/** States for texture, smooth and flat models */ public void enableStates() { if (hasTextureCoordinates()) { gl.glEnable(GL.GL_TEXTURE_2D); } if (isSmoothShadingEnabled()) { gl.glShadeModel(GL.GL_SMOOTH); } else { gl.glShadeModel(GL.GL_FLAT); } }
public void displayInit(Point pickPoint) { gl.glShadeModel(GL.GL_SMOOTH); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); if (pickPoint != null) { int[] vp = new int[4]; gl.glGetIntegerv(GL.GL_VIEWPORT, vp, 0); GLU glu = new GLU(); int px = (int) pickPoint.getX(); int py = (int) (vp[3] - pickPoint.getY()); glu.gluPickMatrix(px, py, 1e-2, 1e-2, vp, 0); } gl.glOrtho(0, bounds.getWidth(), 0, bounds.getHeight(), .1, depth); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt(0, 0, depth - 0.1, 0, 0, 0, 0, 1, 0); gl.glInitNames(); gl.glPushName(-1); }
public void init(GLAutoDrawable drawable) { GL gl = drawable.getGL(); System.err.println("INIT GL IS: " + gl.getClass().getName()); gl.setSwapInterval(1); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens. }
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); }
public void desenhar(GL gl, GLUT glut) { gl.glShadeModel(GL.GL_FLAT); gl.glNormal3f(0.0f, 0.0f, 1.0f); gl.glColor3f(1f, 1f, 1f); float corWhite[] = {1.0f, 1.0f, 1.0f, 1.0f}; // base setTexture(Util.loadImage("texture/textureBrick.png")); getTexture().enable(); getTexture().bind(); gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, corWhite, 0); gl.glEnable(GL.GL_LIGHTING); gl.glPushMatrix(); gl.glTranslatef(0f, -dif, 0f); gl.glScalef(getxEscala(), getyEscala(), getzEscala()); glut.glutSolidCube(1f); gl.glPopMatrix(); // esquerda setTexture(Util.loadImage("texture/tijolos/medio2.png")); getTexture().enable(); getTexture().bind(); gl.glPushMatrix(); gl.glTranslatef(-(getxEscala() / 2), (getAltura() / 2) - dif, 0f); gl.glScalef(0.1f, getAltura(), getzEscala()); glut.glutSolidCube(1f); gl.glPopMatrix(); gl.glDisable(GL.GL_LIGHTING); // direita setTexture(Util.loadImage("texture/tijolos/medio2.png")); getTexture().enable(); getTexture().bind(); gl.glPushMatrix(); gl.glTranslatef(getxEscala() / 2, (getAltura() / 2) - dif, 0f); gl.glScalef(0.1f, getAltura(), getzEscala()); glut.glutSolidCube(1f); gl.glPopMatrix(); gl.glDisable(GL.GL_LIGHTING); // fundo setTexture(Util.loadImage("texture/tijolos/fraco.png")); getTexture().enable(); getTexture().bind(); gl.glPushMatrix(); gl.glTranslatef(0f, (getAltura() / 2) - dif, -(getzEscala() / 2)); gl.glScalef(getxEscala(), getAltura(), 0.1f); glut.glutSolidCube(1f); gl.glPopMatrix(); gl.glDisable(GL.GL_LIGHTING); }
public void init(GL gl) { // Starts with animation turned off setAnimation(false); // --- OpenGL Initialization // Set background color to sky blue gl.glClearColor(0.58f, 0.74f, 0.98f, 0.0f); // Turn on Z buffer gl.glEnable(GL.GL_DEPTH_TEST); // Turn on Gouraud shaded polygons gl.glShadeModel(GL.GL_SMOOTH); // Turn on automatic normalization for normal vectors gl.glEnable(GL.GL_NORMALIZE); }
/** 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); }