public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); if (w <= (h * 3)) gl.glOrtho( -6.0, 6.0, -2.0 * ((float) h * 3) / (float) w, 2.0 * ((float) h * 3) / (float) w, 0.0, 10.0); else gl.glOrtho( -6.0 * (float) w / ((float) h * 3), // 6.0 * (float) w / ((float) h * 3), -2.0, 2.0, 0.0, 10.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
@Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); gl.glMatrixMode(GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(30.0, (double) width / (double) height, 1.0, 300.0); // 視点位置と視線方向 // glu.gluLookAt(3.0f, 4.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);//コメントアウト gl.glMatrixMode(GL_MODELVIEW); }
@Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { final GL2 gl = drawable.getGL().getGL2(); if (height <= 0) height = 1; final float h = (float) width / (float) height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(FOV, h, 1.0, 4000.0); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); }
@Override public void reshape( final GLAutoDrawable gLDrawable, final int x, final int y, final int w, final int h) { final GL2 gl = gLDrawable.getGL().getGL2(); gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); if (w <= h) { gl.glOrtho(-3.5, 3.5, -3.5 * h / w, 3.5 * h / w, -3.5, 3.5); } else { gl.glOrtho(-3.5 * w / h, 3.5 * w / h, -3.5, 3.5, -3.5, 3.5); } gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); }
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { GL2 gl = drawable.getGL().getGL2(); // gl.glViewport(0, 0, w, h); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0.0, (double) w, 0.0, (double) h); }
/* (non-Javadoc) * @see com.jogamp.opengl.GLEventListener#init(com.jogamp.opengl.GLAutoDrawable) */ @Override public void init(GLAutoDrawable glDrawable) { // get the OpenGL context GL2 gl = glDrawable.getGL().getGL2(); // set the matrix mode to projection gl.glMatrixMode(GL2.GL_PROJECTION); // initialize the matrix gl.glLoadIdentity(); // set the view to a 2D view gl.glOrtho(-400, 400, -300, 300, 0, 1); // switch to the model view matrix gl.glMatrixMode(GL2.GL_MODELVIEW); // initialize the matrix gl.glLoadIdentity(); // set the clear color to white gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set the swap interval to as fast as possible gl.setSwapInterval(0); }
/* (non-Javadoc) * @see com.jogamp.opengl.GLEventListener#display(com.jogamp.opengl.GLAutoDrawable) */ @Override public void display(GLAutoDrawable glDrawable) { // get the OpenGL context GL2 gl = glDrawable.getGL().getGL2(); // clear the screen gl.glClear(GL.GL_COLOR_BUFFER_BIT); // switch to the model view matrix gl.glMatrixMode(GL2.GL_MODELVIEW); // initialize the matrix (0,0) is in the center of the window gl.glLoadIdentity(); // render the scene this.render(gl); // perform other operations at the end (it really // doesn't matter if its done at the start or end) this.update(); }
@Override public void display(GLAutoDrawable pDrawable) { if (error) { return; } countFps(); simpleMoveAnimator.updateState(); GL2 gl = pDrawable.getGL().getGL2(); // System.err.println("INIT GL IS: " + gl.getClass().getName()); GLU glu = new GLU(); lightRender.draw(gl); // _direction_ // gl.glLightfv(GLLightingFunc.GL_LIGHT0, GLLightingFunc.GL_POSITION, // this.lightPos, 0); // // Clear the drawing area // gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); // // // // // // Reset the current matrix to the "identity" // gl.glLoadIdentity(); // // gl.glMatrixMode(GL2.GL_MODELVIEW); // gl.glLoadIdentity(); // clear color and depth buffers gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); setCamera(gl, glu, simpleMoveAnimator); gl.glEnable(GL.GL_MULTISAMPLE); skyBox.draw(gl, simpleMoveAnimator.getPoint()); ground.draw(gl, simpleMoveAnimator.getPoint()); if (modelRender.isDebugging()) { axisLabels.draw(gl); floor.draw(gl); // drawTextInfo(gl, simpleMoveAnimator.info()); } renderJosm.draw(gl, simpleMoveAnimator); // selectionDrawUtil.draw(gl, objectSelectionListener, // simpleMoveAnimator); drawCompass(gl); // Flush all drawing operations to the graphics card gl.glFlush(); }
@Override public void display(GLAutoDrawable drawable) { GL2 gl2 = drawable.getGL().getGL2(); GLU glu = GLU.createGLU(); gl2.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl2.glEnable(GL2.GL_DEPTH_TEST); gl2.glDisable(GL2.GL_CULL_FACE); gl2.glMatrixMode(GL2.GL_PROJECTION); gl2.glLoadIdentity(); glu.gluPerspective(60, drawable.getSurfaceWidth() / drawable.getSurfaceHeight(), 0.1f, 100); gl2.glMatrixMode(GL2.GL_MODELVIEW); gl2.glLoadIdentity(); camera_.apply(gl2, glu); light_.apply(gl2, glu); terrain_.draw(gl2, glu); Runnable triangle = () -> { gl2.glBegin(GL2.GL_TRIANGLES); { gl2.glColor3f(1, 1, 1); gl2.glNormal3f(0, 0, 1); gl2.glVertex3f(0, 1, 0); gl2.glColor3f(1, 0, 0); gl2.glNormal3f(0, 0, 1); gl2.glVertex3f(-0.87f, -0.5f, 0); gl2.glColor3f(0, 0, 1); gl2.glNormal3f(0, 0, 1); gl2.glVertex3f(0.87f, -0.5f, 0); gl2.glColor3f(1, 1, 1); gl2.glNormal3f(0.71898836f, 0.4170133f, -0.5560177f); gl2.glVertex3f(0, 1, 0); gl2.glColor3f(0, 0, 1); gl2.glNormal3f(0.71898836f, 0.4170133f, -0.5560177f); gl2.glVertex3f(0.87f, -0.5f, 0); gl2.glColor3f(0, 1, 0); gl2.glNormal3f(0.71898836f, 0.4170133f, -0.5560177f); gl2.glVertex3f(0, 0, -0.75f); gl2.glColor3f(1, 0, 0); gl2.glNormal3f(-0.7189883f, 0.41701326f, -0.5560177f); gl2.glVertex3f(-0.87f, -0.5f, 0); gl2.glColor3f(1, 1, 1); gl2.glNormal3f(-0.7189883f, 0.41701326f, -0.5560177f); gl2.glVertex3f(0, 1, 0); gl2.glColor3f(0, 1, 0); gl2.glNormal3f(-0.7189883f, 0.41701326f, -0.5560177f); gl2.glVertex3f(0, 0, -0.75f); gl2.glColor3f(0, 0, 1); gl2.glNormal3f(0, -1.305f, -0.87f); gl2.glVertex3f(0.87f, -0.5f, 0); gl2.glColor3f(1, 0, 0); gl2.glNormal3f(0, -1.305f, -0.87f); gl2.glVertex3f(-0.87f, -0.5f, 0); gl2.glColor3f(0, 1, 0); gl2.glNormal3f(0, -1.305f, -0.87f); gl2.glVertex3f(0, 0, -0.75f); } gl2.glEnd(); }; gl2.glPushMatrix(); { gl2.glPushMatrix(); gl2.glTranslatef(0, 0, 0); gl2.glRotatef(angle__, 0, 1, 0); triangle.run(); gl2.glPopMatrix(); gl2.glPushMatrix(); gl2.glTranslatef(0, 3.2f, 0); gl2.glRotatef(angle__ + 30, 0, 1, 0); triangle.run(); gl2.glPopMatrix(); gl2.glPushMatrix(); gl2.glTranslatef(3.2f, 0, 0); gl2.glRotatef(angle__ + 60, 0, 1, 0); triangle.run(); gl2.glPopMatrix(); } gl2.glPopMatrix(); angle__ += 1; gl2.glPushMatrix(); gl2.glTranslatef(0.05f, -1.5f, 5); gl2.glScalef(0.05f, 0.05f, 0.05f); for (Face face : glock3__.faces) { gl2.glBegin(GL2.GL_POLYGON); for (FaceVertex vertex : face.vertices) { gl2.glColor3f(1, 1, 1); gl2.glNormal3f(vertex.n.x, vertex.n.y, vertex.n.z); gl2.glVertex3f(vertex.v.x, vertex.v.y, vertex.v.z); } gl2.glEnd(); } gl2.glPopMatrix(); }