public static void render(GL2ES1 gl, int width, int height) { gl.glClear(GL.GL_COLOR_BUFFER_BIT); // draw a triangle filling the window gl.glLoadIdentity(); ImmModeSink immModeSink = ImmModeSink.createFixed( 3 * 3, 3, GL.GL_FLOAT, // vertex 3, GL.GL_FLOAT, // color 0, GL.GL_FLOAT, // normal 0, GL.GL_FLOAT, // texCoords GL.GL_STATIC_DRAW); immModeSink.glBegin(GL.GL_TRIANGLES); immModeSink.glColor3f(1, 0, 0); immModeSink.glVertex2f(0, 0); immModeSink.glColor3f(0, 1, 0); immModeSink.glVertex2f(width, 0); immModeSink.glColor3f(0, 0, 1); immModeSink.glVertex2f(width / 2, height); immModeSink.glEnd(gl, true); }
public void init(GLAutoDrawable glad) { final GL2ES2 gl = glad.getGL().getGL2ES2(); System.err.println(); System.err.println("req. msaa: " + multisample); System.err.println( "Requested: " + glad.getNativeSurface().getGraphicsConfiguration().getRequestedCapabilities()); multisample = multisample & glad.getChosenGLCapabilities().getNumSamples() > 0; System.err.println("Chosen : " + glad.getChosenGLCapabilities()); System.err.println("has msaa: " + multisample); System.err.println(); final ShaderCode vp0 = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, MultisampleDemoES2.class, "shader", "shader/bin", "mgl_default_xxx", true); final ShaderCode fp0 = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, MultisampleDemoES2.class, "shader", "shader/bin", "mgl_default_xxx", true); vp0.defaultShaderCustomization(gl, true, true); fp0.defaultShaderCustomization(gl, true, true); sp0 = new ShaderProgram(); sp0.add(gl, vp0, System.err); sp0.add(gl, fp0, System.err); st.attachShaderProgram(gl, sp0, true); pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); st.ownUniform(pmvMatrixUniform); st.uniform(gl, pmvMatrixUniform); // Using predef array names, see // GLPointerFuncUtil.getPredefinedArrayIndexName(glArrayIndex); immModeSink = ImmModeSink.createGLSL( 40, 3, GL.GL_FLOAT, // vertex 4, GL.GL_FLOAT, // color 0, GL.GL_FLOAT, // normal 0, GL.GL_FLOAT, // texCoords GL.GL_STATIC_DRAW, st); final int numSteps = 20; final double increment = Math.PI / numSteps; final double radius = 1; immModeSink.glBegin(GL.GL_LINES); for (int i = numSteps - 1; i >= 0; i--) { immModeSink.glVertex3f( (float) (radius * Math.cos(i * increment)), (float) (radius * Math.sin(i * increment)), 0f); immModeSink.glColor4f(1f, 1f, 1f, 1f); immModeSink.glVertex3f( (float) (-1.0 * radius * Math.cos(i * increment)), (float) (-1.0 * radius * Math.sin(i * increment)), 0f); immModeSink.glColor4f(1f, 1f, 1f, 1f); } immModeSink.glEnd(gl, false); st.useProgram(gl, false); }