Exemple #1
0
  /*
   * 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);
    }
  }
Exemple #2
0
  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);
  }
Exemple #3
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 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);
 }
Exemple #4
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 @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;
    }
  }
Exemple #6
0
  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);
  }
Exemple #7
0
  @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);
  }
Exemple #11
0
  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);
  }