Esempio n. 1
0
  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);
  }
Esempio n. 2
0
  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);
    }
  }