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:kuake2.render.lwjgl.Surf.java

License:Open Source License

/**
 * R_DrawWorld// w  w  w.j  a va  2  s .co  m
 */
void R_DrawWorld() {
    if (r_drawworld.value == 0)
        return;

    if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0)
        return;

    currentmodel = r_worldmodel;

    Math3D.VectorCopy(r_newrefdef.vieworg, modelorg);

    entity_t ent = worldEntity;
    // auto cycle the world frame for texture animation
    ent.clear();
    ent.frame = (int) (r_newrefdef.time * 2);
    currententity = ent;

    gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;

    GL11.glColor3f(1, 1, 1);
    // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
    // TODO wird bei multitexture nicht gebraucht
    //gl_lms.clearLightmapSurfaces();

    R_ClearSkyBox();

    GL_EnableMultitexture(true);

    GL_SelectTexture(GL_TEXTURE0);
    GL_TexEnv(GL11.GL_REPLACE);
    GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf);
    GL_SelectTexture(GL_TEXTURE1);
    GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    if (gl_lightmap.value != 0)
        GL_TexEnv(GL11.GL_REPLACE);
    else
        GL_TexEnv(GL11.GL_MODULATE);

    R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node

    ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE1);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    GL_EnableMultitexture(false);

    DrawTextureChains();
    R_DrawSkyBox();
    R_DrawTriangleOutlines();
}

From source file:lwjglapp.Renderer.java

void drawVBO() {
    FloatBuffer cBuffer = BufferUtils.createFloatBuffer(9);
    cBuffer.put(1).put(0).put(0);//from  w ww .  j a  va  2s  . c om
    cBuffer.put(0).put(1).put(0);
    cBuffer.put(0).put(0).put(1);
    cBuffer.flip();

    FloatBuffer vBuffer = BufferUtils.createFloatBuffer(9);
    vBuffer.put(-0.5f).put(-0.5f).put(0.0f);
    vBuffer.put(+0.5f).put(-0.5f).put(0.0f);
    vBuffer.put(+0.5f).put(+0.5f).put(0.0f);
    vBuffer.flip();

    IntBuffer ib = BufferUtils.createIntBuffer(2);

    glGenBuffersARB(ib);
    int vHandle = ib.get(0);
    int cHandle = ib.get(1);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, vHandle);
    glBufferDataARB(GL_ARRAY_BUFFER_ARB, vBuffer, GL_STATIC_DRAW_ARB);
    GL11.glVertexPointer(3, GL11.GL_FLOAT, /* stride */ 3 << 2, 0L);

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, cHandle);
    glBufferDataARB(GL_ARRAY_BUFFER_ARB, cBuffer, GL_STATIC_DRAW_ARB);
    GL11.glColorPointer(3, GL11.GL_FLOAT, /* stride */ 3 << 2, 0L);

    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3 /* elements */);

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

    // cleanup VBO handles
    ib.put(0, vHandle);
    ib.put(1, cHandle);
    glDeleteBuffersARB(ib);
}

From source file:net.adam_keenan.voxel.world.BlockVBO.java

License:Creative Commons License

public void render(BlockType type, float x, float y, float z) {
    TextureLoader.bind(Textures.SHEET);/*from w w  w.  j a v a  2 s. co m*/
    int vertID = this.blockVertexBufferID, texID;
    switch (type) {
    case DIRT:
        texID = dirtTextureID;
        break;
    case STONE:
        texID = stoneTextureID;
        break;
    case GRASS:
        texID = grassTextureID;
        break;
    case AIR:
        texID = 0;
        break;
    case FIRE:
        texID = grassTextureID;
        vertID = this.projectileVBOID;
        break;
    default:
        texID = stoneTextureID;
        break;

    }
    if (texID == 0)
        return;
    GL11.glPushMatrix();
    GL11.glTranslatef(x, y, z);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    // Vertex array
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertID);
    GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

    // Texture array
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, texID);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

    // Index array
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, indexBufferID);

    // Draw 'em up
    GL12.glDrawRangeElements(GL11.GL_QUADS, 0, 6 * 4, 6 * 4, GL11.GL_UNSIGNED_INT, 0);

    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    GL11.glPopMatrix();
    TextureLoader.unbind();
}

From source file:net.kubin.rendering.ChunkMeshRenderer.java

License:Apache License

public static void renderChunkMesh(Chunk chunk, MeshType meshType) {
    if (chunk.getMesh().getVBO(meshType) <= 0) {
        return;/*from w w  w.  j  av  a 2  s  . com*/
    }

    /* Bind the correct texture */
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    TextureStorage.getTexture("blocks").bind();

    if (meshType == MeshType.OPAQUE) {
        GL11.glDisable(GL11.GL_BLEND);
    } else if (meshType == MeshType.TRANSLUCENT) {
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f);
    }

    ChunkMesh mesh = chunk.getMesh();

    /* Bind the buffer */
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, mesh.getVBO(meshType));

    /* Enable the different kinds of data in the buffer */
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    // System.out.println("Chunk Vertices = " + mesh.getVertexCount());

    /* Define the starting positions */
    GL11.glVertexPointer(POSITION_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, POSITION_OFFSET * FLOAT_SIZE);
    GL11.glTexCoordPointer(TEX_COORD_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, TEX_COORD_OFFSET * FLOAT_SIZE);
    GL11.glColorPointer(COLOR_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, COLOR_OFFSET * FLOAT_SIZE);

    /* Draw the buffer */
    GL11.glDrawArrays(GL11.GL_QUADS, 0, mesh.getVertexCount(meshType));

    /* Unbind the buffer */
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);

    /* Disable the different kindds of data */
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    if (meshType == MeshType.TRANSLUCENT) {
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_ALPHA_TEST);
    }
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java

License:Apache License

public void disableColors() {
    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java

License:Apache License

public void disableNormals() {
    GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java

License:Apache License

public void disableTexCoords() {
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java

License:Apache License

public void disableVertices() {
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
}

From source file:opengl.Map.java

public void Draw() {

    float[] vertices = { -1.0f, -1.0f, -1.0f, -0.8f, 0.7f, -0.8f, 0.7f, -1.0f, 1.0f, -1.0f, 1.0f, -0.2f,
            10000.7f, -0.97f, 10000.7f, -1.0f };
    FloatBuffer triangle = BufferUtils.createFloatBuffer(vertices.length);
    triangle.put(vertices);//from  w  w  w . j av  a 2 s. co  m
    triangle.flip();
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    // GL11.glColorPointer(3, GL11.GL_FLOAT, 0, triangleVertexBuffer);
    GL11.glVertexPointer(2, 0, triangle);
    GL11.glDrawArrays(GL11.GL_QUADS, 0, vertices.length / 2);
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

}

From source file:opengl.Player.java

public void Draw() {
    float[] vertices = { (0.0f * ScaleX) + x, (0.0f * ScaleY) + y, (0.0f * ScaleX) + x, (1.0f * ScaleY) + y,
            (1.0f * ScaleX) + x, (1.0f * ScaleY) + y, (1.0f * ScaleX) + x, (0.0f * ScaleY) + y };
    FloatBuffer triangle = BufferUtils.createFloatBuffer(vertices.length);
    triangle.put(vertices);//from   w ww. j  ava2 s. c o  m
    triangle.flip();
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    // GL11.glColorPointer(3, GL11.GL_FLOAT, 0, triangleVertexBuffer);
    GL11.glVertexPointer(2, 0, triangle);
    GL11.glDrawArrays(GL11.GL_QUADS, 0, vertices.length / 2);
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
}