Java Code Examples for com.jogamp.opengl.GL2#glGetIntegerv()
The following examples show how to use
com.jogamp.opengl.GL2#glGetIntegerv() .
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Example 1
Source File: Cuboid.java From Robot-Overlord-App with GNU General Public License v2.0 | 6 votes |
public void render(GL2 gl2) { gl2.glPushMatrix(); //MatrixHelper.applyMatrix(gl2, poseWorld); IntBuffer depthFunc = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_DEPTH_FUNC, depthFunc); gl2.glDepthFunc(GL2.GL_ALWAYS); boolean isLit = gl2.glIsEnabled(GL2.GL_LIGHTING); gl2.glDisable(GL2.GL_LIGHTING); gl2.glColor3d(255,255,255); PrimitiveSolids.drawBoxWireframe(gl2, getBoundsBottom(),getBoundsTop()); if (isLit) gl2.glEnable(GL2.GL_LIGHTING); gl2.glDepthFunc(depthFunc.get()); gl2.glPopMatrix(); }
Example 2
Source File: ViewportEntity.java From Robot-Overlord-App with GNU General Public License v2.0 | 6 votes |
public void renderPick(GL2 gl2,double pickX,double pickY) { gl2.glMatrixMode(GL2.GL_PROJECTION); gl2.glLoadIdentity(); // get the current viewport dimensions to set up the projection matrix int[] viewportDimensions = new int[4]; gl2.glGetIntegerv(GL2.GL_VIEWPORT,viewportDimensions,0); GLU glu = GLU.createGLU(gl2); // Set up a tiny viewport that only covers the area behind the cursor. // Tiny viewports are faster. glu.gluPickMatrix(pickX, canvasHeight-pickY, 5.0, 5.0, viewportDimensions,0); if(drawOrtho.get()) { renderOrtho(gl2); } else { renderPerspective(gl2); } renderShared(gl2); }
Example 3
Source File: PickingHelper.java From gama with GNU General Public License v3.0 | 5 votes |
/** * First pass prepare select buffer for select mode by clearing it, prepare openGL to select mode and tell it where * should draw object by using gluPickMatrix() method * * @return if returned value is true that mean the picking is enabled */ public void beginPicking() { final GL2 gl = getGL(); final OpenGL openGL = getOpenGL(); final CameraHelper camera = getRenderer().getCameraHelper(); final GLU glu = GLU.createGLU(); // 1. Selecting buffer selectBuffer.clear(); // prepare buffer for new objects gl.glSelectBuffer(selectBuffer.capacity(), selectBuffer); // Pass below is very similar to refresh method in GLrenderer // 2. Take the viewport attributes, final int viewport[] = new int[4]; gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0); // 3. Prepare openGL for rendering in select mode gl.glRenderMode(GL2.GL_SELECT); /* * The application must redefine the viewing volume so that it renders only a small area around the place where * the mouse was clicked. In order to do that it is necessary to set the matrix mode to GL_PROJECTION. * Afterwards, the application should push the current matrix to save the normal rendering mode settings. Next * initialise the matrix */ openGL.pushIdentity(GL2.GL_PROJECTION); /* * Define the viewing volume so that rendering is done only in a small area around the cursor. gluPickMatrix * method restrict the area where openGL will drawing objects * */ glu.gluPickMatrix(camera.getMousePosition().x, viewport[3] - camera.getMousePosition().y, 4, 4, viewport, 0); // JOGLRenderer r = getRenderer(); // FIXME Why do we have to call updatePerspective() here ? openGL.updatePerspective(); openGL.matrixMode(GL2.GL_MODELVIEW); }
Example 4
Source File: OpenGL.java From gama with GNU General Public License v3.0 | 5 votes |
/** * Reshapes the GL world to comply with a new view size and computes the resulting ratios between pixels and world * coordinates * * @param newGL * the (possibly new) GL2 context * @param width * the width of the view (in pixels) * @param height * the height of the view (in pixels) * @return */ public void reshape(final GL2 newGL, final int width, final int height) { setGL2(newGL); newGL.glViewport(0, 0, width, height); viewWidth = width; viewHeight = height; resetMatrix(GL2.GL_MODELVIEW); resetMatrix(GL2.GL_PROJECTION); updatePerspective(); newGL.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0); newGL.glGetDoublev(GL2.GL_MODELVIEW_MATRIX, mvmatrix, 0); newGL.glGetDoublev(GL2.GL_PROJECTION_MATRIX, projmatrix, 0); final double[] pixelSize = new double[4]; glu.gluProject(getWorldWidth(), 0, 0, mvmatrix, 0, projmatrix, 0, viewport, 0, pixelSize, 0); final double initialEnvWidth = pixelSize[0]; final double initialEnvHeight = pixelSize[1]; final double envWidthInPixels = 2 * pixelSize[0] - width; final double envHeightInPixels = 2 * pixelSize[1] - height; final double windowWidthInModelUnits = getWorldWidth() * width / envWidthInPixels; final double windowHeightInModelUnits = getWorldHeight() * height / envHeightInPixels; final double xRatio = width / windowWidthInModelUnits / getData().getZoomLevel(); final double yRatio = height / windowHeightInModelUnits / getData().getZoomLevel(); if (DEBUG.IS_ON()) { debugSizes(width, height, initialEnvWidth, initialEnvHeight, envWidthInPixels, envHeightInPixels, getData().getZoomLevel(), xRatio, yRatio); } ratios.setLocation(xRatio, yRatio, 0d); }
Example 5
Source File: PoseEntity.java From Robot-Overlord-App with GNU General Public License v2.0 | 5 votes |
public void renderLineage(GL2 gl2) { boolean isTex = gl2.glIsEnabled(GL2.GL_TEXTURE_2D); gl2.glDisable(GL2.GL_TEXTURE_2D); // save the lighting mode boolean lightWasOn = gl2.glIsEnabled(GL2.GL_LIGHTING); gl2.glDisable(GL2.GL_LIGHTING); IntBuffer depthFunc = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_DEPTH_FUNC, depthFunc); gl2.glDepthFunc(GL2.GL_ALWAYS); //boolean depthWasOn = gl2.glIsEnabled(GL2.GL_DEPTH_TEST); //gl2.glDisable(GL2.GL_DEPTH_TEST); gl2.glColor4d(1,1,1,1); gl2.glBegin(GL2.GL_LINES); // connection to children for(Entity e : children ) { if(e instanceof PoseEntity) { Vector3d p = ((PoseEntity)e).getPosition(); gl2.glVertex3d(0, 0, 0); gl2.glVertex3d(p.x,p.y,p.z); } } gl2.glEnd(); //if(depthWasOn) gl2.glEnable(GL2.GL_DEPTH_TEST); gl2.glDepthFunc(depthFunc.get()); // restore lighting if(lightWasOn) gl2.glEnable(GL2.GL_LIGHTING); if(isTex) gl2.glDisable(GL2.GL_TEXTURE_2D); }
Example 6
Source File: OpenGLVideoRenderer.java From sagetv with Apache License 2.0 | 4 votes |
public void initFragmentProgram(GL2 gl) { int[] fragProgTmp = new int[1]; gl.glGenProgramsARB(1, fragProgTmp, 0); fragProg = fragProgTmp[0]; // R = Y + 1.371 (Cr - 128) // G = Y - 0.698 (Cr - 128) - 0.336 (Cb - 128) // B = Y + 1.732 (Cb - 128) String combineFragProg = "!!ARBfp1.0\n" + "TEMP texSamp0, texSamp1, texSamp2;\n" + "PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n" + "PARAM mulY = { 1.0, 1.0, 1.0, 0.0 };\n" + "PARAM mulCr = { 1.371, -0.698, 0.0, 0.0 };\n" + "PARAM mulCb = { 0.0, -0.336, 1.732, 0.0 };\n" + "TEX texSamp0, fragment.texcoord[0], texture[0], RECT;\n" + "TEX texSamp1, fragment.texcoord[1], texture[1], RECT;\n" + "TEX texSamp2, fragment.texcoord[2], texture[2], RECT;\n" + "SUB texSamp1, texSamp1, half;\n" + "SUB texSamp2, texSamp2, half;\n" + "MUL texSamp0, texSamp0, mulY;\n" + "MAD texSamp0, texSamp1, mulCr, texSamp0;\n" + "MAD texSamp0, texSamp2, mulCb, texSamp0;\n" + "MOV result.color, texSamp0;\n" + "END"; gl.glBindProgramARB (gl.GL_FRAGMENT_PROGRAM_ARB, fragProg); gl.glProgramStringARB(gl.GL_FRAGMENT_PROGRAM_ARB, gl.GL_PROGRAM_FORMAT_ASCII_ARB, combineFragProg.length(), combineFragProg); int[] errPos = new int[1]; gl.glGetIntegerv(gl.GL_PROGRAM_ERROR_POSITION_ARB, errPos, 0); if (errPos[0] >= 0) { System.out.println("Fragment program failed to load:"); String errMsg = gl.glGetString(gl.GL_PROGRAM_ERROR_STRING_ARB); if (errMsg == null) { System.out.println("[No error message available]"); } else { System.out.println("Error message: \"" + errMsg + "\""); } System.out.println("Error occurred at position " + errPos[0] + " in program:"); int endPos = errPos[0]; while (endPos < combineFragProg.length() && combineFragProg.charAt(endPos) != '\n') { ++endPos; } System.out.println(combineFragProg.substring(errPos[0], endPos)); } }
Example 7
Source File: OpenGLHelper.java From Robot-Overlord-App with GNU General Public License v2.0 | 4 votes |
static public int drawAtopEverythingStart(GL2 gl2) { IntBuffer depthFunc = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_DEPTH_FUNC, depthFunc); gl2.glDepthFunc(GL2.GL_ALWAYS); return depthFunc.get(); }
Example 8
Source File: DHBuilderApp.java From Robot-Overlord-App with GNU General Public License v2.0 | 4 votes |
@Override public void render(GL2 gl2) { gl2.glPushMatrix(); MatrixHelper.applyMatrix(gl2, pose); anchor.render(gl2); if(!inTest) { for( int i=0;i<BONE_NAMES.length;++i) { models[i].render(gl2); } } else { links.get(0).render(gl2); } boolean showBones=false; if(showBones==true) { Vector3d p0 = MatrixHelper.getPosition(this.getPoseWorld()); for( int i=0;i<BONE_NAMES.length;++i) { Matrix4d m = links.get(i).getPoseWorld(); Vector3d p1 = MatrixHelper.getPosition(m); IntBuffer depthFunc = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_DEPTH_FUNC, depthFunc); gl2.glDepthFunc(GL2.GL_ALWAYS); gl2.glDisable(GL2.GL_TEXTURE_2D); gl2.glDisable(GL2.GL_LIGHTING); gl2.glPushMatrix(); gl2.glColor3d(1, 1, 1); gl2.glBegin(GL2.GL_LINES); gl2.glVertex3d(p0.x,p0.y,p0.z); gl2.glVertex3d(p1.x,p1.y,p1.z); gl2.glEnd(); p0=p1; gl2.glDepthFunc(depthFunc.get()); MatrixHelper.applyMatrix(gl2, m); PrimitiveSolids.drawStar(gl2, 15); gl2.glPopMatrix(); } } gl2.glPopMatrix(); // don't call super.render() }
Example 9
Source File: DragBallEntity.java From Robot-Overlord-App with GNU General Public License v2.0 | 4 votes |
@Override public void render(GL2 gl2) { if(subject==null) return; gl2.glDisable(GL2.GL_TEXTURE_2D); RobotOverlord ro = (RobotOverlord)getRoot(); ro.viewport.renderChosenProjection(gl2); gl2.glPushMatrix(); /*if(isBallHit) { Vector3d dp = this.getPosition(); ViewportEntity cameraView = ro.viewport; Ray ray = cameraView.rayPick(); Vector3d dr = ray.getPoint(100); gl2.glBegin(GL2.GL_LINES); gl2.glColor3d(1, 1, 1); gl2.glVertex3d(ray.start.x, ray.start.y, ray.start.z); gl2.glVertex3d(dr.x, dr.y, dr.z); gl2.glVertex3d(dp.x,dp.y,dp.z); gl2.glVertex3d(pickPointOnBall.x, pickPointOnBall.y, pickPointOnBall.z); gl2.glEnd(); PrimitiveSolids.drawStar(gl2, dp,10); PrimitiveSolids.drawStar(gl2, pickPointOnBall,10); }//*/ IntBuffer depthFunc = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_DEPTH_FUNC, depthFunc); gl2.glDepthFunc(GL2.GL_ALWAYS); //boolean isDepth=gl2.glIsEnabled(GL2.GL_DEPTH_TEST); //gl2.glDisable(GL2.GL_DEPTH_TEST); boolean isLit = gl2.glIsEnabled(GL2.GL_LIGHTING); gl2.glDisable(GL2.GL_LIGHTING); IntBuffer lineWidth = IntBuffer.allocate(1); gl2.glGetIntegerv(GL2.GL_LINE_WIDTH, lineWidth); gl2.glLineWidth(2); gl2.glPushMatrix(); renderOutsideCircle(gl2); MatrixHelper.applyMatrix(gl2, FOR); gl2.glScaled(ballSize.get(),ballSize.get(),ballSize.get()); if(isRotateMode()) { renderRotation(gl2); } else { renderTranslation(gl2); } gl2.glPopMatrix(); // set previous line width gl2.glLineWidth(lineWidth.get()); if (isLit) gl2.glEnable(GL2.GL_LIGHTING); //if(isDepth) gl2.glEnable(GL2.GL_DEPTH_TEST); gl2.glDepthFunc(depthFunc.get()); gl2.glPopMatrix(); }