Example usage for org.lwjgl.opengl GL11 glEnableClientState

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

Introduction

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

Prototype

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

Source Link

Document

Enables a client-side capability.

Usage

From source file:com.owens.oobjloader.lwjgl.VBO.java

License:BSD License

public void render() {

    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w  w w  . j a va2 s  . c o  m*/
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textId); // Bind The Texture

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, verticeAttributesID);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glVertexPointer(3, GL11.GL_FLOAT, ATTR_V_STRIDE2_BYTES, ATTR_V_OFFSET_BYTES);

    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glNormalPointer(GL11.GL_FLOAT, ATTR_N_STRIDE2_BYTES, ATTR_N_OFFSET_BYTES);

    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, ATTR_T_STRIDE2_BYTES, ATTR_T_OFFSET_BYTES);

    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0);

    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
}

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

License:Open Source License

/**
 * Render or draw the mesh using OpenGL.
 *///from w  w  w .j a  va 2 s.co 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  .  j  a  va2  s  . com
    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

public void initSolidAndLineRendering() {
    GL11.glDepthMask(true);/* w  w  w .  j a  v a 2  s.  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:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void initTexturedRendering() {
    //       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.glDepthMask(true);//from  w  w w.j a v  a2 s . 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.glDisable(GL11.GL_BLEND);

    ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

}

From source file:game.states.State_PREFAB_EDITOR.java

License:Open Source License

@Override
protected void Init() {
    ButtonGUILayer = new GUI_Layer();
    ButtonGUILayer.SetEnabled(true);//  w w w. j a  v  a2s .c  o  m
    MenuGUILayer = new GUI_Layer();
    MenuGUILayer.SetEnabled(false);
    int ButtonStartX = 712;
    int ButtonStartY = 600;
    float xScale = 1.5f;
    float yScale = 1.5f;
    int Spacing = 145;
    int menuButtonStartX = 640 - 128;
    int menuButtonStartY = 150;
    float menuXScale = 1f;
    float menuYScale = 1f;
    int menuSpacing = 110;
    try {
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        BackGroundImage = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/GUIPrefab.png"));
        Texture button1 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/SaveIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 0, ButtonStartY,
                (int) (button1.getImageWidth() * xScale), (int) (button1.getImageHeight() * yScale), button1);
        Texture button2 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/LoadIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 1, ButtonStartY,
                (int) (button2.getImageWidth() * xScale), (int) (button2.getImageHeight() * yScale), button2);
        Texture button3 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/OptionsIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 2, ButtonStartY,
                (int) (button3.getImageWidth() * xScale), (int) (button3.getImageHeight() * yScale), button3);
        Texture button4 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/HelpIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 3, ButtonStartY,
                (int) (button4.getImageWidth() * xScale), (int) (button4.getImageHeight() * yScale), button4);

        Texture mButton0 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/ReturnButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 0,
                (int) (mButton0.getImageWidth() * menuXScale), (int) (mButton0.getImageHeight() * menuYScale),
                mButton0);
        Texture mButton1 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/LoadButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 1,
                (int) (mButton1.getImageWidth() * menuXScale), (int) (mButton1.getImageHeight() * menuYScale),
                mButton1);
        Texture mButton2 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/SaveButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 2,
                (int) (mButton2.getImageWidth() * menuXScale), (int) (mButton2.getImageHeight() * menuYScale),
                mButton2);
        Texture mButton3 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/BackButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 3,
                (int) (mButton3.getImageWidth() * menuXScale), (int) (mButton3.getImageHeight() * menuYScale),
                mButton3);

    } catch (IOException e) {
        e.printStackTrace();
    }

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.1f, 600.0f);
    GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:game.states.State_SINGLEPLAYER.java

License:Open Source License

@Override
protected void Init() {
    if (CreateNewGame) {
        CurrentSave = new GameSave();
        Worlds = new TileMap[] { new TileMap(), new TileMap(), new TileMap(), new TileMap(), new TileMap(),
                new TileMap(), new TileMap(), new TileMap(), new TileMap() };
        t = Worlds[0];/*from  w  ww .ja  v a 2 s. c  o  m*/
        CreateGUI();
        System.out.println("Loading worlds");
        for (int i = 0; i < Worlds.length; i++) {
            Worlds[i].Load(i == Worlds.length - 1, i == 0, i);
            CurrentSave.setIntMapData(TileMapGenerator.Map, i);
        }
    }
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.1f, 600.0f);
    GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    if (CreateNewGame) {
        player = t.SpawnPlayer();
        PlayerGridX = player.getX();
        PlayerGridY = player.getY();
        PlayerY = 52 - CameraDisplacement * (PlayerGridY - 1);
        PlayerX = -6 + CameraDisplacement * (PlayerGridX - 1);
        PlayerZ = 0;
        SetGUI();
    }
    CreateNewGame = true;

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

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

License:Open Source License

public LWJGLDrawContext(GLCapabilities glcaps) {
    this.glcaps = glcaps;

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

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);/*from  ww w. j  av  a2  s  . co m*/
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    canUseVBOs = glcaps.GL_ARB_vertex_buffer_object;
}

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 ww w .j a v  a 2 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.");
    }//  ww w .ja v a 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);
}