本文整理汇总了Java中processing.opengl.PGL类的典型用法代码示例。如果您正苦于以下问题:Java PGL类的具体用法?Java PGL怎么用?Java PGL使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PGL类属于processing.opengl包,在下文中一共展示了PGL类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: displayScene
import processing.opengl.PGL; //导入依赖的package包/类
public void displayScene(PGraphicsOpenGL canvas){
if(canvas == skylight.renderer.pg_render){
canvas.background(BACKGROUND);
displaySamples(canvas);
}
if(canvas == geombuffer.pg_geom){
canvas.pgl.clearDepth(1.0f);
canvas.pgl.clearColor(1, 1, 1, clip_z_far);
canvas.pgl.clear(PGL.COLOR_BUFFER_BIT | PGL.DEPTH_BUFFER_BIT);
}
canvas.pushMatrix();
canvas.applyMatrix(mat_scene_view);
canvas.shape(shp_group);
canvas.popMatrix();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:18,代码来源:Skylight_BasicGUI.java
示例2: displayScene
import processing.opengl.PGL; //导入依赖的package包/类
public void displayScene(PGraphics3D pg){
if(pg == skylight.renderer.pg_render){
pg.background(16);
}
if(pg == geombuffer.pg_geom){
pg.background(255, 255);
pg.pgl.clearColor(1, 1, 1, 6000);
pg.pgl.clear(PGL.COLOR_BUFFER_BIT);
}
pg.pushMatrix();
pg.applyMatrix(mat_scene_view);
pg.shape(group_bulletbodies);
pg.popMatrix();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:17,代码来源:Skylight_BulletPhysics_Cubes.java
示例3: displayScene
import processing.opengl.PGL; //导入依赖的package包/类
public void displayScene(PGraphics3D pg){
if(pg == skylight.renderer.pg_render){
pg.background(180);
}
if(pg == geombuffer.pg_geom){
pg.background(255, 255);
pg.pgl.clearColor(1, 1, 1, 6000);
pg.pgl.clear(PGL.COLOR_BUFFER_BIT);
}
pg.pushMatrix();
pg.applyMatrix(mat_scene_view);
pg.shape(group_bulletbodies);
pg.popMatrix();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:17,代码来源:Skylight_BulletPhysics_MengerSponge.java
示例4: displayScene
import processing.opengl.PGL; //导入依赖的package包/类
public void displayScene(PGraphics3D pg){
if(pg == skylight.renderer.pg_render){
pg.background(16);
}
if(pg == geombuffer.pg_geom){
pg.background(255, 255);
pg.pgl.clearColor(1, 1, 1, 6000);
pg.pgl.clear(PGL.COLOR_BUFFER_BIT);
}
pg.pushMatrix();
pg.applyMatrix(mat_scene_view);
pg.shape(group_bulletbodies);
pg.shape(group_collisions);
pg.popMatrix();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:18,代码来源:Skylight_BulletPhysics_Breakable3.java
示例5: changeTextureFormat
import processing.opengl.PGL; //导入依赖的package包/类
static public void changeTextureFormat(PGraphicsOpenGL pg, int internal_format, int format, int type, int filter, int wrap){
Texture tex = pg.getTexture();
if(!tex.available()){
System.out.println("ERROR DwGLTextureUtils.changeTextureFormat: PGraphicsOpenGL texture not available.");
return;
}
PGL pgl = pg.beginPGL();
pgl.bindTexture (tex.glTarget, tex.glName);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_MIN_FILTER, filter); // GL_NEAREST, GL_LINEAR
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_MAG_FILTER, filter);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_WRAP_S, wrap);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_WRAP_T, wrap);
pgl.texImage2D (tex.glTarget, 0, internal_format, tex.glWidth, tex.glHeight, 0, format, type, null);
pgl.bindTexture (tex.glTarget, 0);
pg.endPGL();
pg.beginDraw();
pg.clear();
pg.endDraw();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:22,代码来源:DwUtils.java
示例6: displayScene
import processing.opengl.PGL; //导入依赖的package包/类
public void displayScene(PGraphics3D canvas){
// lights
canvas.directionalLight(255, 255, 255, 200,600,400);
canvas.directionalLight(255, 255, 255, -200,-600,-400);
canvas.ambientLight(64, 64, 64);
if(canvas == geombuffer.pg_geom){
canvas.background(255, 255);
canvas.pgl.clearColor(1, 1, 1, 6000);
canvas.pgl.clear(PGL.COLOR_BUFFER_BIT);
}
sceneShape(canvas);
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:16,代码来源:DepthOfField_Demo.java
示例7: changeTextureWrap
import processing.opengl.PGL; //导入依赖的package包/类
static public void changeTextureWrap(PGraphicsOpenGL pg, int wrap){
Texture tex = pg.getTexture();
if(!tex.available()){
System.out.println("ERROR DwGLTextureUtils.changeTextureWrap: PGraphicsOpenGL texture not available.");
return;
}
PGL pgl = pg.beginPGL();
pgl.bindTexture (tex.glTarget, tex.glName);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_WRAP_S, wrap);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_WRAP_T, wrap);
pgl.bindTexture (tex.glTarget, 0);
pg.endPGL();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:14,代码来源:DwUtils.java
示例8: changeTextureFilter
import processing.opengl.PGL; //导入依赖的package包/类
static public void changeTextureFilter(PGraphicsOpenGL pg, int min_filter, int mag_filter){
Texture tex = pg.getTexture();
if(!tex.available()){
System.out.println("ERROR DwGLTextureUtils.changeTextureFilter: PGraphicsOpenGL texture not available.");
return;
}
PGL pgl = pg.beginPGL();
pgl.bindTexture (tex.glTarget, tex.glName);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_MIN_FILTER, min_filter);
pgl.texParameteri(tex.glTarget, GL2ES2.GL_TEXTURE_MAG_FILTER, mag_filter);
pgl.bindTexture (tex.glTarget, 0);
pg.endPGL();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:14,代码来源:DwUtils.java
示例9: changeTextureParam
import processing.opengl.PGL; //导入依赖的package包/类
/**
* When chaning multiple parameters, its better to use this source-code directly.
*
* @param pg
* @param pname
* @param param
*/
static public void changeTextureParam(PGraphicsOpenGL pg, int pname, int param){
Texture tex = pg.getTexture();
if(!tex.available()){
System.out.println("ERROR DwGLTextureUtils.changeTextureParam: PGraphicsOpenGL texture not available.");
return;
}
PGL pgl = pg.beginPGL();
pgl.bindTexture (tex.glTarget, tex.glName);
pgl.texParameteri(tex.glTarget, pname, param);
pgl.bindTexture (tex.glTarget, 0);
pg.endPGL();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:20,代码来源:DwUtils.java
示例10: generateMipMaps
import processing.opengl.PGL; //导入依赖的package包/类
static public void generateMipMaps(PGraphicsOpenGL pg){
Texture tex = pg.getTexture();
if(!tex.available()){
System.out.println("ERROR DwGLTextureUtils.generateMipMaps: PGraphicsOpenGL texture not available.");
return;
}
PGL pgl = pg.beginPGL();
pgl.bindTexture (tex.glTarget, tex.glName);
pgl.texParameteri (tex.glTarget, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
// pgl.texParameteri (tex.glTarget, GL2.GL_GENERATE_MIPMAP, GL.GL_TRUE);
pgl.generateMipmap(tex.glTarget);
pgl.bindTexture (tex.glTarget, 0);
pg.endPGL();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:16,代码来源:DwUtils.java
示例11: update
import processing.opengl.PGL; //导入依赖的package包/类
public void update(){
pg_shadowmap.beginDraw();
// saves quite some time compared to background(0xFFFFFFFF);
pg_shadowmap.pgl.clearColor(1, 1, 1, 1);
pg_shadowmap.pgl.clearDepth(1);
pg_shadowmap.pgl.clear(PGL.COLOR_BUFFER_BIT | PGL.DEPTH_BUFFER_BIT);
// pg_shadowmap.background(0xFFFFFFFF);
pg_shadowmap.blendMode(PConstants.REPLACE);
pg_shadowmap.noStroke();
pg_shadowmap.applyMatrix(mat_scene_bounds);
pg_shadowmap.shader(shader_shadow);
scene_display.display(pg_shadowmap);
pg_shadowmap.endDraw();
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:16,代码来源:DwShadowMap.java
示例12: initPointCloud
import processing.opengl.PGL; //导入依赖的package包/类
private void initPointCloud() {
PGL pgl = ((PGraphicsOpenGL) parentApplet.g).pgl;
// TODO: lookt at the shaders...
myShader = parentApplet.loadShader(PointCloud.class.getResource("points.frag").toString(),
PointCloud.class.getResource("points.vert").toString());
myShader.bind();
shaderProgram = myShader.glProgram;
vertLoc = pgl.getAttribLocation(shaderProgram, "vertex");
colorsLoc = pgl.getAttribLocation(shaderProgram, "color");
transformLoc = pgl.getUniformLocation(shaderProgram, "transform");
myShader.unbind();
// System.out.println("Shader program " + shaderProgram + " vertex loc " + vertLoc + " transform loc " + transformLoc + " colors " + colorsLoc);
// Allocate the buffer in central memory (native), then java, then OpenGL
// Native memory
int byteSize = nbPoints * 4 * 4; // 4 : SizeOf Float -> ? SIZEOF_FLOAT
verticesNative = ByteBuffer.allocateDirect(byteSize).order(ByteOrder.nativeOrder()).
asFloatBuffer();
colorsNative = ByteBuffer.allocateDirect(byteSize).order(ByteOrder.nativeOrder()).asIntBuffer();
// Java memory
verticesJava = new float[nbPoints * 4];
colorsJava = new int[nbPoints];
// System.out.println("Buffer vertex object: " + glVertBuff);
// unbind the buffer.
pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
// Generate a buffer color data and color.
IntBuffer intBuffer = IntBuffer.allocate(2);
pgl.genBuffers(2, intBuffer);
vertexBuffer = intBuffer.get(0);
colorBuffer = intBuffer.get(1);
}
开发者ID:poqudrof,项目名称:PapARt,代码行数:39,代码来源:PointCloud.java
示例13: getPixelColorFast
import processing.opengl.PGL; //导入依赖的package包/类
public static int getPixelColorFast( PApplet p, PGraphics image, int x, int y ) {
PGL pgl = image.beginPGL();
ByteBuffer buffer = ByteBuffer.allocateDirect(1 * 1 * Integer.SIZE / 8);
pgl.readPixels(x, y, 1, 1, PGL.RGBA, PGL.UNSIGNED_BYTE, buffer);
// get the first three bytes
int r = buffer.get() & 0xFF;
int g = buffer.get() & 0xFF;
int b = buffer.get() & 0xFF;
buffer.clear();
image.endPGL();
return p.color(r, g, b);
}
开发者ID:cacheflowe,项目名称:haxademic,代码行数:15,代码来源:ImageUtil.java
示例14: apply
import processing.opengl.PGL; //导入依赖的package包/类
public void apply(PGraphics3D src, PGraphics3D dst){
int w = src.width;
int h = src.height;
resize(w, h);
// 1) GeometryBuffer Pass
pg_edges.beginDraw();
DwUtils.copyMatrices(src, pg_edges);
pg_edges.blendMode(PConstants.REPLACE);
pg_edges.pgl.clearColor(0.5f, 0.5f, 0.5f, 0.5f);
pg_edges.pgl.clear(PGL.COLOR_BUFFER_BIT);
shader_edges.set("wh", (float)w, (float)h);
pg_edges.shader(shader_edges);
pg_edges.noStroke();
scene_display.display(pg_edges);
pg_edges.endDraw();
// 2) AA Pass
if(src == dst){
System.out.println("GBAA error: read-write race");
return;
}
Texture tex_src = src.getTexture(); if(!tex_src.available()) return;
Texture tex_dst = dst.getTexture(); if(!tex_dst.available()) return;
Texture tex_edges = pg_edges.getTexture(); if(!tex_edges.available()) return;
context.begin();
context.beginDraw(dst);
shader_gbaa.begin();
shader_gbaa.uniform2f ("wh_rcp" , 1f/w, 1f/h);
shader_gbaa.uniformTexture("tex_src", tex_src.glName);
shader_gbaa.uniformTexture("tex_edges", tex_edges.glName);
shader_gbaa.drawFullScreenQuad();
shader_gbaa.end();
context.endDraw();
context.end("GBAA.apply");
}
开发者ID:diwi,项目名称:PixelFlow,代码行数:44,代码来源:GBAA.java
示例15: beginPGL
import processing.opengl.PGL; //导入依赖的package包/类
public PGL beginPGL() {
return currentGraphics.beginPGL();
}
开发者ID:poqudrof,项目名称:PapARt,代码行数:4,代码来源:PaperScreen.java
示例16: beginPGL
import processing.opengl.PGL; //导入依赖的package包/类
public PGL beginPGL() {
showMethodWarning("beginGL");
return null;
}
开发者ID:d2fn,项目名称:passage,代码行数:5,代码来源:PGraphics.java
示例17: drawAlphaBlending
import processing.opengl.PGL; //导入依赖的package包/类
void drawAlphaBlending() {
pgl.depthMask(false);
pgl.enable(PGL.BLEND);
pgl.blendFunc(PGL.SRC_ALPHA, PGL.ONE);
}
开发者ID:emeidiem,项目名称:SoftModelling,代码行数:6,代码来源:SoftModelling.java
示例18: setup
import processing.opengl.PGL; //导入依赖的package包/类
public void setup() {
kinect = new KinectPV2(this);
kinect.enableDepthImg(true);
kinect.enableColorImg(true);
kinect.enableColorPointCloud(true);
kinect.init();
sh = loadShader("frag.glsl", "vert.glsl");
PGL pgl = beginPGL();
// allocate buffer big enough to get all VBO ids back
IntBuffer intBuffer = IntBuffer.allocate(2);
pgl.genBuffers(2, intBuffer);
//memory location of the VBO
vertexVboId = intBuffer.get(0);
colorVboId = intBuffer.get(1);
endPGL();
}
开发者ID:ThomasLengeling,项目名称:KinectPV2,代码行数:25,代码来源:PointCloudColorTest.java
示例19: draw
import processing.opengl.PGL; //导入依赖的package包/类
public void draw() {
background(0);
image(kinect.getColorImage(), 0, 0, 320, 240);
// The geometric transformations will be automatically passed to the shader
pushMatrix();
translate(width / 2, height / 2, zval);
scale(scaleVal, -1 * scaleVal, scaleVal);
rotate(a, 0.0f, 1.0f, 0.0f);
//render to the openGL object
pgl = beginPGL();
sh.bind();
//obtain the point cloud positions
FloatBuffer pointCloudBuffer = kinect.getPointCloudColorPos();
//get the color for each point of the cloud Points
FloatBuffer colorBuffer = kinect.getColorChannelBuffer();
//send the the vertex positions (point cloud) and color down the render pipeline
//positions are render in the vertex shader, and color in the fragment shader
vertLoc = pgl.getAttribLocation(sh.glProgram, "vertex");
pgl.enableVertexAttribArray(vertLoc);
//enable drawing to the vertex and color buffer
colorLoc = pgl.getAttribLocation(sh.glProgram, "color");
pgl.enableVertexAttribArray(colorLoc);
int vertData = kinect.WIDTHColor * kinect.HEIGHTColor * 3;
//vertex
{
pgl.bindBuffer(PGL.ARRAY_BUFFER, vertexVboId);
// fill VBO with data
pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * vertData, pointCloudBuffer, PGL.DYNAMIC_DRAW);
// associate currently bound VBO with shader attribute
pgl.vertexAttribPointer(vertLoc, 3, PGL.FLOAT, false, Float.BYTES * 3, 0);
}
// color
{
pgl.bindBuffer(PGL.ARRAY_BUFFER, colorVboId);
// fill VBO with data
pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * vertData, colorBuffer, PGL.DYNAMIC_DRAW);
// associate currently bound VBO with shader attribute
pgl.vertexAttribPointer(colorLoc, 3, PGL.FLOAT, false, Float.BYTES * 3, 0);
}
// unbind VBOs
pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
//draw the point cloud as a set of points
pgl.drawArrays(PGL.POINTS, 0, vertData);
//disable drawing
pgl.disableVertexAttribArray(vertLoc);
pgl.disableVertexAttribArray(colorLoc);
//close the shader
sh.unbind();
//close the openGL object
endPGL();
popMatrix();
stroke(255, 0, 0);
text(frameRate, 50, height- 50);
}
开发者ID:ThomasLengeling,项目名称:KinectPV2,代码行数:75,代码来源:PointCloudColorTest.java
示例20: setupFirstFrame
import processing.opengl.PGL; //导入依赖的package包/类
public void setupFirstFrame() {
kinect = new KinectPV2(this);
kinect.enableDepthImg(true);
kinect.enablePointCloud(true);
kinect.setLowThresholdPC(minD);
kinect.setHighThresholdPC(maxD);
kinect.init();
sh = loadShader(FileUtil.getFile("shaders/vertex/kinect-points-frag.glsl"), FileUtil.getFile("shaders/vertex/kinect-points-vert.glsl"));
PGL pgl = beginPGL();
IntBuffer intBuffer = IntBuffer.allocate(1);
pgl.genBuffers(1, intBuffer);
//memory location of the VBO
vertexVboId = intBuffer.get(0);
endPGL();
}
开发者ID:cacheflowe,项目名称:haxademic,代码行数:25,代码来源:Kinect2ParticleDepth.java
注:本文中的processing.opengl.PGL类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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