Example usage for org.lwjgl.opengl GL11 glDisableClientState

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

Introduction

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

Prototype

public static native void glDisableClientState(@NativeType("GLenum") int cap);

Source Link

Document

Disables a client-side capability.

Usage

From source file:com.timvisee.voxeltex.module.mesh.Mesh.java

License:Open Source License

/**
 * Render or draw the mesh using OpenGL.
 *///from w ww .ja  v a2 s  . c  o m
public void draw(Material material) {
    // Bind the vertex buffer
    glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
    GL11.glVertexPointer(this.raw.getVertexAxisCount(), GL11.GL_FLOAT, 0, 0L);

    // Bind the normal coordinate buffer if available
    if (hasNormalData()) {
        glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
        GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0L);
    }

    // Bind the texture coordinate buffer if available
    if (hasTextureData()) {
        glBindBuffer(GL_ARRAY_BUFFER, vboTextureHandle);
        GL11.glTexCoordPointer(this.raw.getTextureAxisCount(), GL11.GL_FLOAT, 0, 0L);
    }

    // Enable the client states for the buffers that were bound
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    if (hasNormalData())
        GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    if (hasTextureData())
        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    // Draw the mesh
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);

    // Disable the client used states
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    if (hasNormalData())
        GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
    if (hasTextureData())
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    // Unbind all buffers
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}

From source file:de.codesourcery.flocking.LWJGLRenderer.java

License:Apache License

private void renderWorld(World world) {
    final double modelMax = world.getSimulationParameters().modelMax;
    xInc = Display.getWidth() / modelMax;
    yInc = Display.getHeight() / modelMax;

    GL11.glEnable(GL11.GL_DEPTH_TEST);//from   ww w  .java  2 s  .  c  om
    GL11.glDepthMask(true);

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(false);

    GL11.glColor3f(0.5f, 0.5f, 1.0f);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

    final int triangleCount = world.getPopulationCount();

    // setup vertex data       
    final int vertexArrayLen = triangleCount * 3 * 2; // one triangle = 3 vertices * 2 int's per vertex
    final MyIntBuffer vertexBuffer = getVertexBuffer(vertexArrayLen);

    final IntBuffer vertexIntBuffer = vertexBuffer.getBuffer();
    final IBoidVisitor visitor = new IBoidVisitor() {

        @Override
        public void visit(Boid boid) {
            drawBoid(boid, vertexIntBuffer);
        }
    };
    world.visitAllBoids(visitor);

    vertexBuffer.rewind();

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBuffer.getHandle());
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBuffer.getBuffer(), GL15.GL_DYNAMIC_DRAW);
    GL11.glVertexPointer(2, GL11.GL_INT, 0, 0);

    // setup index data
    MyIntBuffer indexBuffer = getIndexBuffer(triangleCount * 3);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.getHandle());
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.getBuffer(), GL15.GL_STATIC_DRAW);

    GL11.glDrawElements(GL11.GL_TRIANGLES, triangleCount * 3, GL11.GL_UNSIGNED_INT, 0);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);

    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
}

From source file:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

/**
 * Sets the OGL environment up to render points
 * /*from w w  w .  j a  va2  s.c  o m*/
 * Disables textures, and vertex arrays
 *
 */
public void initPointRenderer() {
    //    if(currentRenderMode == RENDERMODE_POINT)
    //         return;

    /*       GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glHint (GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);         // Set Perspective Calculations To Most Accurate
    */
    disableAllTextureUnits();
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);

}

From source file:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void initSolidAndLineRendering() {
    GL11.glDepthMask(true);//from  www.ja v  a  2s  .  c o  m
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Set Perspective Calculations To Most Accurate

    disableAllTextureUnits();
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

@Override
public void fillQuad(float x1, float y1, float x2, float y2) {
    ByteBuffer quadPoints = ByteBuffer.allocateDirect(4 * 2 * 4);
    quadPoints.order(ByteOrder.nativeOrder());
    FloatBuffer floatBuff = quadPoints.asFloatBuffer();
    floatBuff.put(x1);/*from w w  w  .j av a2  s . c om*/
    floatBuff.put(y1);

    floatBuff.put(x1);
    floatBuff.put(y2);

    floatBuff.put(x2);
    floatBuff.put(y2);

    floatBuff.put(x2);
    floatBuff.put(y1);

    floatBuff.position(0);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, floatBuff);
    GL11.glDrawArrays(GL11.GL_QUADS, 0, 4);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

@Override
public void drawLine(float[] points, boolean loop) {
    if (points.length % 3 != 0) {
        throw new IllegalArgumentException("Point array length needs to be multiple of 3.");
    }/*from  ww w  .j a va 2 s . c o  m*/
    ByteBuffer floatBuff = generateTemporaryFloatBuffer(points);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, floatBuff);
    GL11.glDrawArrays(loop ? GL11.GL_LINE_LOOP : GL11.GL_LINE_STRIP, 0, points.length / 3);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

@Override
public void drawTrianglesWithTextureColored(TextureHandle texture, ByteBuffer buffer, int triangles)
        throws IllegalBufferException {
    bindTexture(texture);/*from   w ww .  j ava2s. c om*/

    GL11.glVertexPointer(3, GL11.GL_FLOAT, 6 * 4, buffer);
    buffer.position(3 * 4);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 6 * 4, buffer);
    buffer.position(5 * 4);
    GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 6 * 4, buffer);

    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, triangles * 3);
    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

@Override
public void drawTrianglesWithTextureColored(TextureHandle texture, GeometryHandle geometry, int triangleCount)
        throws IllegalBufferException {
    if (canUseVBOs) {
        bindTexture(texture);/*from   w w  w.j  a v a 2 s.c  o m*/

        bindArrayBuffer(geometry);
        GL11.glVertexPointer(3, GL11.GL_FLOAT, 6 * 4, 0);
        GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 6 * 4, 3 * 4);
        GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 6 * 4, 5 * 4);

        GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, triangleCount * 3);
        GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);

        bindArrayBuffer(null);
    } else {
        ByteBuffer buffer = getGeometryBuffer(geometry);
        drawTrianglesWithTextureColored(texture, buffer, buffer.remaining() / 4 / 5);
    }
}

From source file:hellfirepvp.astralsorcery.client.sky.RenderDefaultSkybox.java

License:Open Source License

private static void renderDefaultSkybox(float partialTicks) {
    GlStateManager.disableTexture2D();/* w w  w . j  av a  2 s .c  o  m*/
    Vec3d vec3 = Minecraft.getMinecraft().world.getSkyColor(Minecraft.getMinecraft().getRenderViewEntity(),
            partialTicks);
    float f = (float) vec3.xCoord;
    float f1 = (float) vec3.yCoord;
    float f2 = (float) vec3.zCoord;

    if (Minecraft.getMinecraft().gameSettings.anaglyph) {
        float f3 = (f * 30.0F + f1 * 59.0F + f2 * 11.0F) / 100.0F;
        float f4 = (f * 30.0F + f1 * 70.0F) / 100.0F;
        float f5 = (f * 30.0F + f2 * 70.0F) / 100.0F;
        f = f3;
        f1 = f4;
        f2 = f5;
    }

    GlStateManager.color(f, f1, f2);
    Tessellator tessellator = Tessellator.getInstance();
    net.minecraft.client.renderer.VertexBuffer vb = tessellator.getBuffer();
    GlStateManager.depthMask(false);
    GlStateManager.enableFog();
    GlStateManager.color(f, f1, f2);

    if (OpenGlHelper.useVbo()) {
        skyVBO.bindBuffer();
        GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
        GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L);
        skyVBO.drawArrays(7);
        skyVBO.unbindBuffer();
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    } else {
        GlStateManager.callList(glSkyList);
    }

    GlStateManager.disableFog();
    GlStateManager.disableAlpha();
    GlStateManager.enableBlend();
    GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
    RenderHelper.disableStandardItemLighting();
    float[] afloat = Minecraft.getMinecraft().world.provider.calcSunriseSunsetColors(
            Minecraft.getMinecraft().world.getCelestialAngle(partialTicks), partialTicks);

    if (afloat != null) {
        GlStateManager.disableTexture2D();
        GlStateManager.shadeModel(7425);
        GlStateManager.pushMatrix();
        GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
        GlStateManager.rotate(
                MathHelper.sin(Minecraft.getMinecraft().world.getCelestialAngleRadians(partialTicks)) < 0.0F
                        ? 180.0F
                        : 0.0F,
                0.0F, 0.0F, 1.0F);
        GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
        float f6 = afloat[0];
        float f7 = afloat[1];
        float f8 = afloat[2];

        if (Minecraft.getMinecraft().gameSettings.anaglyph) {
            float f9 = (f6 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F;
            float f10 = (f6 * 30.0F + f7 * 70.0F) / 100.0F;
            float f11 = (f6 * 30.0F + f8 * 70.0F) / 100.0F;
            f6 = f9;
            f7 = f10;
            f8 = f11;
        }

        vb.begin(6, DefaultVertexFormats.POSITION_COLOR);
        vb.pos(0.0D, 100.0D, 0.0D).color(f6, f7, f8, afloat[3]).endVertex();
        //int j = 16;

        for (int l = 0; l <= 16; ++l) {
            float f21 = (float) l * (float) Math.PI * 2.0F / 16.0F;
            float f12 = MathHelper.sin(f21);
            float f13 = MathHelper.cos(f21);
            vb.pos((double) (f12 * 120.0F), (double) (f13 * 120.0F), (double) (-f13 * 40.0F * afloat[3]))
                    .color(afloat[0], afloat[1], afloat[2], 0.0F).endVertex();
        }

        tessellator.draw();
        GlStateManager.popMatrix();
        GlStateManager.shadeModel(7424);
    }

    GlStateManager.enableTexture2D();
    GlStateManager.tryBlendFuncSeparate(770, 1, 1, 0);
    GlStateManager.pushMatrix();
    float f16 = 1.0F - Minecraft.getMinecraft().world.getRainStrength(partialTicks);
    GlStateManager.color(1.0F, 1.0F, 1.0F, f16);
    GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(Minecraft.getMinecraft().world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F,
            0.0F);
    float f17 = 30.0F;
    Minecraft.getMinecraft().renderEngine.bindTexture(MC_DEF_SUN_PNG);
    vb.begin(7, DefaultVertexFormats.POSITION_TEX);
    vb.pos((double) (-f17), 100.0D, (double) (-f17)).tex(0.0D, 0.0D).endVertex();
    vb.pos((double) f17, 100.0D, (double) (-f17)).tex(1.0D, 0.0D).endVertex();
    vb.pos((double) f17, 100.0D, (double) f17).tex(1.0D, 1.0D).endVertex();
    vb.pos((double) (-f17), 100.0D, (double) f17).tex(0.0D, 1.0D).endVertex();
    tessellator.draw();
    f17 = 20.0F;
    Minecraft.getMinecraft().renderEngine.bindTexture(MC_DEF_MOON_PHASES_PNG);
    int i = Minecraft.getMinecraft().world.getMoonPhase();
    int k = i % 4;
    int i1 = i / 4 % 2;
    float f22 = (float) (k) / 4.0F;
    float f23 = (float) (i1) / 2.0F;
    float f24 = (float) (k + 1) / 4.0F;
    float f14 = (float) (i1 + 1) / 2.0F;
    vb.begin(7, DefaultVertexFormats.POSITION_TEX);
    vb.pos((double) (-f17), -100.0D, (double) f17).tex((double) f24, (double) f14).endVertex();
    vb.pos((double) f17, -100.0D, (double) f17).tex((double) f22, (double) f14).endVertex();
    vb.pos((double) f17, -100.0D, (double) (-f17)).tex((double) f22, (double) f23).endVertex();
    vb.pos((double) (-f17), -100.0D, (double) (-f17)).tex((double) f24, (double) f23).endVertex();
    tessellator.draw();
    GlStateManager.disableTexture2D();
    float f15 = Minecraft.getMinecraft().world.getStarBrightness(partialTicks) * f16;

    if (f15 > 0.0F) {
        GlStateManager.color(f15, f15, f15, f15);

        if (OpenGlHelper.useVbo()) {
            starVBO.bindBuffer();
            GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
            GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L);
            starVBO.drawArrays(7);
            starVBO.unbindBuffer();
            GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
        } else {
            GlStateManager.callList(starGLCallList);
        }
    }

    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.disableBlend();
    GlStateManager.enableAlpha();
    GlStateManager.enableFog();
    GlStateManager.popMatrix();
    GlStateManager.disableTexture2D();
    GlStateManager.color(0.0F, 0.0F, 0.0F);
    double d0 = Minecraft.getMinecraft().player.getPositionEyes(partialTicks).yCoord
            - Minecraft.getMinecraft().world.getHorizon();

    if (d0 < 0.0D) {
        GlStateManager.pushMatrix();
        GlStateManager.translate(0.0F, 12.0F, 0.0F);

        if (OpenGlHelper.useVbo()) {
            sky2VBO.bindBuffer();
            GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
            GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0L);
            sky2VBO.drawArrays(7);
            sky2VBO.unbindBuffer();
            GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
        } else {
            GlStateManager.callList(glSkyList2);
        }

        GlStateManager.popMatrix();
        //float f18 = 1.0F;
        float f19 = -((float) (d0 + 65.0D));
        //float f20 = -1.0F;
        vb.begin(7, DefaultVertexFormats.POSITION_COLOR);
        vb.pos(-1.0D, (double) f19, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, (double) f19, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, (double) f19, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, (double) f19, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, (double) f19, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, (double) f19, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, (double) f19, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, (double) f19, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(-1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
        vb.pos(1.0D, -1.0D, -1.0D).color(0, 0, 0, 255).endVertex();
        tessellator.draw();
    }

    if (Minecraft.getMinecraft().world.provider.isSkyColored()) {
        GlStateManager.color(f * 0.2F + 0.04F, f1 * 0.2F + 0.04F, f2 * 0.6F + 0.1F);
    } else {
        GlStateManager.color(f, f1, f2);
    }

    GlStateManager.pushMatrix();
    GlStateManager.translate(0.0F, -((float) (d0 - 16.0D)), 0.0F);
    GlStateManager.callList(glSkyList2);
    GlStateManager.popMatrix();
    GlStateManager.enableTexture2D();
    GlStateManager.depthMask(true);
}

From source file:illarion.graphics.lwjgl.DriverSettingsLWJGL.java

License:Open Source License

/**
 * Disable the last activated mode./*from w ww .j ava2  s . co m*/
 */
private void disableLast() {
    if (currentMode == MODE_TEXTURE) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
    } else if (currentMode == MODE_TEXTUREPOINTER) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    } else if (currentMode == MODE_DRAWDOT) {
        GL11.glDisable(GL11.GL_POINT_SMOOTH);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    } else if (currentMode == MODE_DRAWLINE) {
        GL11.glDisable(GL11.GL_LINE_SMOOTH);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    } else if (currentMode == MODE_DRAWPOLY) {
        GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    } else if (currentMode == MODE_DRAWPOLY) {
        GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    }
}