/* * Initialize z-buffer, projection matrix, light source, and lighting model. * Do not specify a material property here. */ public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glut = new GLUT(); // float position[] = {0.0f, 3.0f, 3.0f, 0.0f}; float local_view[] = {0.0f}; gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, position, 0); gl.glLightModelfv(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, local_view, 0); gl.glFrontFace(GL.GL_CW); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_AUTO_NORMAL); gl.glEnable(GL2.GL_NORMALIZE); gl.glEnable(GL2.GL_FOG); { float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; fogMode = GL2.GL_EXP; gl.glFogi(GL2.GL_FOG_MODE, fogMode); gl.glFogfv(GL2.GL_FOG_COLOR, fogColor, 0); gl.glFogf(GL2.GL_FOG_DENSITY, 0.35f); gl.glHint(GL2.GL_FOG_HINT, GL.GL_DONT_CARE); gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); } }
public void init(GLAutoDrawable drawable) { drawable.setGL(new DebugGL2(drawable.getGL().getGL2())); final GL2 gl = drawable.getGL().getGL2(); // drawable.getGL().getGL2(); gl.glViewport(0, 0, SCREENW, SCREENH); // Clear color buffer with black // gl.glClearColor(1.0f, 0.5f, 1.0f, 1.0f); gl.glClearColor(.0f, .0f, .0f, 1.0f); gl.glClearDepth(1.0f); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL2.GL_DEPTH_TEST); gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); gl.glCreateShader(GL2GL3.GL_VERTEX_SHADER); shader.init(gl); int programName = shader.getID(); gl.glBindAttribLocation(programName, Object3D.VERTEXPOSITION, "inposition"); gl.glBindAttribLocation(programName, Object3D.VERTEXCOLOR, "incolor"); gl.glBindAttribLocation(programName, Object3D.VERTEXNORMAL, "innormal"); gl.glBindAttribLocation(programName, Object3D.VERTEXTEXCOORD0, "intexcoord0"); shader.link(gl); uniformMat = gl.glGetUniformLocation(programName, "mat"); uniformLight = gl.glGetUniformLocation(programName, "lightdir"); gl.glUseProgram(programName); gl.glUniform3f(uniformLight, 0f, 10f, -10f); obj.init(gl, mats, programName); gl.glUseProgram(0); }
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glu = new GLU(); // gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glShadeModel(GL2.GL_SMOOTH); setupPointers(gl); }
@Override public void init(GLAutoDrawable glDrawable) { GL2 gl = glDrawable.getGL().getGL2(); gl.glShadeModel(GLLightingFunc.GL_SMOOTH); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); }
/** * Called back immediately after the OpenGL context is initialized. Can be used to perform * one-time initialization. Run only once. */ @Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context glu = new GLU(); // get GL Utilities gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color gl.glClearDepth(1.0f); // set clear depth value to farthest // Do not enable depth test // gl.glEnable(GL_DEPTH_TEST); // enables depth testing // gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting // Load the texture image try { // Use URL so that can read from JAR and disk file. BufferedImage image = ImageIO.read(this.getClass().getResource(textureFileName)); // Create a OpenGL Texture object texture = AWTTextureIO.newTexture(GLProfile.getDefault(), image, false); // Use linear filter if image is larger than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use linear filter if image is smaller than the original texture gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } catch (GLException | IOException e) { e.printStackTrace(); } // Texture image flips vertically. Shall use TextureCoords class to retrieve // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f. TextureCoords textureCoords = texture.getImageTexCoords(); textureCoordTop = textureCoords.top(); textureCoordBottom = textureCoords.bottom(); textureCoordLeft = textureCoords.left(); textureCoordRight = textureCoords.right(); // Enable the texture texture.enable(gl); texture.bind(gl); // gl.glEnable(GL_TEXTURE_2D); // Enable blending gl.glEnable(GL_BLEND); gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Allocate the stars for (int i = 0; i < stars.length; i++) { stars[i] = new Star(); // Linearly distributed according to the star number stars[i].distance = ((float) i / numStars) * 5.0f; } }
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glut = new GLUT(); // gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); makeStripeImage(); gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); gl.glGenTextures(1, texName, 0); gl.glBindTexture(GL2.GL_TEXTURE_1D, texName[0]); gl.glTexParameterf(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT); gl.glTexParameterf( GL2.GL_TEXTURE_1D, // GL2.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); gl.glTexParameterf( GL2.GL_TEXTURE_1D, // GL2.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexImage1D( GL2.GL_TEXTURE_1D, 0, GL2.GL_RGBA, stripeImageWidth, // 0, GL2.GL_RGB, GL.GL_UNSIGNED_BYTE, stripeImageBuf); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE); currentCoeff = xequalzero; currentGenMode = GL2.GL_OBJECT_LINEAR; currentPlane = GL2.GL_OBJECT_PLANE; gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR); gl.glTexGendv(GL2.GL_S, GL2.GL_OBJECT_PLANE, currentCoeff, 0); // gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glEnable(GL2.GL_TEXTURE_GEN_S); gl.glEnable(GL2.GL_TEXTURE_1D); gl.glEnable(GL.GL_CULL_FACE); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_AUTO_NORMAL); gl.glEnable(GL2.GL_NORMALIZE); gl.glFrontFace(GL.GL_CW); gl.glCullFace(GL.GL_BACK); gl.glMaterialf(GL.GL_FRONT, GL2.GL_SHININESS, 64.0f); }
@Override public void init(GLAutoDrawable drawable) { GL2 gl = (GL2) drawable.getGL(); GLUgl2 glu = new GLUgl2(); if (!gl.isExtensionAvailable("GL_ARB_vertex_buffer_object")) System.out.println("Error: VBO support is missing"); gl.glShadeModel(GL2.GL_SMOOTH); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0f); gl.glEnable(GL2.GL_DEPTH_TEST); gl.glDepthFunc(GL2.GL_LEQUAL); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST); game = new Game(gl, glu, input); }
/* * Initialize fog */ public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glu = new GLU(); // float fogColor[] = {0.0f, 0.25f, 0.25f, 1.0f}; f1 = 1.0f; f2 = 5.0f; f3 = 10.0f; gl.glEnable(GL2.GL_FOG); gl.glFogi(GL2.GL_FOG_MODE, GL2.GL_EXP); gl.glFogfv(GL2.GL_FOG_COLOR, fogColor, 0); gl.glFogf(GL2.GL_FOG_DENSITY, 0.25f); gl.glHint(GL2.GL_FOG_HINT, GL.GL_DONT_CARE); gl.glFogi(GL2.GL_FOG_COORDINATE_SOURCE, GL2.GL_FOG_COORDINATE); gl.glClearColor(0.0f, 0.25f, 0.25f, 1.0f); /* fog color */ }
@Override public void init(GLAutoDrawable glAutoDrawable) { gl = glAutoDrawable.getGL().getGL2(); glu = new GLU(); glut = new GLUT(); gl.glClearColor(0.549f, 0.675f, 0.227f, 0.0f); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(left, right, bottom, top); gl.glViewport((int) bottom, (int) left, (int) top, (int) right); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glColor3f(.357f, .184f, .478f); maxFrames = 50 * ifsFiles.size() + 1000; base = gl.glGenLists(maxFrames); currentDrawList = base; ifsfile = "CS371/assignments/assignment02/tri.ifs"; loadifs(); }
public void draw() { // Clear GL state gl.glDisable(GL_LIGHTING); gl.glDisable(GL_DEPTH); gl.glMatrixMode(GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glClearColor(0.8f, 0.2f, 0.2f, 1.0f); gl.glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); gl.glPointSize(1.0f); // Set the viewport glu.gluOrtho2D(xMin, xMax, yMin, yMax); gl.glBegin(GL_POINTS); for (int x = (int) (xMin); x < xMax; x++) for (int y = (int) (yMin); y < yMax; y++) { gl.glColor3d(viewPort[x][y].r, viewPort[x][y].g, viewPort[x][y].b); gl.glVertex2d(x + 0.5, y + 0.5); } gl.glEnd(); // Restore state gl.glMatrixMode(GL_MODELVIEW); gl.glPopMatrix(); gl.glMatrixMode(GL_PROJECTION); gl.glPopMatrix(); gl.glEnable(GL_LIGHTING); gl.glEnable(GL_DEPTH); }
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); glu = new GLU(); /* * jogl specific addition for tessellation */ tessellCallBack tessCallback = new tessellCallBack(gl, glu); // double rect[][] = new double[][] { // [4][3] in C; reverse here {50.0, 50.0, 0.0}, {200.0, 50.0, 0.0}, {200.0, 200.0, 0.0}, {50.0, 200.0, 0.0} }; double tri[][] = new double[][] { // [3][3] {75.0, 75.0, 0.0}, {125.0, 175.0, 0.0}, {175.0, 75.0, 0.0} }; double star[][] = new double[][] { // [5][6]; 6x5 in java {250.0, 50.0, 0.0, 1.0, 0.0, 1.0}, {325.0, 200.0, 0.0, 1.0, 1.0, 0.0}, {400.0, 50.0, 0.0, 0.0, 1.0, 1.0}, {250.0, 150.0, 0.0, 1.0, 0.0, 0.0}, {400.0, 150.0, 0.0, 0.0, 1.0, 0.0} }; gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); startList = gl.glGenLists(2); GLUtessellator tobj = glu.gluNewTess(); glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // glVertex3dv); glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback); /* rectangle with triangular hole inside */ gl.glNewList(startList, GL2.GL_COMPILE); gl.glShadeModel(GL2.GL_FLAT); glu.gluTessBeginPolygon(tobj, null); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, rect[0], 0, rect[0]); glu.gluTessVertex(tobj, rect[1], 0, rect[1]); glu.gluTessVertex(tobj, rect[2], 0, rect[2]); glu.gluTessVertex(tobj, rect[3], 0, rect[3]); glu.gluTessEndContour(tobj); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, tri[0], 0, tri[0]); glu.gluTessVertex(tobj, tri[1], 0, tri[1]); glu.gluTessVertex(tobj, tri[2], 0, tri[2]); glu.gluTessEndContour(tobj); glu.gluTessEndPolygon(tobj); gl.glEndList(); glu.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback); // vertexCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback); // beginCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback); // endCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback); // errorCallback); glu.gluTessCallback(tobj, GLU.GLU_TESS_COMBINE, tessCallback); // combineCallback); /* smooth shaded, self-intersecting star */ gl.glNewList(startList + 1, GL2.GL_COMPILE); gl.glShadeModel(GL2.GL_SMOOTH); glu.gluTessProperty( tobj, // GLU.GLU_TESS_WINDING_RULE, // GLU.GLU_TESS_WINDING_POSITIVE); glu.gluTessBeginPolygon(tobj, null); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, star[0], 0, star[0]); glu.gluTessVertex(tobj, star[1], 0, star[1]); glu.gluTessVertex(tobj, star[2], 0, star[2]); glu.gluTessVertex(tobj, star[3], 0, star[3]); glu.gluTessVertex(tobj, star[4], 0, star[4]); glu.gluTessEndContour(tobj); glu.gluTessEndPolygon(tobj); gl.glEndList(); glu.gluDeleteTess(tobj); }