protected void endDrawIcons(DrawContext dc) { if (dc.isPickingMode()) this.pickSupport.endPicking(dc); GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. if (dc.isPickingMode()) { gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, OGLUtil.DEFAULT_TEX_ENV_MODE); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, OGLUtil.DEFAULT_SRC0_RGB); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, OGLUtil.DEFAULT_COMBINE_RGB); } gl.glBindTexture(GL.GL_TEXTURE_2D, 0); this.oglStackHandler.pop(gl); }
@Override protected void paintColorScale(GL2 gl, Axis1D axis, int width, int height) { if (colorTexture != null && axis instanceof TaggedAxis1D) { TaggedAxis1D taggedAxis = (TaggedAxis1D) axis; colorTexture.prepare(gl, 0); int count = updateCoordinateBuffers(taggedAxis, width, height); gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE); gl.glPolygonMode(GL2.GL_FRONT, GL2.GL_FILL); gl.glEnable(GL2.GL_TEXTURE_1D); gl.glEnableClientState(GL2.GL_VERTEX_ARRAY); gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(2, GL2.GL_FLOAT, 0, vertexCoords.rewind()); gl.glTexCoordPointer(1, GL2.GL_FLOAT, 0, textureCoords.rewind()); try { gl.glDrawArrays(GL2.GL_QUAD_STRIP, 0, count); } finally { gl.glDisableClientState(GL2.GL_VERTEX_ARRAY); gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL2.GL_TEXTURE_1D); } } gl.glDisable(GL2.GL_TEXTURE_1D); outlineColorQuad(gl, axis, width, height); }
protected void beginDrawIcons(DrawContext dc) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. this.oglStackHandler.clear(); int attributeMask = GL2.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 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(GL2.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, -1d, 1d); 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_ONE, GL.GL_ONE_MINUS_SRC_ALPHA); } }
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); }