/** * Called back immediately after the OpenGL context is initialized. Can be used * to perform one-time initialization. Run only once. * GLEventListener method. */ @Override public void init(GLAutoDrawable drawable) { logger.log(Level.INFO, "Initializing OpenGL context."); generateObject(); this.fpsCounter = new FPSCounter(drawable, new Font("SansSerif", Font.BOLD, 12)); this.overlay = new Overlay(drawable, new Font("SansSerif", Font.BOLD, 12)); this.overlay.setColor(127, 127, 127, 100); this.overlay.setTextLocation(Overlay.LOWER_LEFT); // Parse random gcode file and generate something to draw. 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 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 }
@Override public void glDepthFunc(int func) { gl.glDepthFunc(func); }
public static void glDepthFunc( int func) { gl().glDepthFunc( func); }
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); gl.glDisable(GL.GL_CULL_FACE); gl.glShadeModel(GL2.GL_SMOOTH); gl.glClearColor(COLOR_BACKGROUND.getRed() / 255.0f, COLOR_BACKGROUND.getGreen() / 255.0f, COLOR_BACKGROUND.getBlue() / 255.0f, 1); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); gl.setSwapInterval(1); gl.glDisable(GL2.GL_CULL_FACE); delaunayTriangulator = new DelaunayTriangulator(pointSet); }
@Override protected void render3DScene(GL2 gl, GLU glu) { if (vizController.getVizConfig().isShowFPS()) { gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport); glu.gluOrtho2D(0, viewport.get(2), viewport.get(3), 0); gl.glDepthFunc(GL2.GL_ALWAYS); gl.glColor3i(192, 192, 192); gl.glRasterPos2f(10, 15); String fpsRound = String.valueOf((int) fps); glut.glutBitmapString(GLUT.BITMAP_HELVETICA_10, fpsRound); gl.glDepthFunc(GL2.GL_LESS); gl.glPopMatrix(); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glPopMatrix(); } }
@Override protected void render3DScene(GL2 gl, GLU glu) { if (vizController.getVizConfig().isShowFPS()) { gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport); glu.gluOrtho2D(0, viewport.get(2), viewport.get(3), 0); gl.glDepthFunc(GL2.GL_ALWAYS); gl.glColor3i(192, 192, 192); gl.glRasterPos2f(10, 15 + (getGlobalScale() > 1f ? 8 : 0)); String fpsRound = String.valueOf((int) fps); if (getGlobalScale() > 1f) { glut.glutBitmapString(GLUT.BITMAP_HELVETICA_18, fpsRound); } else { glut.glutBitmapString(GLUT.BITMAP_HELVETICA_10, fpsRound); } gl.glDepthFunc(GL2.GL_LESS); gl.glPopMatrix(); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glPopMatrix(); } }
/** * Called back immediately after the OpenGL context is initialized. Can be * used to perform one-time initialization. Run only once. * * @param drawable */ @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 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 }
@Override void resetRenderingAttributes(Context ctx, boolean depthBufferWriteEnableOverride, boolean depthBufferEnableOverride) { if (VERBOSE) System.err.println("JoglPipeline.resetRenderingAttributes()"); GL2 gl = context(ctx).getGL().getGL2(); if (!depthBufferWriteEnableOverride) { gl.glDepthMask(true); } if (!depthBufferEnableOverride) { gl.glEnable(GL.GL_DEPTH_TEST); } gl.glAlphaFunc(GL.GL_ALWAYS, 0.0f); gl.glDepthFunc(GL.GL_LEQUAL); gl.glEnable(GL2.GL_COLOR_MATERIAL); gl.glDisable(GL.GL_COLOR_LOGIC_OP); }
gl.glDepthFunc(GL2.GL_LEQUAL); gl.glCullFace(GL2.GL_FRONT); gl.glEnable(GL2.GL_CULL_FACE);
gl.glDepthFunc(GL.GL_LEQUAL); gl.glEnable(GL2.GL_COLOR_MATERIAL);
if (depthBufferEnable) { gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(getFunctionValue(depthTestFunction)); } else { gl.glDisable(GL.GL_DEPTH_TEST);