Example usage for org.lwjgl.opengl GL11 glCullFace

List of usage examples for org.lwjgl.opengl GL11 glCullFace

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glCullFace.

Prototype

public static void glCullFace(@NativeType("GLenum") int mode) 

Source Link

Document

Specifies which polygon faces are culled if GL11C#GL_CULL_FACE CULL_FACE is enabled.

Usage

From source file:org.terasology.rendering.opengl.GraphicState.java

License:Apache License

/**
 * Resets the state after the rendering of the Reflected Scene.
 * See preRenderSetupReflectedScene() for some more information.
 *//*from  ww  w .ja v  a2 s .c  o m*/
public void postRenderCleanupReflectedScene() {
    GL11.glCullFace(GL11.GL_BACK);
    bindDisplay();
    setViewportToWholeDisplay();
}

From source file:org.voxels.platform.LWJGLOpenGLAdapter.java

License:Open Source License

@Override
public void glCullFace(final int mode) {
    GL11.glCullFace(mode);
}

From source file:playn.java.JavaGL20.java

License:Apache License

@Override
public void glCullFace(int mode) {
    GL11.glCullFace(mode);
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void cullFace(int mode) {
    GL11.glCullFace(mode);
}

From source file:RediscoveredMod.ModelRedDragon.java

License:Open Source License

/**
 * Sets the models various rotation angles then renders the model.
 *//*from  ww  w.jav a 2s  . co  m*/
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) {
    GL11.glPushMatrix();
    EntityGoodDragon var8 = (EntityGoodDragon) par1Entity;
    float var9 = var8.prevAnimTime + (var8.animTime - var8.prevAnimTime) * this.partialTicks;
    this.jaw.rotateAngleX = (float) (Math.sin((double) (var9 * (float) Math.PI * 2.0F)) + 1.0D) * 0.2F;
    float var10 = (float) (Math.sin((double) (var9 * (float) Math.PI * 2.0F - 1.0F)) + 1.0D);
    var10 = (var10 * var10 * 1.0F + var10 * 2.0F) * 0.05F;
    GL11.glTranslatef(0.0F, var10 - 2.0F, -3.0F);
    GL11.glRotatef(var10 * 2.0F, 1.0F, 0.0F, 0.0F);
    float var11 = -30.0F;
    float var13 = 0.0F;
    float var14 = 1.5F;
    double[] var15 = var8.getMovementOffsets(6, this.partialTicks);
    float var16 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0]
            - var8.getMovementOffsets(10, this.partialTicks)[0]);
    float var17 = this
            .updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] + (double) (var16 / 2.0F));
    var11 += 2.0F;
    float var18 = var9 * (float) Math.PI * 2.0F;
    var11 = 20.0F;
    float var12 = -12.0F;
    float var21;

    for (int var19 = 0; var19 < 5; ++var19) {
        double[] var20 = var8.getMovementOffsets(5 - var19, this.partialTicks);
        var21 = (float) Math.cos((double) ((float) var19 * 0.45F + var18)) * 0.15F;
        this.neck.rotateAngleY = this.updateRotations(var20[0] - var15[0]) * (float) Math.PI / 180.0F * var14;
        this.neck.rotateAngleX = var21
                + (float) (var20[1] - var15[1]) * (float) Math.PI / 180.0F * var14 * 5.0F;
        this.neck.rotateAngleZ = -this.updateRotations(var20[0] - (double) var17) * (float) Math.PI / 180.0F
                * var14;
        this.neck.rotationPointY = var11;
        this.neck.rotationPointZ = var12;
        this.neck.rotationPointX = var13;
        var11 = (float) ((double) var11 + Math.sin((double) this.neck.rotateAngleX) * 10.0D);
        var12 = (float) ((double) var12 - Math.cos((double) this.neck.rotateAngleY)
                * Math.cos((double) this.neck.rotateAngleX) * 10.0D);
        var13 = (float) ((double) var13 - Math.sin((double) this.neck.rotateAngleY)
                * Math.cos((double) this.neck.rotateAngleX) * 10.0D);
        this.neck.render(par7);
    }

    this.head.rotationPointY = var11;
    this.head.rotationPointZ = var12;
    this.head.rotationPointX = var13;
    double[] var23 = var8.getMovementOffsets(0, this.partialTicks);
    this.head.rotateAngleY = this.updateRotations(var23[0] - var15[0]) * (float) Math.PI / 180.0F * 1.0F;
    this.head.rotateAngleZ = -this.updateRotations(var23[0] - (double) var17) * (float) Math.PI / 180.0F * 1.0F;
    this.head.render(par7);
    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-var16 * var14 * 1.0F, 0.0F, 0.0F, 1.0F);
    GL11.glTranslatef(0.0F, -1.0F, 0.0F);
    this.body.rotateAngleZ = 0.0F;
    this.body.render(par7);

    for (int var22 = 0; var22 < 2; ++var22) {
        GL11.glEnable(GL11.GL_CULL_FACE);
        var21 = var9 * (float) Math.PI * 2.0F;
        this.wing.rotateAngleX = 0.125F - (float) Math.cos((double) var21) * 0.2F;
        this.wing.rotateAngleY = 0.25F;
        this.wing.rotateAngleZ = (float) (Math.sin((double) var21) + 0.125D) * 0.8F;
        this.wingTip.rotateAngleZ = -((float) (Math.sin((double) (var21 + 2.0F)) + 0.5D)) * 0.75F;
        this.rearLeg.rotateAngleX = 1.0F + var10 * 0.1F;
        this.rearLegTip.rotateAngleX = 0.5F + var10 * 0.1F;
        this.rearFoot.rotateAngleX = 0.75F + var10 * 0.1F;
        this.frontLeg.rotateAngleX = 1.3F + var10 * 0.1F;
        this.frontLegTip.rotateAngleX = -0.5F - var10 * 0.1F;
        this.frontFoot.rotateAngleX = 0.75F + var10 * 0.1F;
        this.wing.render(par7);
        this.frontLeg.render(par7);
        this.rearLeg.render(par7);
        GL11.glScalef(-1.0F, 1.0F, 1.0F);

        if (var22 == 0) {
            GL11.glCullFace(GL11.GL_FRONT);
        }
    }

    GL11.glPopMatrix();
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glDisable(GL11.GL_CULL_FACE);
    float var24 = -((float) Math.sin((double) (var9 * (float) Math.PI * 2.0F))) * 0.0F;
    var18 = var9 * (float) Math.PI * 2.0F;
    var11 = 10.0F;
    var12 = 60.0F;
    var13 = 0.0F;
    var15 = var8.getMovementOffsets(11, this.partialTicks);

    for (int var25 = 0; var25 < 12; ++var25) {
        var23 = var8.getMovementOffsets(12 + var25, this.partialTicks);
        var24 = (float) ((double) var24
                + Math.sin((double) ((float) var25 * 0.45F + var18)) * 0.05000000074505806D);
        this.neck.rotateAngleY = (this.updateRotations(var23[0] - var15[0]) * var14 + 180.0F) * (float) Math.PI
                / 180.0F;
        this.neck.rotateAngleX = var24
                + (float) (var23[1] - var15[1]) * (float) Math.PI / 180.0F * var14 * 5.0F;
        this.neck.rotateAngleZ = this.updateRotations(var23[0] - (double) var17) * (float) Math.PI / 180.0F
                * var14;
        this.neck.rotationPointY = var11;
        this.neck.rotationPointZ = var12;
        this.neck.rotationPointX = var13;
        var11 = (float) ((double) var11 + Math.sin((double) this.neck.rotateAngleX) * 10.0D);
        var12 = (float) ((double) var12 - Math.cos((double) this.neck.rotateAngleY)
                * Math.cos((double) this.neck.rotateAngleX) * 10.0D);
        var13 = (float) ((double) var13 - Math.sin((double) this.neck.rotateAngleY)
                * Math.cos((double) this.neck.rotateAngleX) * 10.0D);
        this.neck.render(par7);
    }

    GL11.glPopMatrix();
}

From source file:src.graphics.common.Rendering.java

License:Open Source License

/**  A generalised interface for stuff that wants to be rendered-
  *///from w  w w. j  a v a2 s  .c  o m
void initSettings() {
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    GL11.glEnable(GL11.GL_NORMALIZE); //  IF MISSING, COLOURS ARE TOO BRIGHT.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
}

From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java

License:BSD License

@Override
public void resetState() {
    GL11.glColorMask(true, true, true, true);

    GL11.glDepthFunc(GL11.GL_LEQUAL);//from   ww w. j  a  v a2 s  .c  o m

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CW);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glCullFace(int a) {
    GL11.glCullFace(a);
}

From source file:uk.co.ifs_studios.engine.util.OpenGL.java

License:Open Source License

/**
 * Setup OpenGL.//from  w ww .  j a va2  s.com
 * 
 * @param width
 *            - Width of screen.
 * @param height
 *            - Height of screen.
 */
public static void initialize(int width, int height) {
    GL11.glClearColor(0f, 0f, 0f, 0f);
    GL11.glViewport(0, 0, width, height);

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
}