Package javax.media.opengl

Examples of javax.media.opengl.GL


    // Set glDepthMask.
    @Override
    void setDepthBufferWriteEnable(Context ctx, boolean mode) {
        if (VERBOSE) System.err.println("JoglPipeline.setDepthBufferWriteEnable()");

        GL gl = context(ctx).getGL();
        if (mode) {
            gl.glDepthMask(true);
        } else {
            gl.glDepthMask(false);
        }
    }
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    @Override
    void bindTexture2D(Context ctx, int objectId, boolean enable) {
        if (VERBOSE) System.err.println("JoglPipeline.bindTexture2D(objectId=" + objectId + ",enable=" + enable + ")");

        GL gl = context(ctx).getGL();
        gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
        gl.glDisable(GL2.GL_TEXTURE_3D);

        if (!enable) {
            gl.glDisable(GL.GL_TEXTURE_2D);
        } else {
            gl.glBindTexture(GL.GL_TEXTURE_2D, objectId);
            gl.glEnable(GL.GL_TEXTURE_2D);
        }
    }
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    private void updateTextureLodRange(Context ctx,
            int target,
            int baseLevel, int maximumLevel,
            float minimumLOD, float maximumLOD) {
        GL gl = context(ctx).getGL();
        // checking of the availability of the extension is already done
        // in the shared code
        gl.glTexParameteri(target, GL2.GL_TEXTURE_BASE_LEVEL, baseLevel);
        gl.glTexParameteri(target, GL2.GL_TEXTURE_MAX_LEVEL, maximumLevel);
        gl.glTexParameterf(target, GL2.GL_TEXTURE_MIN_LOD, minimumLOD);
        gl.glTexParameterf(target, GL2.GL_TEXTURE_MAX_LOD, maximumLOD);
    }
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//        gl.glTexParameterf(target, GL.GL_TEXTURE_LOD_BIAS_T_SGIX, lodOffsetT);
//        gl.glTexParameterf(target, GL.GL_TEXTURE_LOD_BIAS_R_SGIX, lodOffsetR);
    }

    private void updateTextureAnisotropicFilter(Context ctx, int target, float degree) {
        GL gl = context(ctx).getGL();
        // checking of the availability of anisotropic filter functionality
        // is already done in the shared code
        gl.glTexParameterf(target,
                GL.GL_TEXTURE_MAX_ANISOTROPY_EXT,
                degree);
    }
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    @Override
    void bindTexture3D(Context ctx, int objectId, boolean enable) {
        if (VERBOSE) System.err.println("JoglPipeline.bindTexture3D()");

        GL gl = context(ctx).getGL();
        // textureCubeMap will take precedure over 3D Texture
        gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);

        if (!enable) {
            gl.glDisable(GL2.GL_TEXTURE_3D);
        } else {
            gl.glBindTexture(GL2.GL_TEXTURE_3D, objectId);
            gl.glEnable(GL2.GL_TEXTURE_3D);
        }
    }
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    @Override
    void bindTextureCubeMap(Context ctx, int objectId, boolean enable) {
        if (VERBOSE) System.err.println("JoglPipeline.bindTextureCubeMap()");

        GL gl = context(ctx).getGL();
        // TextureCubeMap will take precedure over 3D Texture so
        // there is no need to disable 3D Texture here.
        if (!enable) {
            gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
        } else {
            gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, objectId);
            gl.glEnable(GL.GL_TEXTURE_CUBE_MAP);
        }
    }
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    void updateTextureFilterModes(Context ctx,
            int target,
            int minFilter,
            int magFilter) {
        GL gl = context(ctx).getGL();

        if (EXTRA_DEBUGGING) {
            System.err.println("minFilter: " + getFilterName(minFilter) +
                    " magFilter: " + getFilterName(magFilter));
        }

        // FIXME: unclear whether we really need to set up the enum values
        // in the JoglContext as is done in the native code depending on
        // extension availability; maybe this is the defined fallback
        // behavior of the various Java3D modes

        // set texture min filter
        switch (minFilter) {
            case Texture.FASTEST:
            case Texture.BASE_LEVEL_POINT:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
                break;
            case Texture.BASE_LEVEL_LINEAR:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
                break;
            case Texture.MULTI_LEVEL_POINT:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER,
                        GL.GL_NEAREST_MIPMAP_NEAREST);
                break;
            case Texture.NICEST:
            case Texture.MULTI_LEVEL_LINEAR:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER,
                        GL.GL_LINEAR_MIPMAP_LINEAR);
                break;
            case Texture.FILTER4:
// We should never get here as we've disabled the FILTER4 feature
//                gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER,
//                        GL.GL_FILTER4_SGIS);
                break;
        }

        // set texture mag filter
        switch (magFilter) {
            case Texture.FASTEST:
            case Texture.BASE_LEVEL_POINT:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
                break;
            case Texture.NICEST:
            case Texture.BASE_LEVEL_LINEAR:
                gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
                break;
            case Texture.LINEAR_SHARPEN:
// We should never get here as we've disabled the TEXTURE_SHARPEN feature
//                gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER,
//                        GL.GL_LINEAR_SHARPEN_SGIS);
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     * Diese metode wird kurz vor dem ersten zeichen durch das Drawable augerufen.
     * Hier sollen wird OGL initialisiert
     * @param gLDrawable The GLAutoDrawable object.
     */
    public void init(GLAutoDrawable gLDrawable) {
        final GL gl = gLDrawable.getGL();
        NEModelManager.gl = gl;
        //-----------------------------------------SetUp OGL-----------------------------------------------//
        //gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
        gl.glClearColor(0, 0, 0, 1);    // 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.glEnable(GL.GL_TEXTURE_2D);
        //gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);

    gl.glEnable(GL.GL_BLEND);
    gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); // Korrektes Blending
   
   
    // Set up lighting
   
    if(LightEnabled){     
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.lightAmbient, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.lightDiffuse, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.lightPosition, 0);
          gl.glEnable(GL.GL_LIGHT1);
          gl.glEnable(GL.GL_LIGHTING);
    }
       
        //-----------------------------------------SetUp OGL-----------------------------------------------//
       
    // Models vorladen und compelieren   
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     * Alle Objekte des verbundenen NEGraphicalObjectManager werden mit hilfe des angeschlossenen
     * NETextureManager gerendert.
     * @param gLDrawable The GLAutoDrawable object.
     */
    public void display(GLAutoDrawable gLDrawable) {
           final GL gl = gLDrawable.getGL();   
          
          /* nimmt die zeit zwischen zwei aufrufen */
      Date d = new Date();
      TBM = (d.getTime() - now.getTime())/1000f;       
      now = new Date();
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     * @param y The Y coordinate of the viewport rectanble.
     * @param width The new width of the window.
     * @param height The new height of the window.
     */
    public void reshape(GLAutoDrawable gLDrawable, int x, int y, int width, int height) {
        final GL gl = gLDrawable.getGL();

        if (height <= 0) // avoid a divide by zero error!
            height = 1;
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1f, 100.0);
       
        //gl.glOrtho(-100.0f, 100.0f, -100.0f, 100.0f, -500.0f, 500.0f);     
        //gl.glScalef(20.0f, 20.0f, 20.0f);
         

       
       
        gl.glMatrixMode(GL.GL_MODELVIEW);      
        gl.glLoadIdentity();   
     }
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