org.lwjgl.opengl.GL13 Java Examples
The following examples show how to use
org.lwjgl.opengl.GL13.
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Example #1
Source File: PaletteSwapper.java From FEMultiplayer with GNU General Public License v3.0 | 6 votes |
public static ShaderArgs setup(FightUnit u) { Unit unit = u.getUnit(); ShaderArgs args = new ShaderArgs(); if(unit.getTheClass().name.equals("Lord")) return args; String c = unit.functionalClassName(); Texture t = palettes.get(c); if(t == null) return args; if(lookup.get(c) == null) return args; int offset = lookup.get(c).indexOf(unit.name); if(offset < 0) return args; args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example #2
Source File: TexturedQuad.java From LWJGUI with MIT License | 6 votes |
public void render() { GL11.glDisable(GL11.GL_CULL_FACE); // bind stuff GL30.glBindVertexArray(vaoId); if ( texId > -1 ) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); } // draw it! glBindVertexArray(vaoId); glDrawArrays(GL_TRIANGLES, 0, 6); // unbind things GL30.glBindVertexArray(0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
Example #3
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 6 votes |
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */ private void restoreRenderState(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
Example #4
Source File: LandscapeRenderer.java From tribaltrouble with GNU General Public License v2.0 | 6 votes |
private final void setupLandscape() { current_map_x = -1; current_map_y = -1; GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GLStateStack.switchState(GLState.VERTEX_ARRAY); if (Globals.draw_detail) { GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); bindDetail(); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GLUtils.setupTexGen(Globals.LANDSCAPE_DETAIL_REPEAT_RATE, Globals.LANDSCAPE_DETAIL_REPEAT_RATE, 0, 0); GLState.activeTexture(GL13.GL_TEXTURE0); } GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ZERO); GL11.glEnable(GL11.GL_BLEND); }
Example #5
Source File: DisplayManager.java From OpenGL-Animation with The Unlicense | 6 votes |
public static void createDisplay() { try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); ContextAttribs attribs = new ContextAttribs(3, 2).withProfileCore(true).withForwardCompatible(true); Display.create(new PixelFormat().withDepthBits(24).withSamples(4), attribs); Display.setTitle(TITLE); Display.setInitialBackground(1, 1, 1); GL11.glEnable(GL13.GL_MULTISAMPLE); } catch (LWJGLException e) { e.printStackTrace(); System.err.println("Couldn't create display!"); System.exit(-1); } GL11.glViewport(0, 0, WIDTH, HEIGHT); lastFrameTime = getCurrentTime(); }
Example #6
Source File: PaletteSwapper.java From FEMultiPlayer-V2 with GNU General Public License v3.0 | 6 votes |
/** * Setup. * * @param u the u * @return the shader args */ public static ShaderArgs setup(FightUnit u) { Unit unit = u.getUnit(); ShaderArgs args = new ShaderArgs(); if(unit.getTheClass().name.equals("Lord")) return args; String c = unit.functionalClassName(); Texture t = palettes.get(c); if(t == null) return args; if(lookup.get(c) == null) return args; int offset = lookup.get(c).indexOf(unit.name); if(offset < 0) return args; args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example #7
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 6 votes |
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */ private void restoreRenderState(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
Example #8
Source File: Sky.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final void resetSky() { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glLoadIdentity(); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); GLState.activeTexture(GL13.GL_TEXTURE0); GL11.glLoadIdentity(); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE); GL11.glMatrixMode(GL11.GL_MODELVIEW); }
Example #9
Source File: BlendLighting.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void setup() { GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glColor3f(r, b, g); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glEnable(GL11.GL_TEXTURE_2D); bindAlpha(); GLState.activeTexture(GL13.GL_TEXTURE0); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_ONE); }
Example #10
Source File: Renderer.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final static void initGL() { VBO.releaseAll(); GL11.glFrontFace(GL11.GL_CCW); GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPixelStorei(GL11.GL_PACK_ROW_LENGTH, 0); GL11.glPixelStorei(GL11.GL_PACK_SKIP_PIXELS, 0); GL11.glPixelStorei(GL11.GL_PACK_SKIP_ROWS, 0); GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1); GL11.glPixelStorei(GL11.GL_PACK_SWAP_BYTES, 0); GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0); GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0); GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glPixelStorei(GL11.GL_UNPACK_SWAP_BYTES, 0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glShadeModel(GL11.GL_SMOOTH); // GL11.glAlphaFunc(GL11.GL_GREATER, Globals.ALPHA_CUTOFF); // Setup landscape texture coordinate gen GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE); GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GLState.activeTexture(GL13.GL_TEXTURE0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPointSize(7.0f); clearScreen(); GL11.glClearDepth(1.0); }
Example #11
Source File: LandscapeRenderer.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final static void disableLandscape() { GL11.glDisable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (Globals.draw_detail) { GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glDisable(GL11.GL_TEXTURE_2D); GLState.activeTexture(GL13.GL_TEXTURE0); } GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); }
Example #12
Source File: Sprite.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final void doSetup(FloatBuffer color, int tex_index, boolean respond, boolean modulate_color) { int gl_flags = setupBasic(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures[tex_index][TEXTURE_NORMAL].getHandle()); if (modulate_color) { GL11.glAlphaFunc(GL11.GL_GREATER, 0f); GL11.glEnable(GL11.GL_BLEND); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); } else if (Globals.draw_light && lighted) { gl_flags = gl_flags | GLState.NORMAL_ARRAY; GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, color); } GL11.glColor4f(color.get(0), color.get(1), color.get(2), color.get(3)); if (!modulate_color && (hasTeamDecal() || respond)) { gl_flags = gl_flags | GLState.TEXCOORD1_ARRAY; setupTeamDecal(); if (respond) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, respond_texture.getHandle()); } else { GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures[tex_index][TEXTURE_TEAM].getHandle()); } GLState.clientActiveTexture(GL13.GL_TEXTURE1); texcoords.texCoordPointer(2, 0, 0); GLState.clientActiveTexture(GL13.GL_TEXTURE0); } GLStateStack.switchState(gl_flags); }
Example #13
Source File: Texture.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private static int determineMipMapSize(int mipmap, int internal_format, int width, int height) { boolean compressed = false; if (Settings.getSettings().useTextureCompression()) { GL11.glGetTexLevelParameter(GL11.GL_TEXTURE_2D, mipmap, GL13.GL_TEXTURE_COMPRESSED, size_buffer); compressed = size_buffer.get(0) == GL11.GL_TRUE; } if (compressed) { GL11.glGetTexLevelParameter(GL11.GL_TEXTURE_2D, mipmap, GL13.GL_TEXTURE_COMPRESSED_IMAGE_SIZE, size_buffer); return size_buffer.get(0); } else { switch (internal_format) { case GL13.GL_COMPRESSED_RGB: case GL11.GL_RGB: return width*height*3; case GL13.GL_COMPRESSED_RGBA: case GL11.GL_RGBA: return width*height*4; case GL11.GL_LUMINANCE: case GL11.GL_ALPHA8: case GL11.GL_ALPHA: case GL13.GL_COMPRESSED_LUMINANCE: case GL13.GL_COMPRESSED_ALPHA: return width*height; default: throw new RuntimeException("0x" + Integer.toHexString(internal_format)); } } }
Example #14
Source File: Sky.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final void setupSky() { float time = LocalEventQueue.getQueue().getTime(); float speed_scale = 0.01f; float outer_dx = SKYDOME_SPEED_OUTER[0] * time*speed_scale; float outer_dy = SKYDOME_SPEED_OUTER[1] * time*speed_scale; float inner_dx = SKYDOME_SPEED_INNER[0] * time*speed_scale; float inner_dy = SKYDOME_SPEED_INNER[1] * time*speed_scale; GL11.glBindTexture(GL11.GL_TEXTURE_2D, clouds[GeneratorClouds.INNER].getHandle()); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_BLEND); GL11.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, color); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glTranslatef(outer_dx, outer_dy, 0); GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glBindTexture(GL11.GL_TEXTURE_2D, clouds[GeneratorClouds.OUTER].getHandle()); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glTranslatef(inner_dx, inner_dy, 0); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_BLEND); GL11.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, color); GLStateStack.switchState(GLState.VERTEX_ARRAY | GLState.COLOR_ARRAY | GLState.TEXCOORD0_ARRAY | GLState.TEXCOORD1_ARRAY); sky_vertices.vertexPointer(3, 0, 0); sky_tex0.texCoordPointer(2, 0, 0); sky_colors.colorPointer(3, 0, 0); GLState.clientActiveTexture(GL13.GL_TEXTURE1); sky_tex1.texCoordPointer(2, 0, 0); GLState.clientActiveTexture(GL13.GL_TEXTURE0); }
Example #15
Source File: StructureBlend.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void setup() { GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); bindAlpha(); GLState.activeTexture(GL13.GL_TEXTURE0); GL11.glEnable(GL11.GL_TEXTURE_2D); bindStructure(); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
Example #16
Source File: Sky.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void renderSeaBottom() { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(Globals.SEA_BOTTOM_COLOR[terrain_type][0], Globals.SEA_BOTTOM_COLOR[terrain_type][1], Globals.SEA_BOTTOM_COLOR[terrain_type][2]); GLStateStack.switchState(GLState.VERTEX_ARRAY); if (Globals.draw_detail) { GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); landscape_renderer.bindDetail(); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GLUtils.setupTexGen(1, 1, 0, 0); GL11.glScalef(Globals.LANDSCAPE_DETAIL_REPEAT_RATE, Globals.LANDSCAPE_DETAIL_REPEAT_RATE, 1); } bottom_vertices.vertexPointer(3, 0, 0); water_indices.drawRangeElements(GL11.GL_TRIANGLES, 0, bottom_vertices.capacity()/3, water_indices.capacity(), 0); if (Globals.draw_detail) { GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_TEXTURE_2D); GLState.activeTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #17
Source File: GLState.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void switchState(int client_flags) { boolean target_vertex_array = (client_flags & VERTEX_ARRAY) != 0; // assert GLUtils.getGLInteger(GL13.GL_CLIENT_ACTIVE_TEXTURE) == GL13.GL_TEXTURE0; if (target_vertex_array != vertex_array) { matchGLClientState(GL11.GL_VERTEX_ARRAY, target_vertex_array); vertex_array = target_vertex_array; } boolean target_normal_array = (client_flags & NORMAL_ARRAY) != 0; if (target_normal_array != normal_array) { matchGLClientState(GL11.GL_NORMAL_ARRAY, target_normal_array); normal_array = target_normal_array; } boolean target_texcoord0_array = (client_flags & TEXCOORD0_ARRAY) != 0; if (target_texcoord0_array != texcoord0_array) { matchGLClientState(GL11.GL_TEXTURE_COORD_ARRAY, target_texcoord0_array); texcoord0_array = target_texcoord0_array; } boolean target_texcoord1_array = (client_flags & TEXCOORD1_ARRAY) != 0; if (target_texcoord1_array != texcoord1_array) { clientActiveTexture(GL13.GL_TEXTURE1); matchGLClientState(GL11.GL_TEXTURE_COORD_ARRAY, target_texcoord1_array); clientActiveTexture(GL13.GL_TEXTURE0); texcoord1_array = target_texcoord1_array; } boolean target_color_array = (client_flags & COLOR_ARRAY) != 0; if (target_color_array != color_array) { matchGLClientState(GL11.GL_COLOR_ARRAY, target_color_array); color_array = target_color_array; } }
Example #18
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve. */ private RenderState saveRenderState() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
Example #19
Source File: PaletteSwapper.java From FEMultiplayer with GNU General Public License v3.0 | 5 votes |
public static ShaderArgs setup(Unit u) { ShaderArgs args = new ShaderArgs(); int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1; if(offset == 0) return args; Texture t = palettes.get("overworld"); args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example #20
Source File: OpenGlUtils.java From LowPolyWater with The Unlicense | 5 votes |
public static void antialias(boolean enable) { if (enable && !antialiasing) { GL11.glEnable(GL13.GL_MULTISAMPLE); antialiasing = true; } else if (!enable && antialiasing) { GL11.glDisable(GL13.GL_MULTISAMPLE); antialiasing = false; } }
Example #21
Source File: OpenGlUtils.java From OpenGL-Animation with The Unlicense | 5 votes |
public static void antialias(boolean enable) { if (enable && !antialiasing) { GL11.glEnable(GL13.GL_MULTISAMPLE); antialiasing = true; } else if (!enable && antialiasing) { GL11.glDisable(GL13.GL_MULTISAMPLE); antialiasing = false; } }
Example #22
Source File: Errors.java From Visage with MIT License | 5 votes |
private static void buildMapping() { if (mapping != null) return; Multimap<Integer, String> map = HashMultimap.create(); List<Class<?>> classes = ImmutableList.of( GL11.class, GL12.class, GL13.class, GL14.class, GL15.class, GL20.class, GL21.class, GL30.class, GL31.class, GL32.class, GL33.class, GL40.class, GL41.class, GL42.class, GL43.class, GL44.class, GL45.class, GLFW.class ); for (Class<?> clazz : classes) { for (Field f : clazz.getDeclaredFields()) { if (f.getName().toUpperCase(Locale.ROOT).equals(f.getName()) && f.getType() == int.class && Modifier.isPublic(f.getModifiers()) && Modifier.isStatic(f.getModifiers())) { List<String> li = Splitter.on('_').splitToList(f.getName()); li = li.subList(1, li.size()); String clean = Joiner.on(' ').join( li.stream() .map(Errors::toTitleCase) .iterator()); try { map.put(f.getInt(null), clean); } catch (Throwable t) { t.printStackTrace(); } } } } mapping = map; }
Example #23
Source File: PaletteSwapper.java From FEMultiPlayer-V2 with GNU General Public License v3.0 | 5 votes |
/** * Setup. * * @param u the u * @return the shader args */ public static ShaderArgs setup(Unit u) { ShaderArgs args = new ShaderArgs(); int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1; if(offset == 0) return args; Texture t = palettes.get("overworld"); args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example #24
Source File: VBORenderType.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 5 votes |
@Override public void setupRenderState() { super.setupRenderState(); states.forEach(RenderState::setupRenderState); RenderSystem.pushMatrix(); matrix.glApply(); if (hasLightMap) { RenderSystem.glMultiTexCoord2f(GL13.GL_TEXTURE2, packedLight & 0xFFFF, packedLight >>> 16); } }
Example #25
Source File: TextureUtils.java From OpenGL-Animation with The Unlicense | 5 votes |
protected static int loadTextureToOpenGL(TextureData data, TextureBuilder builder) { int texID = GL11.glGenTextures(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL12.GL_BGRA, GL11.GL_UNSIGNED_BYTE, data.getBuffer()); if (builder.isMipmap()) { GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); if (builder.isAnisotropic() && GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic) { GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, 4.0f); } } else if (builder.isNearest()) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); } if (builder.isClampEdges()) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); return texID; }
Example #26
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 5 votes |
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve. */ private RenderState saveRenderState() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
Example #27
Source File: Sprite.java From tribaltrouble with GNU General Public License v2.0 | 4 votes |
public final static void resetTeamDecal() { GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); GL11.glDisable(GL11.GL_TEXTURE_2D); GLState.activeTexture(GL13.GL_TEXTURE0); }
Example #28
Source File: GenericShader.java From LWJGUI with MIT License | 4 votes |
public void bind() { GL20.glUseProgram(id); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); }
Example #29
Source File: OffscreenBuffer.java From LWJGUI with MIT License | 4 votes |
public void render(Context context, int x, int y, int w, int h) { if (quadShader == null) { quadShader = new GenericShader(); } float pixelRatio = LWJGUI.getThreadWindow().getPixelRatio(); x *= pixelRatio; y *= pixelRatio; GL11.glViewport(x, y,(int) (w*pixelRatio),(int) (h*pixelRatio)); quadShader.bind(); quadShader.projectOrtho(0, 0, w, h); if (quadDirty) { quadDirty = false; if (quad != null) { quad.cleanup(); } quad = new TexturedQuad(0, 0, w, h, texId); } if ( context.isCoreOpenGL() ) { if ( quad != null ) { quad.render(); } } else { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(w, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(w, h); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(0, h); GL11.glEnd(); } }
Example #30
Source File: GLState.java From tribaltrouble with GNU General Public License v2.0 | 4 votes |
public final static void clientActiveTexture(int texture) { if (GLContext.getCapabilities().OpenGL13) GL13.glClientActiveTexture(texture); else ARBMultitexture.glClientActiveTextureARB(texture); }