@Override public void enable(Iterable<? extends Number> states) { if (states != null) { for (Number state : states) { if (state != null) { gl.glEnable(state.intValue()); } } } }
gl.glEnable(GL3.GL_PROGRAM_POINT_SIZE); gl.glPointSize(1); revertViewportState(gl); gl.glEnable(GL3.GL_DEPTH_TEST); gl.glEnable(GL3.GL_DEPTH_CLAMP); final Byte stencilID = getStencilID(); if(stencilID != null){ gl.glEnable(GL3.GL_STENCIL_TEST); gl.glStencilFunc(GL3.GL_EQUAL, stencilID, 0xFF); }else gl.glDisable(GL3.GL_STENCIL_TEST); if(rFactory.isBackfaceCulling())gl.glEnable(GL3.GL_CULL_FACE); gl.glDepthMask(false); gl.glDisable(GL3.GL_CULL_FACE); gl.glEnable(GL3.GL_DEPTH_TEST); gl.glDisable(GL3.GL_DEPTH_CLAMP); gl.glDepthRange(0, 1); gl.glEnable(GL3.GL_BLEND); gl.glBlendFunc(GL3.GL_ONE, GL3.GL_CONSTANT_COLOR); gl.glBlendEquation(GL3.GL_FUNC_ADD);
/** * @param cap * @see com.jogamp.opengl.GL#glEnable(int) */ public void glEnable(int cap) { try{delegate.glEnable(cap);} catch(GLException e){glException(e); throw e;} } /**
@Override public void display(GLAutoDrawable drawable) { //gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT); gl.glEnable(gl.GL_DEPTH_TEST); animateFrame(); drawMesh(gl); }
@Override public void draw( final JCameraReadableSnapshotType s, final Optional<Vector3D> target) { final GL3 g = this.gl; if (g != null) { this.view = s.cameraMakeViewMatrix(); g.glClearDepth(1.0); g.glClearColor(0.0f, 0.0f, 0.2f, 1.0f); g.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); g.glEnable(GL.GL_DEPTH_TEST); g.glDepthFunc(GL.GL_LEQUAL); g.glDisable(GL.GL_CULL_FACE); this.drawGround(g); this.drawSceneQuads(g); target.ifPresent(pos -> this.drawSceneTarget(g, pos)); } if (this.want_warp.get()) { final Window w = this.window; if (w != null) { w.warpPointer(w.getWidth() / 2, w.getHeight() / 2); this.want_warp.set(false); } } }
@Override public void apply(GL3 gl, Collection<SoundEvent> events, double bufferStartTimeSeconds) { gl.glLineWidth(1); gl.glDisable(GL3.GL_LINE_SMOOTH); gl.glDisable(GL3.GL_CULL_FACE); gl.glEnable(GL3.GL_BLEND); gl.glDepthFunc(GL3.GL_ALWAYS); //gl.glProvokingVertex(GL3.GL_FIRST_VERTEX_CONVENTION); gl.glDepthMask(false); gl.glBlendFunc(GL3.GL_ONE, GL3.GL_ONE); soundProgram.use(); //assert vertexIDAttribLocation != -1:"VertexIDAttribLocation failed to init!"; //gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferID); // gl.glEnableVertexAttribArray(vertexIDAttribLocation); //gl.glVertexAttribPointer(vertexIDAttribLocation, 1, GL3.GL_FLOAT, false, 0, 0); soundTextureU.set((int)0); for(SoundEvent ev:events) ev.apply(gl, bufferStartTimeSeconds); //Cleanup //gl.glDisableVertexAttribArray(vertexIDAttribLocation); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL3.GL_BLEND); gl.glUseProgram(0); }//end apply(...)