/** * レンダリング環境のセットアップ * * @param gcon */ public void begin(GraphicContext gcon) { GraphicContextJogl gc = (GraphicContextJogl) gcon; GL gl = gc.getGL(); if ((state_ & CLEAR) == CLEAR) { gl.glClearColor(r_, g_, b_, 1.0f); // カラープレーン初期値 gl.glClearDepth(1.0); // デプスバッファの初期値 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); } gl.glEnable(GL.GL_DEPTH_TEST); // デプスバッファをイネーブル gl.glDepthFunc(GL.GL_LESS); // デプスバッファの計算法指定 gl.glDepthMask(true); // デプスバッファをリードライト gl.glEnable(GL.GL_LIGHTING); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); float right = (float) (near_ * Math.tan(fovx_ / 2)); float left = -right; float top = right * aspect_; float bottom = -top; gl.glFrustum(left, right, bottom, top, near_, far_); buildViewMatrix(); gc.setViewMatrix(viewMatrix_); }
public void init(GLAutoDrawable gLDrawable) { renderer = new TextRenderer(new Font("SansSerif", Font.BOLD, 36)); // creates textrenderer GL gl = gLDrawable.getGL(); gl.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Black Background gl.glClearDepth(1.0f); // Depth Buffer Setup gl.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do // Really Nice Perspective Calculations gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); }
/** OpenGL initialization function Called once, on startup */ @Override public void init(GLAutoDrawable auto_drawable) { // initialize OpenGL state, load arrays, etc. // anything needs to be dont before the drawing calls final GL gl = auto_drawable.getGL(); gl.glShadeModel(GL.GL_SMOOTH); gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); gl.glEnableClientState(GL.GL_VERTEX_ARRAY); // set the texture mode to decal, so textures are rendered independent of // underlying colors gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_DECAL); // initialize vertex arrays initVertexArrays(); // enable 2D texturing gl.glEnable(GL.GL_TEXTURE_2D); // load the question texture question_Texture = loadTexture("Data/Pictures/question_mark.png"); // set up fog effect float fogColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Fog Color gl.glFogi(GL.GL_FOG_MODE, GL.GL_LINEAR); // Fog Mode gl.glFogfv(GL.GL_FOG_COLOR, FloatArrayToFloatBuffer(fogColor)); // Set Fog Color gl.glFogf(GL.GL_FOG_DENSITY, 0.35f); // How Dense Will The Fog Be gl.glHint(GL.GL_FOG_HINT, GL.GL_NICEST); // Fog Hint Value gl.glFogf(GL.GL_FOG_START, 0.0f); // Fog Start Depth gl.glFogf(GL.GL_FOG_END, 3.0f); // Fog End Depth gl.glEnable(GL.GL_FOG); // Enables GL_FOG // load all textures LoadAllGuessModelTextures(guess_model_array); }
private void initOpenGL() { pgl = (PGraphicsOpenGL) g; gl = pgl.gl; gl.setSwapInterval(1); gl.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background gl.glClearDepth(1.0f); // Depth Buffer Setup gl.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do gl.glHint( GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Really Nice Perspective Calculations gl.glDisable(GL.GL_TEXTURE_2D); // Set up lighting gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, lightDiffuse, 0); // gl.glLightfv( GL.GL_LIGHT1, GL.GL_SPECULAR, lightSpecular, 0 ); gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPosition, 0); gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT1); }
public void init() { /* * Set the values used when clearing the screen */ gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glClearDepth(1); // gl.glEnable(GL.GL_DEPTH_TEST); // gl.glDepthFunc(GL.GL_LEQUAL); // gl.glDepthMask(true); glu = new GLU(); enableAlpha(); // gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); scaleX = 1; scaleY = 1; brushPos = new Vector(); currentTexture = null; textureCoords = null; }