Example usage for org.lwjgl.opengl GL11 GL_MODELVIEW

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

Introduction

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

Prototype

int GL_MODELVIEW

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

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MatrixMode

Usage

From source file:hexagonalminesweeper.HexagonalMinesweeper.java

public static void renderGL() {
    try {//from   w w w  .ja  v a2 s. c om
        Display.setDisplayMode(new org.lwjgl.opengl.DisplayMode(800, 600));
        Display.create();
    } 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, 800, 600);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, 800, 600, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    Display.setVSyncEnabled(true);
}

From source file:hud.UnitDisplay.java

License:Open Source License

public void draw() {
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
    GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
    GL11.glLineWidth(2.0f);/*from   w w  w  .  ja  v  a 2s.  c  o  m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_BLEND);

    int[] viewport = GLUtils.getViewport();

    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluPerspective(45, 1.0f, 0.001f, 5.0f);
    GL11.glViewport(getX(), viewport[3] - (getY() + height), width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluLookAt(2.0f * (float) Math.cos(angle), 2.0f * (float) Math.sin(angle), 1.0f, 0, 0, 0, 0, 0, 1);
    //        GL11.glTranslatef(x + width/2, y + height/2,0);
    currentUnit.draw();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPopMatrix();
    GL11.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
}

From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java

License:Open Source License

/**
 * Setup the openGL render environment. Such as the view port the matrix for
 * the orthogonal view and so on./*from  w w w.  j  a v  a2s.c  om*/
 */
protected void setupOpenGL() {
    if (!Display.isCreated()) {
        return;
    }

    // set the basic view port of the game. This should be the full size of
    // the client window
    GL11.glViewport(0, 0, resWidth, resHeight);

    // enable alpha blending based on the picture alpha channel
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    // disable death test, we work in 2D anyway, there is no depth
    GL11.glDisable(GL11.GL_DEPTH_TEST);

    // switch to projection matrix to set up the orthogonal view that we
    // need
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    // load the identity matrix to we have a clean start
    GL11.glLoadIdentity();

    // setup the orthogonal view
    GLU.gluOrtho2D(0, resWidth, 0, resHeight);

    // set clear color to black
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // sync frame (only works on windows)
    if (Graphics.NO_SLOWDOWN) {
        Display.setVSyncEnabled(false);
    } else {
        Display.setVSyncEnabled(true);
    }

    // clean up the screen
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // switch to model view matrix, so we can place the sprites correctly
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
}

From source file:im.bci.jnuit.lwjgl.LwjglNuitRenderer.java

License:Open Source License

@Override
public void render(Root root) {
    GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_TRANSFORM_BIT | GL11.GL_HINT_BIT | GL11.GL_COLOR_BUFFER_BIT
            | GL11.GL_SCISSOR_BIT | GL11.GL_LINE_BIT | GL11.GL_TEXTURE_BIT);
    GL11.glViewport(0, 0, LwjglHelper.getWidth(), LwjglHelper.getHeight());
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();//ww w .  j a va2  s. c  o m
    GL11.glLoadIdentity();
    GL11.glOrtho(root.getX(), root.getWidth(), root.getHeight(), root.getY(), -1.0, 1.0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_SCISSOR_TEST);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    drawBackgroundAndBorder(root);
    drawStack(root);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glPopAttrib();
}

From source file:io.flob.blackheart.DisplayDriver.java

License:Open Source License

public void mode_2D() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();/*from   www.  j ava 2 s. com*/
    GL11.glLoadIdentity();
    GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 1);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GL11.glDisable(GL11.GL_FOG);
}

From source file:io.flob.blackheart.DisplayDriver.java

License:Open Source License

public void mode_3D() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);//from   w  w  w .  ja va2 s. c o  m
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPopMatrix();
    GL11.glLoadIdentity();
    GL11.glEnable(GL11.GL_FOG);
}

From source file:io.flob.clicker.DisplayDriver.java

License:Open Source License

private void init_GL() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//www . j av  a2 s.c o  m
    GL11.glOrtho(0, width, height, 0, -1, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    GL11.glClearDepth(1.0f);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:io.github.SolidStudiosTeam.Flicker.engine.GameLoop.java

License:Open Source License

@Override
public void initGL() {
    /* Enable 2D textures. */
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from  w ww. j a  v  a2s  . c  o m*/

    /* Make all models smoothly textured. */
    GL11.glShadeModel(GL11.GL_SMOOTH);

    /* Set the background color to that signature blue. */
    GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f);

    /* Set the clear depth to all-the-way */
    GL11.glClearDepth(1.0);

    /* Enable the depth system. */
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    /* Set the function for depth to GL_LEQUAL. */
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    //  GL11.glEnable(GL11.GL_BLEND);
    //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    /* Enable face culling, basically don't render this face relative to the camera's position. */
    // GL11.glEnable(GL11.GL_CULL_FACE);

    /* Set OpenGL to cull the back face of our spatials. */
    // GL11.glCullFace(GL11.GL_BACK);

    /* Set the matrix mode to projection. */
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    /* Reset the OpenGL configuration, loading our above prefrences. */
    GL11.glLoadIdentity();

    /* Set the perspective. */
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f);

    /* Set the matrix mode to be model view. */
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    /* Set the perspective correction hint to finest quality. */
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:ion2d.INDirector.java

License:Open Source License

public static void setProjection(ProjectionFormat format) {
    if (Display.isCreated() == false)
        return;//ww w.  ja  va 2s .  co m

    Dimension screen = getScreenSize();

    switch (format) {
    case DirectorProjection2D:
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0, screen.width, 0, screen.height, -1000, 1000);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        break;
    case DirectorProjection3D:
        GL11.glViewport(0, 0, screen.width, screen.height);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        float aspect = (screen.width * 1.0f) / (screen.height * 1.0f);
        GLU.gluPerspective(55, aspect, 0, screen.height + screen.width);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GLU.gluLookAt(screen.width / 2, screen.height / 2, getZEye(), screen.width / 2, screen.height / 2, 0.0f,
                0.0f, 1.0f, 0.0f);
        break;
    }

    instance.currentProjection = format;
}

From source file:itdelatrisu.opsu.render.CurveRenderState.java

License:Open Source License

/**
 * Backup the current state of the relevant OpenGL state and change it to
 * what's needed to draw the curve.//from   w ww  . ja v a2  s  .  c o m
 */
private RenderState startRender() {
    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.glEnable(GL11.GL_BLEND);
    GL14.glBlendEquation(GL14.GL_FUNC_ADD);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    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;
}