List of usage examples for org.lwjgl.opengl GL11 GL_MODELVIEW
int GL_MODELVIEW
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From source file:zildo.platform.filter.LwjglFitToScreenFilter.java
License:Open Source License
@Override public boolean renderFilter() { // Select right texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, ClientEngineZildo.tileEngine.texBackMenuId); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//ww w .j av a 2 s. c o m GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (!resized) { startInitialization(); updateQuad(0, 0, 1, 0.1f, Reverse.HORIZONTAL); endInitialization(); startInitialization(); updateTextureCoordinates(0, 0, textureSizeX, -textureSizeY, false); endInitialization(); resized = true; } // This filter is in charge to alter all screen colors Vector3f v = ClientEngineZildo.ortho.getFilteredColor(); GL11.glColor3f(v.x, v.y, v.z); // Draw texture with depth super.render(); GL11.glDisable(GL11.GL_BLEND); // Reset full color GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); return true; }
From source file:zildo.platform.opengl.LwjglOpenGLGestion.java
License:Open Source License
@Override public void render(boolean p_clientReady) { // Clear the screen and the depth buffer GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // Reset The Projection Matrix // invert the y axis, down is positive float zz = z * 5.0f; if (zz != 0.0f) { GL11.glTranslatef(-zoomPosition.getX() * zz, zoomPosition.getY() * zz, 0.0f); }//from w w w . j a va 2 s . c o m GL11.glScalef(1 + zz, -1 - zz, 1); if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doPreFilter(); } clientEngineZildo.renderFrame(awt); /* if (!p_clientReady && !awt) { clientEngineZildo.renderMenu(); } */ for (GameStage stage : ClientEngineZildo.getClientForGame().getCurrentStages()) { stage.renderGame(); } if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doFilter(); ClientEngineZildo.filterCommand.doPostFilter(); } if (framerate != 0) { Display.sync(framerate); } if (!awt) { Display.update(); } }
From source file:zildo.platform.opengl.LwjglOrtho.java
License:Open Source License
@Override public void setOrthographicProjection(boolean p_zoom) { if (!orthoSetUp) { // switch to projection mode GL11.glMatrixMode(GL11.GL_PROJECTION); // save previous matrix which contains the // settings for the perspective projection GL11.glPushMatrix();//from w w w. jav a2 s .c o m // reset matrix GL11.glLoadIdentity(); // set a 2D orthographic projection GL11.glViewport(0, 0, Zildo.screenX, Zildo.screenY); if (p_zoom) { GL11.glOrtho(0, w / 2, 0, h / 2, -99999, 99999); GL11.glTranslatef(0, -h / 2, 0); } else { GL11.glOrtho(0, w, 0, h, -99999, 99999); } // invert the y axis, down is positive // GL11.glScalef(1, -1, 1); // GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); // mover the origin from the bottom left corner // to the upper left corner GL11.glTranslatef(0, h, 0); GL11.glMatrixMode(GL11.GL_MODELVIEW); orthoSetUp = true; } }
From source file:zildo.platform.opengl.LwjglOrtho.java
License:Open Source License
@Override public void resetPerspectiveProjection(int p_x, int p_y) { if (orthoSetUp) { // Change viewport GL11.glViewport(0, 0, p_x, p_y); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix();//from w w w . j a v a 2s .c om GL11.glMatrixMode(GL11.GL_MODELVIEW); orthoSetUp = false; } }
From source file:zildo.platform.opengl.LwjglOrtho.java
License:Open Source License
/** * Initialize the right matrix to draw quads, and do a glBegin. * /*from www . j a va 2s .com*/ * @param withTexture */ @Override public void initDrawBox(boolean withTexture) { // On se met au premier plan et on annule le texturing GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); //GL11.glTranslatef(0, 0, 1); if (!withTexture) { GL11.glDisable(GL11.GL_TEXTURE_2D); } GL11.glBegin(GL11.GL_QUADS); }
From source file:zsawyer.mods.stereoscopic3d.MinecraftCopy.java
License:Open Source License
/** * Displays a new screen.// w ww .ja va2 s . c om */ public static void loadScreen() throws LWJGLException { ScaledResolution var1 = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight); GL11.glClear(16640); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0.0D, var1.getScaledWidth_double(), var1.getScaledHeight_double(), 0.0D, 1000.0D, 3000.0D); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000.0F); GL11.glViewport(0, 0, mc.displayWidth, mc.displayHeight); GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_FOG); Tessellator var2 = Tessellator.instance; GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture("/title/mojang.png")); var2.startDrawingQuads(); var2.setColorOpaque_I(16777215); var2.addVertexWithUV(0.0D, (double) mc.displayHeight, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV((double) mc.displayWidth, (double) mc.displayHeight, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV((double) mc.displayWidth, 0.0D, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV(0.0D, 0.0D, 0.0D, 0.0D, 0.0D); var2.draw(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); var2.setColorOpaque_I(16777215); short var3 = 256; short var4 = 256; mc.scaledTessellator((var1.getScaledWidth() - var3) / 2, (var1.getScaledHeight() - var4) / 2, 0, 0, var3, var4); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_FOG); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); Display.swapBuffers(); }
From source file:zsawyer.mods.stereoscopic3d.renderers.StereoscopicRenderer.java
License:Open Source License
public void setupView(int x, int y, int width, int height, boolean eager) { GL11.glViewport(x, y, width, height); if (eager) {// w w w . ja v a2 s. c om GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluOrtho2D(0, width, 0, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } }