List of usage examples for org.lwjgl.opengl GL11 GL_TEXTURE_ENV_MODE
int GL_TEXTURE_ENV_MODE
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From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java
License:Open Source License
private void enableTexture() { int textureIndex = buffer.getInt(); GL11.glEnable(GL11.GL_TEXTURE_2D);//from w w w . j ava 2s . c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); GL11.glEnable(GL11.GL_ALPHA_TEST); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureList.get(textureIndex).getID()); }
From source file:im.bci.jnuit.lwjgl.LwjglHelper.java
License:Open Source License
public static void setupGLTextureParams() { if (GLContext.getCapabilities().OpenGL12) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); } else {/*from w w w . j a v a 2s . c om*/ GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); } setupGLTextureQualityParams(); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); }
From source file:im.bci.jnuit.lwjgl.LwjglNuitFont.java
License:Open Source License
public static int loadImage(BufferedImage bufferedImage) { short width = (short) bufferedImage.getWidth(); short height = (short) bufferedImage.getHeight(); // textureLoader.bpp = bufferedImage.getColorModel().hasAlpha() ? // (byte)32 : (byte)24; int bpp = (byte) bufferedImage.getColorModel().getPixelSize(); ByteBuffer byteBuffer;// ww w. ja v a 2 s .co m DataBuffer db = bufferedImage.getData().getDataBuffer(); if (db instanceof DataBufferInt) { int intI[] = ((DataBufferInt) (bufferedImage.getData().getDataBuffer())).getData(); byte newI[] = new byte[intI.length * 4]; for (int i = 0; i < intI.length; i++) { byte b[] = intToByteArray(intI[i]); int newIndex = i * 4; newI[newIndex] = b[1]; newI[newIndex + 1] = b[2]; newI[newIndex + 2] = b[3]; newI[newIndex + 3] = b[0]; } byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder()) .put(newI); } else { byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder()) .put(((DataBufferByte) (bufferedImage.getData().getDataBuffer())).getData()); } byteBuffer.flip(); int internalFormat = GL11.GL_RGBA8, format = GL11.GL_RGBA; IntBuffer textureId = BufferUtils.createIntBuffer(1); GL11.glGenTextures(textureId); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId.get(0)); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, internalFormat, width, height, format, GL11.GL_UNSIGNED_BYTE, byteBuffer); return textureId.get(0); }
From source file:ion2d.INTexture2D.java
License:Open Source License
/** * Creates the actual OpenGL texture to memory *//*from w ww.ja va 2s.com*/ protected void createTexture() { this.convertToPowerOfTwo(); if (this.texture != null) { IntBuffer tmp = BufferUtils.createIntBuffer(1); GL11.glGenTextures(tmp); this.id = tmp.get(0); this.bind(); int src = GL11.GL_RGBA; if (!this.image.getBufferedImage().getColorModel().hasAlpha()) { src = GL11.GL_RGB; } GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); this.setAntiAlias(); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, src, this.width, this.height, 0, src, GL11.GL_UNSIGNED_BYTE, this.texture); } }
From source file:kuake2.render.lwjgl.Image.java
License:Open Source License
void GL_TexEnv(int mode /* GLenum */ ) {/* www. ja v a 2 s.c om*/ if (mode != lastmodes[gl_state.currenttmu]) { GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, mode); lastmodes[gl_state.currenttmu] = mode; } }
From source file:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java
License:Open Source License
public void setTexEnvModeDecal() { //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); //GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, GL11.GL_LUMINANCE_ALPHA); }
From source file:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java
License:Open Source License
public void setTexEnvModeModulate() { GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); //GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); }
From source file:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java
License:Open Source License
public void setupStateVariables(boolean depthTestEnabled) { GL11.glEnable(GL11.GL_BLEND);/* w w w . j a v a2 s.c o m*/ // GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (depthTestEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_DITHER); GL11.glEnable(GL11.GL_SCISSOR_TEST); //GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GL11.glDisable(GL11.GL_LINE_STIPPLE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); //GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_CULL_FACE); // GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glFrontFace(GL11.GL_CW); GL11.glCullFace(GL11.GL_BACK); // disabling textures after setting state values. They would // be ignored otherwise (i think) GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); }
From source file:org.fenggui.render.lwjgl.LWJGLOpenGL.java
License:Open Source License
public void setupStateVariables(boolean depthTestEnabled) { GL11.glEnable(GL11.GL_BLEND);// w w w . j a va2 s . c om GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (depthTestEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_DITHER); GL11.glEnable(GL11.GL_SCISSOR_TEST); //GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glDisable(GL11.GL_LINE_STIPPLE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); //GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glFrontFace(GL11.GL_CW); GL11.glCullFace(GL11.GL_BACK); // disabling textures after setting state values. They would // be ignored otherwise (i think) GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); }
From source file:org.free.jake2.render.lwjgl.Image.java
License:Open Source License
void GL_TexEnv(int mode /* GLenum */) { if (mode != lastmodes[gl_state.currenttmu]) { GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, mode); lastmodes[gl_state.currenttmu] = mode; }//from w w w .j a va 2 s .co m }