Example usage for org.lwjgl.opengl GL11 GL_CW

List of usage examples for org.lwjgl.opengl GL11 GL_CW

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_CW.

Prototype

int GL_CW

To view the source code for org.lwjgl.opengl GL11 GL_CW.

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Document

FrontFaceDirection

Usage

From source file:com.ardor3d.scene.state.lwjgl.LwjglCullStateUtil.java

License:Open Source License

private static void setGLPolygonWind(final PolygonWind windOrder, final CullStateRecord record) {
    if (!record.isValid() || record.windOrder != windOrder) {
        switch (windOrder) {
        case CounterClockWise:
            GL11.glFrontFace(GL11.GL_CCW);
            break;
        case ClockWise:
            GL11.glFrontFace(GL11.GL_CW);
            break;
        }//from   w w w .  j a  v  a  2s .  com
        record.windOrder = windOrder;
    }
}

From source file:com.runescape.client.revised.client.lwjgl.RenderUtilities.java

License:Open Source License

public static void initializeGraphics() {
    GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
    GL11.glFrontFace(GL11.GL_CW);
    GL11.glCullFace(GL11.GL_BACK);/*from ww w  .  j  a v  a  2s .c  o  m*/
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL30.GL_FRAMEBUFFER_SRGB);
    // TODO: Depth clamp
}

From source file:com.shinoow.abyssalcraft.client.handlers.AbyssalCraftClientEventHooks.java

License:Apache License

private void renderStarSpawnPlayer(EntityPlayer player, float partialTicks) {

    mc.renderEngine.bindTexture(new ResourceLocation("abyssalcraft:textures/model/tentacles.png"));

    for (int j = 0; j < 1; ++j) {
        GL11.glColor4f(1F, 1F, 1F, 1F);//w  w w.jav a2 s  .c o  m
        float f10 = player.prevRotationYawHead
                + (player.rotationYawHead - player.prevRotationYawHead) * partialTicks
                - (player.prevRenderYawOffset
                        + (player.renderYawOffset - player.prevRenderYawOffset) * partialTicks);
        float f2 = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * partialTicks;
        GL11.glPushMatrix();
        GL11.glFrontFace(GL11.GL_CW);
        GL11.glRotatef(f10, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(f2, 1.0F, 0.0F, 0.0F);
        GL11.glTranslatef(0, -0.22F, 0);
        GL11.glScalef(1, 1, 1);
        model.renderTentacles(0.0625F);
        GL11.glFrontFace(GL11.GL_CCW);
        GL11.glPopMatrix();
    }
}

From source file:com.voxelplugineering.voxelsniper.render.RenderMain.java

License:Open Source License

private void setupOpenGL() {
    // Setup an OpenGL context with API version 3.2
    try {//  ww  w  .j a va 2s  . c  o  m
        PixelFormat pixelFormat = new PixelFormat();
        ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true)
                .withProfileCore(true);

        Display.setDisplayMode(new DisplayMode(this.width, this.height));
        Display.setTitle("VoxelGunsmithEngine");
        Display.create(pixelFormat, contextAtrributes);
        GL11.glViewport(0, 0, this.width, this.height);
    } catch (LWJGLException e) {
        if (Standalone.DEBUG) {
            System.out.println("Failed creating display");
        }
        e.printStackTrace();
        System.exit(-1);
    }

    // Setup an XNA like background color
    GL11.glClearColor(RenderingConstants.CLEAR_COLOUR_R, RenderingConstants.CLEAR_COLOUR_G,
            RenderingConstants.CLEAR_COLOUR_B, RenderingConstants.CLEAR_COLOUR_A);
    GL11.glViewport(0, 0, this.width, this.height);

    // cull back faces
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CW);

    OpenGLUtilities.checkGLError("setup OpenGL");
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setFrontFace(boolean cw) {
    GL11.glFrontFace(cw ? GL11.GL_CW : GL11.GL_CCW);
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setFrontFaceCW() {
    GL11.glFrontFace(GL11.GL_CW);
    return this;
}

From source file:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java

License:Open Source License

public void setupStateVariables(boolean depthTestEnabled) {
    GL11.glEnable(GL11.GL_BLEND);/*  w w w . jav a2  s  .  co m*/
    //      GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    if (depthTestEnabled)
        GL11.glDisable(GL11.GL_DEPTH_TEST);

    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_FOG);
    GL11.glDisable(GL11.GL_DITHER);

    GL11.glEnable(GL11.GL_SCISSOR_TEST);
    //GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
    GL11.glDisable(GL11.GL_LINE_STIPPLE);

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

    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);
    GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL);

    //GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_CULL_FACE);
    //      GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_NORMALIZE);
    GL11.glFrontFace(GL11.GL_CW);
    GL11.glCullFace(GL11.GL_BACK);
    // disabling textures after setting state values. They would
    // be ignored otherwise (i think)
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_1D);
}

From source file:org.fenggui.render.lwjgl.LWJGLOpenGL.java

License:Open Source License

public void setupStateVariables(boolean depthTestEnabled) {
    GL11.glEnable(GL11.GL_BLEND);//from   www . jav  a  2 s. c om
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    if (depthTestEnabled)
        GL11.glDisable(GL11.GL_DEPTH_TEST);

    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_FOG);
    GL11.glDisable(GL11.GL_DITHER);

    GL11.glEnable(GL11.GL_SCISSOR_TEST);
    //GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
    GL11.glEnable(GL11.GL_NORMALIZE);
    GL11.glDisable(GL11.GL_LINE_STIPPLE);

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

    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);
    GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL);

    //GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_NORMALIZE);
    GL11.glFrontFace(GL11.GL_CW);
    GL11.glCullFace(GL11.GL_BACK);
    // disabling textures after setting state values. They would
    // be ignored otherwise (i think)
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_1D);

}

From source file:org.spout.engine.SpoutRenderer.java

License:Open Source License

public void initRenderer(Canvas parent) {
    createWindow(parent);//from w w  w.j a va 2s.  c  om

    if (Spout.debugMode()) {
        client.getLogger().info("SpoutClient Information");
        client.getLogger().info("Operating System: " + System.getProperty("os.name"));
        client.getLogger().info("Renderer Mode: " + client.getRenderMode().toString());
        client.getLogger().info("GL21: " + GLContext.getCapabilities().OpenGL21 + " GL32: "
                + GLContext.getCapabilities().OpenGL32);
        client.getLogger().info("Resolution: " + Display.getWidth() + "x" + Display.getHeight());
        client.getLogger().info("OpenGL Information");
        client.getLogger().info("Vendor: " + GL11.glGetString(GL11.GL_VENDOR));
        client.getLogger().info("OpenGL Version: " + GL11.glGetString(GL11.GL_VERSION));
        client.getLogger().info("GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));
        client.getLogger().info("Max Textures: " + GL11.glGetInteger(GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS));
        String extensions = "Extensions Supported: ";
        if (client.getRenderMode() == RenderMode.GL30 || client.getRenderMode() == RenderMode.GL40) {
            for (int i = 0; i < GL11.glGetInteger(GL30.GL_NUM_EXTENSIONS); i++) {
                extensions += GL30.glGetStringi(GL11.GL_EXTENSIONS, i) + " ";
            }
        } else {
            extensions += GL11.glGetString(GL11.GL_EXTENSIONS);
        }
        client.getLogger().info(extensions);
    }

    SpoutRenderer.checkGLError();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glFrontFace(GL11.GL_CW);
    GL11.glCullFace(GL11.GL_BACK);
    SpoutRenderer.checkGLError();

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glClearColor((135.f / 255.0f), 206.f / 255.f, 250.f / 255.f, 1);
    SpoutRenderer.checkGLError();

    //Init pool of BatchVertexRenderer
    BatchVertexRenderer.initPool(GL11.GL_TRIANGLES, 500);

    if (useReflexion) {
        reflected = new ClientRenderTexture(true, false, true);
        reflected.writeGPU();
        // Test
        reflectedDebugBatch = new SpriteBatch();
        Shader s1 = client.getFileSystem().getResource("shader://Spout/shaders/diffuse.ssf");
        HashMap<String, Object> map1 = new HashMap<>();
        map1.put("Diffuse", reflected);
        reflectedDebugMat = new ClientRenderMaterial(s1, map1);
        RenderPart screenPart1 = new RenderPart();
        screenPart1.setSprite(new Rectangle(-1, -1, 0.5f, 0.5f));
        screenPart1.setSource(new Rectangle(0, 1, 1, -1));
        RenderPartPack pack1 = new RenderPartPack(reflectedDebugMat);
        pack1.add(screenPart1);
        reflectedDebugBatch.flush(pack1);
        // Test end
    }

    screenBatcher = new SpriteBatch();
    t = new ClientRenderTexture(true, false, true);
    t.writeGPU();
    Shader s = client.getFileSystem().getResource("shader://Spout/shaders/diffuse.ssf");
    HashMap<String, Object> map = new HashMap<>();
    map.put("Diffuse", t);
    mat = new ClientRenderMaterial(s, map);
    RenderPart screenPart = new RenderPart();
    screenPart.setSprite(new Rectangle(-1, -1, 2, 2));
    screenPart.setSource(new Rectangle(0, 1, 1, -1));
    RenderPartPack pack = new RenderPartPack(mat);
    pack.add(screenPart);
    screenBatcher.flush(pack);
}

From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java

License:BSD License

@Override
public void resetState() {
    GL11.glColorMask(true, true, true, true);

    GL11.glDepthFunc(GL11.GL_LEQUAL);/*from  w w w .  jav  a 2s .c  o m*/

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CW);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
}