List of usage examples for org.lwjgl.opengl GL11 GL_MODELVIEW
int GL_MODELVIEW
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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); } } }