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:cn.liutils.util.render.LambdaFont.java

License:Open Source License

public void draw(String str, double x, double y, double size, Align align) {
    GL11.glEnable(GL11.GL_BLEND);/*from  w ww. j  a v  a 2  s .  c om*/
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    //GL11.glDepthMask(false);
    double psx = HudUtils.SCALE_X, psy = HudUtils.SCALE_Y;
    GL11.glPushMatrix();
    {
        GL11.glTranslated(x, y, 0);
        GL11.glScaled(size, size, 1);
        String[] ss = str.split("\n");
        for (int i = 0; i < ss.length; ++i) {
            GL11.glPushMatrix();
            {
                double dy = i * (fontSize + spacing) / fontSize;
                GL11.glTranslated(0, dy, 0);
                drawSingleLine(ss[i], align);
            }
            GL11.glPopMatrix();
        }
    }
    GL11.glPopMatrix();
    //GL11.glDepthMask(true);
    HudUtils.SCALE_X = psx;
    HudUtils.SCALE_Y = psy;
}

From source file:cn.liutils.util.render.LambdaFont.java

License:Open Source License

/**
 * It must be guaranteed that the string contains no line-break characters
 * @returns area of drawing// w w  w. ja  v  a2  s.  c o  m
 */
public Vector2d drawLinebreak(String str, double x, double y, double size, double cst) {
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    double psx = HudUtils.SCALE_X, psy = HudUtils.SCALE_Y;
    GL11.glPushMatrix();
    GL11.glTranslated(x, y, 0);
    GL11.glScaled(size, size, 1);

    List<Pair<String, Boolean>> arr = dlbPreProc(str, size, cst);

    double spcstp = getExtent(' ').getStep();

    double y0 = 0;
    double curLen = 0;
    double maxLen = 0;
    for (int i = 0; i < arr.size(); ++i) {
        Pair<String, Boolean> pair = arr.get(i);
        double len = widthSingleLine(pair.first);
        if (size * len < cst && size * (curLen + len) > cst) {
            --i;
            maxLen = Math.max(curLen, maxLen);
            curLen = 0;
            y0 += 1.0;
            continue;
        }

        GL11.glPushMatrix();
        {
            GL11.glTranslated(curLen, y0, 0);
            drawSingleLine(pair.first, Align.LEFT);
        }
        GL11.glPopMatrix();
        curLen += len + (pair.second ? spcstp : 0);

        if (size * len > cst) {
            maxLen = Math.max(curLen, maxLen);
            curLen = 0;
            y0 += 1.0;
        }
    }
    maxLen = Math.max(curLen, maxLen);
    GL11.glPopMatrix();
    HudUtils.SCALE_X = psx;
    HudUtils.SCALE_Y = psy;

    return new Vector2d(maxLen * size, y0 * size + size + spacing * size / fontSize);
}

From source file:cn.liutils.util.RenderUtils.java

License:Open Source License

public static void renderOverlay_Equip(ResourceLocation src) {
    //Setup/*  ww  w . j av  a 2s.c  o m*/
    GL11.glDepthFunc(GL11.GL_EQUAL);
    GL11.glDisable(GL11.GL_LIGHTING);
    loadTexture(src);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
    float f7 = 0.76F;
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    //Push texture mat
    GL11.glPushMatrix();
    float f8 = 0.125F;
    GL11.glScalef(f8, f8, f8);
    float f9 = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;
    GL11.glTranslatef(f9, 0.0F, 0.0F); //xOffset loops between 0.0 and 8.0
    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
    ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
    GL11.glPopMatrix();

    //Second pass
    GL11.glPushMatrix();
    GL11.glScalef(f8, f8, f8);
    f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F; //Loop between 0 and 8, longer loop
    GL11.glTranslatef(-f9, 0.0F, 0.0F); //Still xOffset
    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); //However, different rotation!
    ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
    GL11.glPopMatrix();
    //Pop texture mat
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
}

From source file:cn.liutils.util.RenderUtils.java

License:Open Source License

public static void renderOverlay_Inv(ResourceLocation src) {
    GL11.glDepthFunc(GL11.GL_EQUAL);/*  w w w  . j  a  v a  2s.  co  m*/
    GL11.glDisable(GL11.GL_LIGHTING);
    loadTexture(src);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
    float f7 = 0.76F;
    //GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glPushMatrix();
    float f8 = 0.125F;
    GL11.glScalef(f8, f8, f8);
    float f9 = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;
    GL11.glTranslatef(f9, 0.0F, 0.0F);
    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
    t.startDrawingQuads();
    t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0);
    t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0);
    t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0);
    t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0);
    t.draw();
    GL11.glPopMatrix();
    GL11.glPushMatrix();
    GL11.glScalef(f8, f8, f8);
    f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;
    GL11.glTranslatef(-f9, 0.0F, 0.0F);
    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
    t.startDrawingQuads();
    t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0);
    t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0);
    t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0);
    t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0);
    t.draw();
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
}

From source file:cn.liutils.util.RenderUtils.java

License:Open Source License

public static void renderSimpleOverlay_Inv(ResourceLocation src) {
    //GL11.glDepthFunc(GL11.GL_EQUAL);
    GL11.glDisable(GL11.GL_LIGHTING);// w  w w . jav  a 2s . c o m
    RenderUtils.loadTexture(src);
    t.startDrawingQuads();
    t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0);
    t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0);
    t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0);
    t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0);
    t.draw();
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
}

From source file:cn.weaponry.api.client.render.RendererWeapon.java

License:Open Source License

private void handleHeldRender(RenderInfo info, boolean firstPerson) {
    GL11.glPushMatrix();/* w ww.  jav  a2 s  .  c o  m*/
    model.pushTransformState();
    {

        if (firstPerson) {
            doFirstPersonTansform();
            fpTransform.doTransform();
        } else {
            doThirdPersonTransform();
            tpTransform.doTransform();
        }
        stdTransform.doTransform();
        doFixedTransform();

        info.renderAll(model, firstPerson, 0);

        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPushMatrix();
        info.renderAll(model, firstPerson, 1);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPopMatrix();

        GL11.glDisable(GL11.GL_CULL_FACE);

        RenderUtils.loadTexture(texture);
        model.renderAll();
        GL11.glEnable(GL11.GL_CULL_FACE);
    }
    model.popTransformState();
    GL11.glPopMatrix();
}

From source file:code.elix_x.excore.utils.client.render.wtw.WTWRenderer.java

License:Apache License

public static void drawDepthOverridePlane() {
    GlStateManager.depthFunc(GL11.GL_ALWAYS);
    GlStateManager.disableCull();/*ww  w  .  j a va 2s .co  m*/

    GlStateManager.pushMatrix();
    GlStateManager.loadIdentity();

    GlStateManager.matrixMode(GL11.GL_PROJECTION);
    GlStateManager.pushMatrix();
    GlStateManager.loadIdentity();
    GlStateManager.matrixMode(GL11.GL_MODELVIEW);

    //WTH?
    GlStateManager.disableTexture2D();
    getDepthOverridePlane().draw();
    GlStateManager.enableTexture2D();

    GlStateManager.matrixMode(GL11.GL_PROJECTION);
    GlStateManager.popMatrix();
    GlStateManager.matrixMode(GL11.GL_MODELVIEW);

    GlStateManager.popMatrix();

    GlStateManager.enableCull();
    GlStateManager.depthFunc(GL11.GL_LEQUAL);
}

From source file:colonialdisplay.AntDisplayGL.java

@Override
protected void initGL() {
    Rectangle bounds = canvas.getClientArea();
    GL11.glViewport(bounds.x, bounds.y, bounds.width, bounds.height);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/*from   w  w w .j a  v a2 s.c  o  m*/

    GL11.glOrtho(0, bounds.width, bounds.height, 0, 1, -1);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    initTextures();
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    createModel();
}

From source file:com.a2client.corex.Camera.java

License:Open Source License

public void Setup() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadMatrix(ProjMatrix.getBuf());

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadMatrix(ViewMatrix.getBuf());

    Mat4f m = ViewMatrix.inverse();/*from w  w  w.  j a v a 2s . c  o  m*/
    Render.view_pos = m.getPos();
}

From source file:com.a2client.corex.Material.java

License:Open Source License

public void bind() {
    Material mat = ModeMat.get(Render.Mode);
    if (mat != null) {
        Render.setCullFace(params.CullFace);
        Render.setBlendType(params.BlendType);
        Render.setDepthWrite(params.DepthWrite);
        Render.setAlphaTest(params.AlphaTest);

        if (shader != null) {
            shader.bind();/*w  w w. ja v a  2s  . c  o m*/
            uniform[muModelMatrix_idx].setValue(Render.ModelMatrix);

            if (Render.Mode == RENDER_MODE.rmOpaque || Render.Mode == RENDER_MODE.rmOpacity) {
                GL13.glActiveTexture(GL13.GL_TEXTURE0);
                GL11.glMatrixMode(GL11.GL_TEXTURE);
                GL11.glLoadIdentity();

                GL11.glMatrixMode(GL11.GL_MODELVIEW);

                //   ?   ??  ?    
                // ?     ? ?
                uniform[muLightPos_idx].setValue(Render.um_light_pos);
                uniform[muLightParam_idx].setValue(Render.um_light_param);
                uniform[muViewPos_idx].setValue(Render.view_pos);
                uniform[muAmbient_idx].setValue(Render.ambient);
                uniform[muTexOffset_idx].setValue(Render.tex_offset);
                uniform[muFog_idx].setValue(Render.fog);

                uniform[muMaterial_idx].setValue(params.Uniform);

                if (params.ReceiveShadow) {
                    uniform[muLightMatrix_idx].setValue(Render.lights[0].matrix);
                    textures[SamplerID[MATERIAL_SAMPLER.msShadow.ordinal()].ID] = Render.lights[0].shadow_map;
                }

            } else if (Render.Mode == RENDER_MODE.rmShadow) {
                uniform[muLightPos_idx].setValue(Render.lights[0].pos);
                // TODO : shadow mode
                // ???? Uniform[muMaterial].Value(Params.Uniform, 1);   ??  4f  ? diffuse
                uniform[muMaterial_idx].setValue(params.Diffuse);
            }
        }

        for (int i = 0; i < textures.length; i++) {
            if (textures[i] != null)
                textures[i].bind(i);
        }
    }
}