float w, float h) {
// Prevent a division by zero, when window is too short
if (h == 0) {
h = 1;
}
float wRatio = 1.0f * w / h;
// Reset the coordinate system before modifying
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
// Set the viewport to be the entire window
GL11.glViewport(0, 0, (int) w, (int) h);
// Set the correct perspective.
GLU.gluPerspective(45.0f, wRatio, (float) near, (float) far);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GLU.gluLookAt(camPos.x, camPos.y, camPos.z, // Position
camPos.x + camDir.x, camPos.y + camDir.y, camPos.z + camDir.z, // Lookat
camUp.x, camUp.y, camUp.z); // Up-direction}
}
示例2: initGLState
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
void initGLState() {
GL11.glViewport(0, 0, getWidth(), getHeight());
GL11.glEnable(GL11.GL_DEPTH_TEST);
//GL11.glClearColor(62.0f / 100.0f, 77.0f / 100.0f, 100.0f / 100.0f, 1.0f);
GL11.glClearColor(64.0f / 255.0f, 64.0f / 255.0f, 64.0f / 255.0f, 1.0f);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(60.0f, (float)GLXres/(float)GLYres, 0.1f, 100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
previewProgram = getShaderProgram(previewVertexShader, previewFragmentShader);
loadShaderLocations();
// hmm: temp initialization here
// create the empty textures (later they are updated from the channels)
texidDiffuse = create2dTexture(0x7F7FFFFF);
texidNormal = create2dTexture(0x7F7FFFFF);
texidSpecWeight = create2dTexture(0xFFFFFFFF);
texidHeightmap = create2dTexture(0xFFFFFFFF);
}
示例3: perFrameGL
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
public void perFrameGL()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glLoadIdentity();
GLU.gluPerspective(50f, SX/ SY, 0.01f, 100f);
GLU.gluLookAt(-10,0,0,0,0,0,0,0,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
}
示例4: initialize3D
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
public void initialize3D() {
//GL11.glEnable(GL11.GL_TEXTURE_2D); // Allows 2D textures.
GL11.glShadeModel(GL11.GL_SMOOTH); // Smoother textures.
GL11.glClearColor(0.4f,0.6f,1.0f,0.0f); // BG color. 6698FF
GL11.glClearDepth(1.0); // Buffer depth, allows objects to draw over things behind them.
GL11.glEnable(GL11.GL_DEPTH_TEST); // Depth testing (see above).
GL11.glDepthFunc(GL11.GL_LEQUAL); // Type of depth testing.
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
GL11.glMatrixMode(GL11.GL_PROJECTION); // Sets matrix mode to displaying pixels.
GL11.glLoadIdentity(); // Loads the above matrix mode.
// Sets default perspective location. Render Distances: Min Max
GLU.gluPerspective(45.0f,(float)Display.getWidth()/(float)Display.getHeight(),0.1f,300.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Sets the matrix to displaying objects.
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT,GL11.GL_NICEST); // Something unimportant for quality.
GL11.glEnable(GL11.GL_CULL_FACE);
}
示例5: begin
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
@Override
public void begin() {
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
if (camera.isOrtho()) {
GL11.glOrtho(-camera.getX(), camera.getX(), -camera.getY(), camera.getY(), -NEAR, FAR);
} else {
GLU.gluPerspective(camera.getFOVY(), camera.getWidth() / camera.getHeight(), NEAR, FAR);
}
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
}
示例6: initGL
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
/**
* Initialize GL for the window.
*/
private void initGL() {
// define the properties for the perspective of the scene
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(FOVY, ((float) displayWidth)
/ ((float) displayHeight), Z_NEAR, Z_FAR);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GL11.glClearDepth(1.0f);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
示例7: setDimensions
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
public void setDimensions( float width, float height ) {
this.width = width;
this.height = height;
this.aspectRatio = ( width/height > 1 ? width/height : height/width );
GL11.glViewport(0,0,(int)width,(int)height); // Reset The Current Viewport
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
GLU.gluPerspective(45.0f,
(float) width / (float) height,
0.05f, 100.0f);
/*GLU.gluPerspective(fov,
(float) width / (float) height,
nearClippingPlane, farClippingPlane);*/
}
示例8: setPerspective
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
public static void setPerspective(float fow, float near, float far) {
int w = Display.getWidth();
int h = Display.getHeight();
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLU.gluPerspective(fow, (1f * w / h), near, far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0, 0, 0, 0);
glClearDepth(1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
示例9: render
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
private void render(){
if(Display.wasResized()) glViewport(0, 0, Display.getWidth(), Display.getHeight());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
GLU.gluPerspective(70.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.01f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
glPushAttrib(GL_TRANSFORM_BIT);
glRotatef(player.getLocation().getYaw(), 1, 0, 0);
glRotatef(player.getLocation().getPitch(), 0, 1, 0);
glTranslatef(-player.getLocation().getX(), -player.getLocation().getY(), -player.getLocation().getZ());
Renderer.renderWorld(world);
Renderer.renderRayCast(player);
glPopAttrib();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
renderGUI();
}
示例10: setupCubemapCamera
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
private void setupCubemapCamera() {
matrixMode(GL11.GL_PROJECTION);
pushMatrix();
loadIdentity();
GLU.gluPerspective(150.0F, 1.0F, 0.05F, 10.0F);
matrixMode(GL11.GL_MODELVIEW);
pushMatrix();
loadIdentity();
}
示例11: startEngine
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
/**
* Starts the lwjgl engine and shows a window, where the point clouds are rendered
*/
public void startEngine() {
int width = 800;
int height = 600;
try {
Display.setDisplayMode(new DisplayMode(width, height));
Display.setFullscreen(false);
Display.setTitle("Gaalop Visualization Window");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glShadeModel(GL11.GL_SMOOTH);
changeSize(width, height);
GL11.glDisable(GL11.GL_LIGHTING);
// init OpenGL
GL11.glViewport(0, 0, width, height);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective((float) 65.0, (float) width / (float) height, (float) 0.1, 100);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例12: InitGL
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
private void InitGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, CreateFloatBuffer(1.0f, 1.0f, 1.0f, 1.0f));
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 64f);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION,CreateFloatBuffer(2f, 40f, 2f, 0f));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, CreateFloatBuffer(1f, 1f, 1f, 1f));
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, CreateFloatBuffer(AmbientLight, AmbientLight, AmbientLight, 1.0f));
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45.0f, (float) displayMode.getWidth()
/ (float) displayMode.getHeight(), 0.1f, 300.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
示例13: ProjectionMode
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
protected void ProjectionMode()
{
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45.0f, (float) Display.getWidth()
/ (float) Display.getHeight(), 0.1f, 900.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
}
示例14: draw
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
public static void draw(int x, int y, long tick,
JGLScene scene)
{
synchronized (scene)
{
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
if (scene.getBackground() != null)
{
Color4f bg = scene.getBackground();
GL11.glClearColor((float)bg.x, (float)bg.y, (float)bg.z, (float)bg.w);
}
GL11.glCullFace(GL11.GL_FRONT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glFrontFace(GL11.GL_CCW);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
float aspect = (float)x/(float)y;
GLU.gluPerspective(scene.getFieldOfView(), aspect, scene.getMinZ(), scene.getMaxZ());
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
draw(tick, scene.getNode());
for (JGLTextGroup textGroup : scene.getTexts())
if (!textGroup.isCull())
draw(textGroup, x, y);
}
}
示例15: ProjectionMode
import org.lwjgl.util.glu.GLU; //導入方法依賴的package包/類
protected void ProjectionMode() {
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45.0f,
(float) Display.getWidth() / (float) Display.getHeight(), 0.1f,
600.0f);
GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
}