/** * 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 }
public static void glShadeModel( int mode) { gl().glShadeModel( mode); }
@Override void updateColoringAttributes(Context ctx, float dRed, float dGreen, float dBlue, float red, float green, float blue, float alpha, boolean lightEnable, int shadeModel) { if (VERBOSE) System.err.println("JoglPipeline.updateColoringAttributes()"); GL2 gl = context(ctx).getGL().getGL2(); float cr, cg, cb; if (lightEnable) { cr = dRed; cg = dGreen; cb = dBlue; } else { cr = red; cg = green; cb = blue; } gl.glColor4f(cr, cg, cb, alpha); if (shadeModel == ColoringAttributes.SHADE_FLAT) { gl.glShadeModel(GL2.GL_FLAT); } else { gl.glShadeModel(GL2.GL_SMOOTH); } }
@Override void resetColoringAttributes(Context ctx, float r, float g, float b, float a, boolean enableLight) { if (VERBOSE) System.err.println("JoglPipeline.resetColoringAttributes()"); GL2 gl = context(ctx).getGL().getGL2(); if (!enableLight) { gl.glColor4f(r, g, b, a); } gl.glShadeModel(GL2.GL_SMOOTH); }
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 public void init(GLAutoDrawable drawable) { // Use debug pipeline // drawable.setGL(new DebugGL(drawable.getGL())); GL2 gl = drawable.getGL().getGL2(); System.err.println("INIT GL IS: " + gl.getClass().getName()); // Enable VSync gl.setSwapInterval(1); // Setup the drawing area and shading mode gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0); gl.glClearColor(0.17f, 0.65f, 0.92f, 0.0f); // sky blue color gl.glEnable(GL.GL_DEPTH_TEST); int[] depth_bits = new int[1]; gl.glGetIntegerv(GL.GL_DEPTH_BITS, depth_bits, 0); gl.glShadeModel(GLLightingFunc.GL_SMOOTH); // try setting this to // GL_FLAT and see what // happens. addLight(gl); axisLabels.init(); float[] grayCol = { 0.8f, 0.8f, 0.8f, 1.0f }; gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, grayCol, 0); }
@Override public void init(GLAutoDrawable drawable) { // Use debug pipeline // drawable.setGL(new DebugGL(drawable.getGL())); GL2 gl = drawable.getGL().getGL2(); System.err.println("INIT GL IS: " + gl.getClass().getName()); // Enable VSync gl.setSwapInterval(1); // Setup the drawing area and shading mode gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0); gl.glClearColor(0.17f, 0.65f, 0.92f, 0.0f); // sky blue color gl.glEnable(GL.GL_DEPTH_TEST); int[] depth_bits = new int[1]; gl.glGetIntegerv(GL.GL_DEPTH_BITS, depth_bits, 0); gl.glShadeModel(GLLightingFunc.GL_SMOOTH); // try setting this to // GL_FLAT and see what // happens. addLight(gl); float[] grayCol = { 0.8f, 0.8f, 0.8f, 1.0f }; // float[] blueCol = {0.0f, 0.0f, 0.8f, 1.0f}; gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, grayCol, 0); axisLabels.init(); }
/** * 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 }
gl.glShadeModel(GLLightingFunc.GL_SMOOTH);
gl.getGL2().glShadeModel(GLLightingFunc.GL_SMOOTH); else gl.getGL2().glShadeModel(GLLightingFunc.GL_FLAT);
gl.glShadeModel(GL2.GL_FLAT);