Example usage for org.lwjgl.opengl GL11 glGetInteger

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

Introduction

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

Prototype

@NativeType("void")
public static int glGetInteger(@NativeType("GLenum") int pname) 

Source Link

Document

Returns the current integer value of the specified state variable.

Usage

From source file:com.xrbpowered.gl.SystemSettings.java

License:Open Source License

public void verifyAnisotropy() {
    anisotropy = Math.min(anisotropy,
            GL11.glGetInteger(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
}

From source file:cpw.mods.fml.client.FMLClientHandler.java

License:Open Source License

public int getEffectTexture(TextureFX effect) {
    Integer id = effectTextures.get(effect);
    if (id != null) {
        return id;
    }//w  w w  .j  a  v  a2  s  . co m

    int old = GL11.glGetInteger(GL_TEXTURE_BINDING_2D);

    effect.bindImage(client.renderEngine);

    id = GL11.glGetInteger(GL_TEXTURE_BINDING_2D);

    GL11.glBindTexture(GL_TEXTURE_2D, old);

    effectTextures.put(effect, id);

    return id;
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

public void makeCurrent() {

    JFXGLContexts.makeCurrent(this);

    // if this is the first time, get the caps
    if (caps == null) {
        caps = GL.createCapabilities();/* w  ww  .jav a2  s . c o m*/

        majorVersion = GL11.glGetInteger(GL30.GL_MAJOR_VERSION);
        minorVersion = GL11.glGetInteger(GL30.GL_MINOR_VERSION);
    }
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

@Override
public int getBoundFBO() {
    return GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING);
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

@Override
public int getIntParam(int param) {
    return GL11.glGetInteger(translatePrismToGL(param));
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

public int getShaderProgram() {
    return GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
}

From source file:de.ellpeck.actuallyadditions.mod.util.AssetUtil.java

@SideOnly(Side.CLIENT)
public static void renderLaser(double firstX, double firstY, double firstZ, double secondX, double secondY,
        double secondZ, double rotationTime, float alpha, double beamWidth, float[] color) {
    Tessellator tessy = Tessellator.getInstance();
    VertexBuffer render = tessy.getBuffer();
    World world = Minecraft.getMinecraft().world;

    float r = color[0];
    float g = color[1];
    float b = color[2];

    Vec3d vec1 = new Vec3d(firstX, firstY, firstZ);
    Vec3d vec2 = new Vec3d(secondX, secondY, secondZ);
    Vec3d combinedVec = vec2.subtract(vec1);

    double rot = rotationTime > 0 ? (360D * ((world.getTotalWorldTime() % rotationTime) / rotationTime)) : 0;
    double pitch = Math.atan2(combinedVec.yCoord,
            Math.sqrt(combinedVec.xCoord * combinedVec.xCoord + combinedVec.zCoord * combinedVec.zCoord));
    double yaw = Math.atan2(-combinedVec.zCoord, combinedVec.xCoord);

    double length = combinedVec.lengthVector();

    GlStateManager.pushMatrix();/*from   w  w  w .  j  ava  2  s .c o  m*/

    GlStateManager.disableLighting();
    GlStateManager.enableBlend();
    GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE);
    int func = GL11.glGetInteger(GL11.GL_ALPHA_TEST_FUNC);
    float ref = GL11.glGetFloat(GL11.GL_ALPHA_TEST_REF);
    GlStateManager.alphaFunc(GL11.GL_ALWAYS, 0);
    GlStateManager.translate(firstX - TileEntityRendererDispatcher.staticPlayerX,
            firstY - TileEntityRendererDispatcher.staticPlayerY,
            firstZ - TileEntityRendererDispatcher.staticPlayerZ);
    GlStateManager.rotate((float) (180 * yaw / Math.PI), 0, 1, 0);
    GlStateManager.rotate((float) (180 * pitch / Math.PI), 0, 0, 1);
    GlStateManager.rotate((float) rot, 1, 0, 0);

    /*if(r != r2 || g != g2 || b != b2){
    render.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
    Minecraft.getMinecraft().renderEngine.bindTexture(ClientUtil.LIGHT_BEAM_GRADIENT);
            
    render.pos(length, -beamWidth, beamWidth).tex(0, 0).color(r, g, b, alpha).endVertex();
    render.pos(length, beamWidth, beamWidth).tex(0, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, beamWidth, beamWidth).tex(1, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, -beamWidth, beamWidth).tex(1, 0).color(r, g, b, alpha).endVertex();
            
    render.pos(length, -beamWidth, beamWidth).tex(1, 0).color(r2, g2, b2, alpha).endVertex();
    render.pos(length, beamWidth, beamWidth).tex(1, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, beamWidth, beamWidth).tex(0, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, -beamWidth, beamWidth).tex(0, 0).color(r2, g2, b2, alpha).endVertex();
            
    render.pos(length, beamWidth, -beamWidth).tex(0, 0).color(r, g, b, alpha).endVertex();
    render.pos(length, -beamWidth, -beamWidth).tex(0, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, -beamWidth, -beamWidth).tex(1, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, beamWidth, -beamWidth).tex(1, 0).color(r, g, b, alpha).endVertex();
            
    render.pos(length, beamWidth, -beamWidth).tex(1, 0).color(r2, g2, b2, alpha).endVertex();
    render.pos(length, -beamWidth, -beamWidth).tex(1, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, -beamWidth, -beamWidth).tex(0, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, beamWidth, -beamWidth).tex(0, 0).color(r2, g2, b2, alpha).endVertex();
            
    render.pos(length, beamWidth, beamWidth).tex(0, 0).color(r, g, b, alpha).endVertex();
    render.pos(length, beamWidth, -beamWidth).tex(0, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, beamWidth, -beamWidth).tex(1, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, beamWidth, beamWidth).tex(1, 0).color(r, g, b, alpha).endVertex();
            
    render.pos(length, beamWidth, beamWidth).tex(1, 0).color(r2, g2, b2, alpha).endVertex();
    render.pos(length, beamWidth, -beamWidth).tex(1, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, beamWidth, -beamWidth).tex(0, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, beamWidth, beamWidth).tex(0, 0).color(r2, g2, b2, alpha).endVertex();
            
    render.pos(length, -beamWidth, -beamWidth).tex(0, 0).color(r, g, b, alpha).endVertex();
    render.pos(length, -beamWidth, beamWidth).tex(0, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, -beamWidth, beamWidth).tex(1, 1).color(r, g, b, alpha).endVertex();
    render.pos(0, -beamWidth, -beamWidth).tex(1, 0).color(r, g, b, alpha).endVertex();
            
    render.pos(length, -beamWidth, -beamWidth).tex(1, 0).color(r2, g2, b2, alpha).endVertex();
    render.pos(length, -beamWidth, beamWidth).tex(1, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, -beamWidth, beamWidth).tex(0, 1).color(r2, g2, b2, alpha).endVertex();
    render.pos(0, -beamWidth, -beamWidth).tex(0, 0).color(r2, g2, b2, alpha).endVertex();
    tessy.draw();
    }
    else{*/
    GlStateManager.disableTexture2D();
    render.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR);
    for (double i = 0; i < 4; i++) {
        double width = beamWidth * (i / 4.0);
        render.pos(length, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(0, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(0, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(length, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();

        render.pos(length, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(0, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(0, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(length, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();

        render.pos(length, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(0, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(0, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(length, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();

        render.pos(length, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(0, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
        render.pos(0, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
        render.pos(length, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha)
                .endVertex();
    }
    tessy.draw();

    GlStateManager.enableTexture2D();
    //}

    GlStateManager.alphaFunc(func, ref);
    GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
    GlStateManager.disableBlend();
    GlStateManager.enableLighting();
    GlStateManager.popMatrix();
}

From source file:fi.conf.ae.gl.texture.GLTextureRoutines.java

License:LGPL

public static int getBoundTextureID() {
    return GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
}

From source file:fr.ign.cogit.geoxygene.appli.gl.GLContext.java

License:Open Source License

/**
 * set the given program as the current program in use (glUse) If the
 * requested program is already the current one: do nothing
 * //from w ww  .j av  a2s. c o  m
 * @param program
 *            program instance
 * @return false on error
 */
public GLProgram setCurrentProgram(GLProgram program) throws GLException {
    if (program == null) {
        GL20.glUseProgram(0);
        RenderingStatistics.switchProgram();
        this.currentProgram = null;
        return null;
    }
    // check if the current program is already the requested one
    if (program == this.getCurrentProgram()) {
        return program;
    }
    if (GL20.glIsProgram(program.getProgramId()) == false) {
        logger.error("Program Id " + program.getProgramId() + " (" + program.getName()
                + ") is not a valid GL program");
        Thread.dumpStack();
        GL20.glUseProgram(0);
        this.currentProgram = null;
        return null;
    }
    GL20.glUseProgram(program.getProgramId());
    if (!GLTools.glCheckError("Use program '" + program.getName() + "' id = " + program.getProgramId())) {
        GL20.glUseProgram(0);
        this.currentProgram = null;
        return null;
    }
    RenderingStatistics.switchProgram();
    this.currentProgram = program;
    // check correctness
    if (GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM) != this.getCurrentProgram().getProgramId()
            || program.getProgramId() != this.getCurrentProgram().getProgramId()) {
        logger.info("Set program id to " + program.getProgramId());
        logger.info("Current program id to " + this.getCurrentProgram().getProgramId());
        logger.info("GL Current program id " + GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM));
        throw new GLException("Unable to set program id " + program.getProgramId() + " as current");
    }
    return program;
}

From source file:im.bci.jnuit.lwjgl.assets.AssetsLoader.java

License:Open Source License

public Texture grabScreenToTexture() {
    int maxSize = GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE);
    Texture texture = new Texture(Math.min(maxSize, LwjglHelper.getWidth()),
            Math.min(maxSize, LwjglHelper.getHeight()), false);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getId());
    LwjglHelper.setupGLTextureParams();/*from w ww.  j  av  a  2 s  .  c o  m*/
    GL11.glCopyTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0, 0, texture.getWidth(), texture.getHeight(), 0);
    return texture;
}