Java Code Examples for org.lwjgl.opengl.GL11#glMatrixMode()
The following examples show how to use
org.lwjgl.opengl.GL11#glMatrixMode() .
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Example 1
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 2
Source File: SlickCallable.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Leave a safe block ensuring that all of Slick's OpenGL state is * restored since the last enter. */ public static void leaveSafeBlock() { if (!inSafe) { return; } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glPopClientAttrib(); GL11.glPopAttrib(); if (lastUsed != null) { lastUsed.bind(); } else { TextureImpl.bindNone(); } inSafe = false; }
Example 3
Source File: SlickCallable.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Enter a safe block ensuring that all the OpenGL state that slick * uses is safe before touching the GL state directly. */ public static void enterSafeBlock() { if (inSafe) { return; } Renderer.get().flush(); lastUsed = TextureImpl.getLastBind(); TextureImpl.bindNone(); GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS); GL11.glPushClientAttrib(GL11.GL_ALL_CLIENT_ATTRIB_BITS); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); inSafe = true; }
Example 4
Source File: PBufferGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Initialise the GL context */ protected void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0,0,screenWidth,screenHeight); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); enterOrtho(); }
Example 5
Source File: ShadowRenderer.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
protected static void setupShadows() { VBO.releaseIndexVBO(); GL11.glEnable(GL11.GL_BLEND); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glDepthFunc(GL11.GL_EQUAL); GLStateStack.switchState(GLState.VERTEX_ARRAY); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); // Workaround, See comment in renderShadow GL11.glMatrixMode(GL11.GL_TEXTURE); }
Example 6
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); }
Example 7
Source File: LwjglRasteriser.java From tectonicus with BSD 3-Clause "New" or "Revised" License | 5 votes |
public void setCameraMatrix(Matrix4f matrix, Vector3f lookAt, Vector3f eye, Vector3f up) { GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); FloatBuffer buffer = BufferUtils.createFloatBuffer(16); matrix.store(buffer); buffer.flip(); GL11.glLoadMatrix(buffer); }
Example 8
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 9
Source File: TestUtils.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Initialise the GL display * * @param width The width of the display * @param height The height of the display */ private void initGL(int width, int height) { try { Display.setDisplayMode(new DisplayMode(width,height)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0,0,width,height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); }
Example 10
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 11
Source File: Test.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluOrtho2D(0f, Display.getDisplayMode().getWidth(), 0f, Display.getDisplayMode().getHeight()); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); }
Example 12
Source File: TextureMapRenderer.java From VanillaFix with MIT License | 5 votes |
public static void popTextureMatrix() { int oldMatrixMode; oldMatrixMode = GlStateManager.glGetInteger(GL11.GL_MATRIX_MODE); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPopMatrix(); GL11.glMatrixMode(oldMatrixMode); }
Example 13
Source File: FBOGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Enter the orthographic mode */ protected void enterOrtho() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, screenWidth, 0, screenHeight, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); }
Example 14
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Cleanup() { GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); GL11.glMatrixMode(5888); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
Example 15
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Cleanup() { GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); GL11.glMatrixMode(5888); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
Example 16
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); offsetRender(); }
Example 17
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Cleanup() { GL11.glPopMatrix(); GL11.glMatrixMode(5888); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
Example 18
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Cleanup() { GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); GL11.glMatrixMode(5888); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
Example 19
Source File: ModelViewer.java From OpenRS with GNU General Public License v3.0 | 4 votes |
public static void main(String[] args) throws Exception { if (args.length < 1) { System.err.println("Usage: modelfile"); System.exit(1); } ModelList list = new ModelList(); try (Cache cache = new Cache(FileStore.open(Constants.CACHE_PATH))) { list.initialize(cache); } Model md = list.list(Integer.valueOf(args[0])); Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("Model Viewer"); Display.setInitialBackground((float) Color.gray.getRed() / 255f, (float) Color.gray.getGreen() / 255f, (float) Color.gray.getBlue() / 255f); Display.create(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); double aspect = 1; double near = 1; // near should be chosen as far into the scene as // possible double far = 1000; double fov = 1; // 1 gives you a 90� field of view. It's // tan(fov_angle)/2. GL11.glFrustum(-aspect * near * fov, aspect * near * fov, -fov, fov, near, far); GL11.glCullFace(GL11.GL_BACK); long last = 0; while (!Display.isCloseRequested()) { // Clear the screen and depth buffer GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glBegin(GL11.GL_TRIANGLES); for (int i = 0; i < md.faceCount; ++i) { int vertexA = md.triangleX[i]; int vertexB = md.triangleY[i]; int vertexC = md.triangleZ[i]; int vertexAx = md.vertexX[vertexA]; int vertexAy = md.vertexY[vertexA]; int vertexAz = md.vertexZ[vertexA]; int vertexBx = md.vertexX[vertexB]; int vertexBy = md.vertexY[vertexB]; int vertexBz = md.vertexZ[vertexB]; int vertexCx = md.vertexX[vertexC]; int vertexCy = md.vertexY[vertexC]; int vertexCz = md.vertexZ[vertexC]; short hsb = md.faceColor[i]; int rgb = hsbToRGB(hsb); Color c = new Color(rgb); // convert to range of 0-1 float rf = (float) c.getRed() / 255f; float gf = (float) c.getGreen() / 255f; float bf = (float) c.getBlue() / 255f; GL11.glColor3f(rf, gf, bf); GL11.glVertex3i(vertexAx, vertexAy, vertexAz - 50); GL11.glVertex3i(vertexBx, vertexBy, vertexBz - 50); GL11.glVertex3i(vertexCx, vertexCy, vertexCz - 50); } GL11.glEnd(); Display.update(); Display.sync(50); // fps long delta = System.currentTimeMillis() - last; last = System.currentTimeMillis(); Camera.create(); Camera.acceptInput(delta); Camera.apply(); } Display.destroy(); }
Example 20
Source File: OffscreenRenderer.java From tribaltrouble with GNU General Public License v2.0 | 4 votes |
protected final void init() { Renderer.initGL(); GL11.glViewport(0, 0, width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); }