List of usage examples for org.lwjgl.opengl GL11 glCullFace
public static void glCullFace(@NativeType("GLenum") int mode)
From source file:com.shinoow.abyssalcraft.client.model.entity.ModelDragonMinion.java
License:Apache License
@Override public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { GL11.glPushMatrix();/*from w w w. ja v a 2s . c o m*/ EntityDragonMinion entitydragon = (EntityDragonMinion) par1Entity; float f6 = entitydragon.prevAnimTime + (entitydragon.animTime - entitydragon.prevAnimTime) * partialTicks; jaw.rotateAngleX = (float) (Math.sin(f6 * (float) Math.PI * 2.0F) + 1.0D) * 0.2F; float f7 = (float) (Math.sin(f6 * (float) Math.PI * 2.0F - 1.0F) + 1.0D); f7 = (f7 * f7 * 1.0F + f7 * 2.0F) * 0.05F; GL11.glTranslatef(0.0F, f7 - 2.0F, -3.0F); GL11.glRotatef(f7 * 2.0F, 1.0F, 0.0F, 0.0F); float f8 = -30.0F; float f9 = 0.0F; float f10 = 1.5F; double[] adouble = entitydragon.getMovementOffsets(6, partialTicks); float f11 = updateRotations(entitydragon.getMovementOffsets(5, partialTicks)[0] - entitydragon.getMovementOffsets(10, partialTicks)[0]); float f12 = updateRotations(entitydragon.getMovementOffsets(5, partialTicks)[0] + f11 / 2.0F); f8 += 2.0F; float f13 = f6 * (float) Math.PI * 2.0F; f8 = 20.0F; float f14 = -12.0F; float f15; for (int i = 0; i < 5; ++i) { double[] adouble1 = entitydragon.getMovementOffsets(5 - i, partialTicks); f15 = (float) Math.cos(i * 0.45F + f13) * 0.15F; neck.rotateAngleY = updateRotations(adouble1[0] - adouble[0]) * (float) Math.PI / 180.0F * f10; neck.rotateAngleX = f15 + (float) (adouble1[1] - adouble[1]) * (float) Math.PI / 180.0F * f10 * 5.0F; neck.rotateAngleZ = -updateRotations(adouble1[0] - f12) * (float) Math.PI / 180.0F * f10; neck.rotationPointY = f8; neck.rotationPointZ = f14; neck.rotationPointX = f9; f8 = (float) (f8 + Math.sin(neck.rotateAngleX) * 10.0D); f14 = (float) (f14 - Math.cos(neck.rotateAngleY) * Math.cos(neck.rotateAngleX) * 10.0D); f9 = (float) (f9 - Math.sin(neck.rotateAngleY) * Math.cos(neck.rotateAngleX) * 10.0D); neck.render(par7); } head.rotationPointY = f8; head.rotationPointZ = f14; head.rotationPointX = f9; double[] adouble2 = entitydragon.getMovementOffsets(0, partialTicks); head.rotateAngleY = updateRotations(adouble2[0] - adouble[0]) * (float) Math.PI / 180.0F * 1.0F; head.rotateAngleZ = -updateRotations(adouble2[0] - f12) * (float) Math.PI / 180.0F * 1.0F; head.render(par7); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 1.0F, 0.0F); GL11.glRotatef(-f11 * f10 * 1.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(0.0F, -1.0F, 0.0F); body.rotateAngleZ = 0.0F; body.render(par7); for (int j = 0; j < 2; ++j) { GL11.glEnable(GL11.GL_CULL_FACE); f15 = f6 * (float) Math.PI * 2.0F; wing.rotateAngleX = 0.125F - (float) Math.cos(f15) * 0.2F; wing.rotateAngleY = 0.25F; wing.rotateAngleZ = (float) (Math.sin(f15) + 0.125D) * 0.8F; wingTip.rotateAngleZ = -((float) (Math.sin(f15 + 2.0F) + 0.5D)) * 0.75F; rearLeg.rotateAngleX = 1.0F + f7 * 0.1F; rearLegTip.rotateAngleX = 0.5F + f7 * 0.1F; rearFoot.rotateAngleX = 0.75F + f7 * 0.1F; frontLeg.rotateAngleX = 1.3F + f7 * 0.1F; frontLegTip.rotateAngleX = -0.5F - f7 * 0.1F; frontFoot.rotateAngleX = 0.75F + f7 * 0.1F; wing.render(par7); frontLeg.render(par7); rearLeg.render(par7); GL11.glScalef(-1.0F, 1.0F, 1.0F); if (j == 0) GL11.glCullFace(GL11.GL_FRONT); } GL11.glPopMatrix(); GL11.glCullFace(GL11.GL_BACK); GL11.glDisable(GL11.GL_CULL_FACE); float f16 = -((float) Math.sin(f6 * (float) Math.PI * 2.0F)) * 0.0F; f13 = f6 * (float) Math.PI * 2.0F; f8 = 10.0F; f14 = 60.0F; f9 = 0.0F; adouble = entitydragon.getMovementOffsets(11, partialTicks); for (int k = 0; k < 12; ++k) { adouble2 = entitydragon.getMovementOffsets(12 + k, partialTicks); f16 = (float) (f16 + Math.sin(k * 0.45F + f13) * 0.05000000074505806D); neck.rotateAngleY = (updateRotations(adouble2[0] - adouble[0]) * f10 + 180.0F) * (float) Math.PI / 180.0F; neck.rotateAngleX = f16 + (float) (adouble2[1] - adouble[1]) * (float) Math.PI / 180.0F * f10 * 5.0F; neck.rotateAngleZ = updateRotations(adouble2[0] - f12) * (float) Math.PI / 180.0F * f10; neck.rotationPointY = f8; neck.rotationPointZ = f14; neck.rotationPointX = f9; f8 = (float) (f8 + Math.sin(neck.rotateAngleX) * 10.0D); f14 = (float) (f14 - Math.cos(neck.rotateAngleY) * Math.cos(neck.rotateAngleX) * 10.0D); f9 = (float) (f9 - Math.sin(neck.rotateAngleY) * Math.cos(neck.rotateAngleX) * 10.0D); neck.render(par7); } GL11.glPopMatrix(); }
From source file:com.voxelplugineering.voxelsniper.render.RenderMain.java
License:Open Source License
private void setupOpenGL() { // Setup an OpenGL context with API version 3.2 try {//from ww w . j av a2 s . c o m PixelFormat pixelFormat = new PixelFormat(); ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true) .withProfileCore(true); Display.setDisplayMode(new DisplayMode(this.width, this.height)); Display.setTitle("VoxelGunsmithEngine"); Display.create(pixelFormat, contextAtrributes); GL11.glViewport(0, 0, this.width, this.height); } catch (LWJGLException e) { if (Standalone.DEBUG) { System.out.println("Failed creating display"); } e.printStackTrace(); System.exit(-1); } // Setup an XNA like background color GL11.glClearColor(RenderingConstants.CLEAR_COLOUR_R, RenderingConstants.CLEAR_COLOUR_G, RenderingConstants.CLEAR_COLOUR_B, RenderingConstants.CLEAR_COLOUR_A); GL11.glViewport(0, 0, this.width, this.height); // cull back faces GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glFrontFace(GL11.GL_CW); OpenGLUtilities.checkGLError("setup OpenGL"); }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLRendererForward.java
License:Open Source License
public static void clientSetup() { // setup opengl GL11.glEnable(GL11.GL_DEPTH_TEST);// ww w .j a v a 2s . c o m errorCheck("setting up client state GL_DEPTH_TEST"); GL11.glDepthFunc(GL11.GL_LEQUAL); errorCheck("setting depth test function"); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); errorCheck("enabling back face culling"); }
From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.WindowManager.java
License:Apache License
protected void initializeOpenGl() { DisplayMode displayMode = displayManager.getCurrentDisplayMode(); GL11.glEnable(GL11.GL_DEPTH_TEST);/* w ww . ja v a 2 s. com*/ GL11.glClearDepth(1.0f); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight()); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); //GLU.gluPerspective(45.0f, (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 4.0f, 4000.0f); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 1.0f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //GL11.glClearDepth(1.0f); //GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); //GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); }
From source file:espresso3d.engine.E3DEngine.java
License:Open Source License
public void setBackfaceCullingEnabled(boolean backfaceCullingEnabled) { this.backfaceCullingEnabled = backfaceCullingEnabled; if (backfaceCullingEnabled) { GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL11.GL_CULL_FACE); } else//from w w w . j ava2 s .com GL11.glDisable(GL11.GL_CULL_FACE); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void preRender() { Veya.program_shadow.use(true);// ww w . ja v a 2 s . c o m updateMatrixLightSpaceMatrixLocation(); GL11.glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glCullFace(GL11.GL_FRONT); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void postRender() { GL11.glCullFace(GL11.GL_BACK); // don't forget to reset original culling face GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); Veya.program_normal.use(true);/*from ww w . j av a 2s. c o m*/ GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight()); GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glCullFace(int mode) { GL11.glCullFace(mode); }
From source file:jake2.desktop.LWJGLAdapter.java
License:Open Source License
@Override public void glCullFace(int face) { GL11.glCullFace(face); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_SetupGL/*ww w.j a v a 2 s .co m*/ */ void R_SetupGL() { // // set up viewport // //int x = (int) Math.floor(r_newrefdef.x * vid.width / vid.width); int x = r_newrefdef.x; //int x2 = (int) Math.ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width); int x2 = r_newrefdef.x + r_newrefdef.width; //int y = (int) Math.floor(vid.height - r_newrefdef.y * vid.height / vid.height); int y = vid.height - r_newrefdef.y; //int y2 = (int) Math.ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height); int y2 = vid.height - (r_newrefdef.y + r_newrefdef.height); int w = x2 - x; int h = y - y2; GL11.glViewport(x, y2, w, h); // // set up projection matrix // float screenaspect = (float) r_newrefdef.width / r_newrefdef.height; GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096); GL11.glCullFace(GL11.GL_FRONT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glRotatef(-90, 1, 0, 0); // put Z going up GL11.glRotatef(90, 0, 0, 1); // put Z going up GL11.glRotatef(-r_newrefdef.viewangles[2], 1, 0, 0); GL11.glRotatef(-r_newrefdef.viewangles[0], 0, 1, 0); GL11.glRotatef(-r_newrefdef.viewangles[1], 0, 0, 1); GL11.glTranslatef(-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]); GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, r_world_matrix); r_world_matrix.clear(); // // set drawing parms // if (gl_cull.value != 0.0f) GL11.glEnable(GL11.GL_CULL_FACE); else GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_DEPTH_TEST); }