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:vazkii.tinkerer.gui.GuiElementalDesk.java

License:Creative Commons License

@Override
protected void drawGuiContainerBackgroundLayer(float var1, int var2, int var3) {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    mc.renderEngine.bindTexture(ResourcesReference.GUI_ELEMENTAL_DESK_TEXTURE);
    int xStart = (width - xSize) / 2;
    int yStart = (height - ySize) / 2;
    drawTexturedModalRect(xStart, yStart, 0, 0, xSize, ySize);

    // Draw the Progress bar
    drawTexturedModalRect(xStart + 48, yStart + 46, 176, 0,
            (int) Math.round(deskTile.getProgress() / (TileEntityReference.ELEMENTAL_DESK_ENCHANT_TIME / 80D)),
            12);/*from   www  .  j a va  2  s  .c  o  m*/

    // Render the Book Model, if present
    ItemStack shouldBeABook = deskTile.getStackInSlot(4);
    if (shouldBeABook != null && (shouldBeABook.itemID == Item.book.itemID
            || shouldBeABook.itemID == ElementalTinkererItems.unboundBook.itemID)) {
        GL11.glPushMatrix();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        ScaledResolution var7 = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
        GL11.glViewport((var7.getScaledWidth() - 320) / 2 * var7.getScaleFactor(),
                (var7.getScaledHeight() - 240) / 2 * var7.getScaleFactor(), 320 * var7.getScaleFactor(),
                240 * var7.getScaleFactor());
        GL11.glTranslatef(0F, 0.25F, 0F);
        GLU.gluPerspective(90F, 1.3333334F, 9F, 80F);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        RenderHelper.enableStandardItemLighting();
        float cos = (float) (Math.cos(ClientTickHandler.elapsedClientTicks / 3D) / 10D);
        GL11.glTranslatef(0.4F, 3.65F + (deskTile.getIsAdvancing() ? cos : -0.1F), -16F);
        GL11.glScalef(1F, 1F, 1F);
        float var9 = 5.0F;
        GL11.glScalef(var9, var9, var9);
        GL11.glRotatef(180F, -0.29F, 0F, 1F);
        float var10 = 0.6F;
        GL11.glTranslatef((1F - var10) * 0.2F, (1F - var10) * 0.1F, (1F - var10) * 0.25F);
        GL11.glRotatef(-(1F - var10) * 90F - 90F, 0F, 1F, 0F);
        GL11.glRotatef(180F, 1F, 0F, 0F);
        mc.renderEngine.bindTexture(shouldBeABook.itemID == ItemIDs.unboundBook
                ? ResourcesReference.ROOT_BOOK_TEXTURES + "Unbound.png"
                : "/item/book.png");
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        bookModel.render(null, 0F, 0F, 0F,
                (float) deskTile.getProgress() / (float) TileEntityReference.ELEMENTAL_DESK_ENCHANT_TIME, 0F,
                MiscReference.MODEL_DEFAULT_RENDER_SCALE);
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        RenderHelper.disableStandardItemLighting();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glViewport(0, 0, mc.displayWidth, mc.displayHeight);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPopMatrix();
        RenderHelper.disableStandardItemLighting();
        GL11.glColor4f(1F, 1F, 1F, 1F);
    }

    // Draw the charge bars
    int color = Color.getHSBColor((float) Math.cos(
            (double) ClientTickHandler.elapsedClientTicks / ResourcesReference.SPECTRUM_DIVISOR_ELEMENTIUM_GEM),
            1F, 1F).getRGB();
    Tessellator tess = Tessellator.instance;
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    for (int[] i : CHARGE_METER_COORDINATES) {
        int index = i[0];
        int x = i[1];
        int endY = i[2] + TileEntityReference.ELEMENTAL_DESK_GEM_CHARGE;
        int startY = endY - deskTile.getCharge(index);
        tess.startDrawingQuads();
        tess.setColorOpaque_I(color);
        tess.addVertex(xStart + x, yStart + startY, zLevel);
        tess.addVertex(xStart + x, yStart + endY, zLevel);
        tess.addVertex(xStart + x + 2, yStart + endY, zLevel);
        tess.addVertex(xStart + x + 2, yStart + startY, zLevel);
        tess.draw();
    }
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:vengine.VGraphicLayer.java

public void set() {
    if (!inited) {
        init();//w  ww  .ja va  2  s . co  m
        inited = true;
    }
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:vengine.VGraphics.java

public static void start() {

    Thread renderingThread = new Thread("RenderingThread") {

        @Override/*from   w  w  w .  j  av  a2  s  .  c  o  m*/
        public void run() {
            try {
                Display.setDisplayMode(new DisplayMode(8000, 6000));
                Display.setTitle(VEngine.cfg.g("mod"));
                Display.setIcon(new ByteBuffer[] { new ImageIOImageData().imageToByteBuffer(
                        ImageIO.read(new File(VEngine.cfg.g("modhome") + "/icon.png")), false, false, null),

                        new ImageIOImageData().imageToByteBuffer(
                                ImageIO.read(new File(VEngine.cfg.g("modhome") + "/icon.png")), false, false,
                                null) });
                Display.setFullscreen(true);
                Display.setResizable(true);
                Display.create();
                GL11.glMatrixMode(GL11.GL_PROJECTION);
                GL11.glLoadIdentity();
                GL11.glOrtho(0, 1, 1, 0, 1, -1);
                GL11.glMatrixMode(GL11.GL_MODELVIEW);

                VGraphics g = new VGraphics();

                Random r = new Random();

                while (!Display.isCloseRequested()) {

                    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
                    GL11.glEnable(GL11.GL_TEXTURE_2D); // ?  ? ? ?.
                    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                    GL11.glEnable(GL11.GL_BLEND);
                    WIDTH = Display.getWidth();
                    HEIGHT = Display.getHeight();
                    vgm.render(g);

                    Display.update();
                }
                Display.destroy();
                System.exit(0);
            } catch (LWJGLException ex) {
                Logger.getLogger(VGraphics.class.getName()).log(Level.SEVERE, null, ex);
            } catch (IOException ex) {
                Logger.getLogger(VGraphics.class.getName()).log(Level.SEVERE, null, ex);
            }
        }

    };
    renderingThread.setPriority(Thread.MAX_PRIORITY);
    renderingThread.start();

}

From source file:voxicity.Renderer.java

License:Open Source License

void setup_camera(float fov, float ratio, float view_distance) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//from   w  w w.  j a  v  a2  s . c o  m
    GLU.gluPerspective(fov, ratio, 0.01f, view_distance);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    camera.set_attribs(fov, ratio, 0.01f, view_distance);
}

From source file:yk.myengine.optiseq.states.LWJGLFont.java

/**
 * <code>print</code> renders the specified string to a given (x,y)
 * location. The x, y location is in terms of screen coordinates. There are
 * currently two sets of fonts supported: NORMAL and ITALICS.
 *
 * @param x      the x screen location to start the string render.
 * @param y      the y screen location to start the string render.
 * @param scale  scale//from   w  w  w.  ja  v  a2  s  . c  o  m
 * @param text   the String to render.
 * @param italic the mode of font: NORMAL or ITALICS.
 */
public void print(final int x, final int y, final Vector3f scale, final String text, int italic) {
    //        RendererRecord matRecord = (RendererRecord) DisplaySystem.getDisplaySystem().getCurrentContext().getRendererRecord();
    if (italic > 1) {
        italic = 1;
    } else if (italic < 0) {
        italic = 0;
    }

    //        if (!alreadyOrtho){
    //todo move to outer function
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluOrtho2D(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight());
    //        }
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GL11.glTranslatef(x, y, 0);
    GL11.glScalef(scale.x, scale.y, scale.z);
    //todo: make italic by matrix, instead of additional data!! (matter of principle)
    //also it must be realized in transformation state together with scale factor!
    GL11.glListBase(base - 32 + (128 * italic));

    //Put the string into a "pointer"
    if (text.length() > scratch.capacity()) {
        scratch = BufferUtils.createByteBuffer(text.length());
    } else {
        scratch.clear();
    }

    final int charLen = text.length();
    for (int z = 0; z < charLen; z++) {
        scratch.put((byte) text.charAt(z));
    }
    scratch.flip();
    GL11.glColor4f(fontColor.x, fontColor.y, fontColor.z, fontColor.w);
    //todo move to right place
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    //call the list for each letter in the string.
    GL11.glCallLists(scratch);
    GL11.glDisable(GL11.GL_BLEND);
    //        set color back to white
    //        GL11.glColor4f(fontColor.x, fontColor.y, fontColor.z, fontColor.w);

    //        if (!alreadyOrtho) {
    //todo move to outer function
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    //        }
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPopMatrix();
}

From source file:zeldaswordskills.client.render.block.RenderTileEntityPedestal.java

License:Open Source License

public void renderPedestal(TileEntityPedestal pedestal, double dx, double dy, double dz, float f) {
    ItemStack sword = pedestal.getSword();
    if (sword != null) {
        GL11.glPushMatrix();//from   w ww  . j a  v a2s  . co m
        GL11.glTranslated(dx + 0.5D, dy + 0.9D, dz + 0.5D);
        bindTexture(field_147501_a.field_147553_e.getResourceLocation(sword.getItemSpriteNumber()));
        Tessellator tessellator = Tessellator.instance;
        IIcon icon = sword.getItem().getIconFromDamage(sword.getItemDamage());
        if (icon != null) {
            float minU = icon.getMinU();
            float maxU = icon.getMaxU();
            float minV = icon.getMinV();
            float maxV = icon.getMaxV();
            GL11.glRotatef(pedestal.getOrientation() == 0 ? 0F : 90F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(135.0F, 0.0F, 0.0F, 1.0F);
            GL11.glTranslatef(-0.5F, -0.5F, 0.03125F);
            ItemRenderer.renderItemIn2D(tessellator, maxU, minV, minU, maxV, icon.getIconWidth(),
                    icon.getIconHeight(), 0.0625F);
            if (sword.hasEffect(0)) {
                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDisable(GL11.GL_LIGHTING);
                bindTexture(glint);
                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 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
                GL11.glTranslatef(f9, 0.0F, 0.0F);
                GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
                ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(f8, f8, f8);
                f9 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
                GL11.glTranslatef(-f9, 0.0F, 0.0F);
                GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
                ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
                GL11.glPopMatrix();
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
            }
            GL11.glPopMatrix();
        }
    }
}

From source file:zildo.fwk.gfx.filter.BilinearFilter.java

License:Open Source License

@Override
public boolean renderFilter() {
    fbo.endRendering();/*  w w w . j  a  v a2 s. c  om*/

    // Select right texture
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    // Disable blend
    GL11.glDisable(GL11.GL_BLEND);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glTranslatef(0, -sizeY, 1);

    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // Draw texture with depth
    super.render();

    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    return true;
}

From source file:zildo.fwk.gfx.filter.BlendFilter.java

License:Open Source License

@Override
public boolean renderFilter() {
    int currentSquareSize = getCurrentSquareSize();

    if (currentSquareSize == 1) {
        return true;
    }//from www. j a va2s.  c o m
    fbo.endRendering();

    // Get on top of screen and disable blending
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glTranslatef(0, -sizeY, 0);

    GL11.glColor3f(1f, 1f, 1f);

    // Draw squares
    int nSquareX = Zildo.viewPortX / currentSquareSize;
    int nSquareY = Zildo.viewPortY / currentSquareSize;
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glBegin(GL11.GL_QUADS);
    for (int i = 0; i < nSquareY + 1; i++) {
        for (int j = 0; j < nSquareX + 1; j++) {
            ClientEngineZildo.ortho.boxTexturedOpti(j * currentSquareSize, i * currentSquareSize,
                    currentSquareSize, currentSquareSize, (j * currentSquareSize) / (float) ScreenFilter.realX,
                    (i * currentSquareSize) / (float) ScreenFilter.realY, 0, 0);
        }
    }
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);

    return true;
}

From source file:zildo.fwk.gfx.filter.BlurFilter.java

License:Open Source License

@Override
public boolean renderFilter() {

    boolean result = true;

    fbo.endRendering();//from  w w w  . ja v a2 s.c  o  m

    // Get on top of screen and disable blending
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glTranslatef(0, -sizeY, 0);

    //GL11.glDisable(GL11.GL_BLEND);

    if (nImagesSaved < nImages) {
        // All images are not stored yet. So we just display the current one.
        nImagesSaved++;
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texBuffer[currentImage]);
        super.render();
        result = false;
    } else {
        super.focusOnZildo();

        // Draw each image, with intensified colors
        for (int i = 0; i < nImages; i++) {
            float coeff = startCoeff + i * (incCoeff / nImages);
            GL11.glColor4f(coeff, coeff, coeff, 1.0f);
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texBuffer[(i + currentImage + 1) % nImages]);
            super.render();
            if (i == 0) {
                // Enable blend from second one
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); //_MINUS_SRC_ALPHA);
            }
        }

    }

    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);

    // Switch
    currentImage = (currentImage + 1) % nImages;

    return result;
}

From source file:zildo.fwk.gfx.filter.CircleFilter.java

License:Open Source License

@Override
public boolean renderFilter() {

    // Get on top of screen and disable blending
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();/*from w  ww  .ja  v  a  2  s .  c o  m*/
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glTranslatef(0, -sizeY, 1);

    GL11.glColor3f(1f, 1f, 1f);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glBegin(GL11.GL_QUADS);
    int radius = (int) (coeffLevel * (255 - getFadeLevel())); // + 20;
    int radiusSquare = (int) Math.pow(radius, 2);
    int col = 0;

    int sizeA = center.y - radius;
    int sizeB = Zildo.viewPortY - (center.y + radius);

    // 1) Draw the two areas outside the circle
    if (sizeA > 0) {
        ClientEngineZildo.ortho.boxOpti(0, 0, Zildo.viewPortX, sizeA, 2, null);
    }
    if (sizeB > 0) {
        ClientEngineZildo.ortho.boxOpti(0, center.y + radius, Zildo.viewPortX, sizeB, 2, null);
    }

    // 2) Draw the circle area
    int startI = Math.max(0, sizeA);
    int endI = Math.min(Zildo.viewPortY, center.y + radius);

    for (int i = startI; i < endI; i++) {
        int start = (int) Math.pow(i - center.y, 2);

        // Calculate DELTA and 2 roots x1 & x2
        double delta = 4 * (radiusSquare - start);
        double squareRootDelta = Math.sqrt(delta);
        int x1 = (int) (center.x - squareRootDelta / 2);
        int x2 = (int) (center.x + squareRootDelta / 2);
        ClientEngineZildo.ortho.boxOpti(0, i, x1, 1, col, null);
        ClientEngineZildo.ortho.boxOpti(x2, i, Zildo.viewPortX - x2, 1, col, null);
    }
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);

    return true;
}