Example usage for org.lwjgl.opengl GL11 glLoadIdentity

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

Introduction

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

Prototype

public static native void glLoadIdentity();

Source Link

Document

Sets the current matrix to the identity matrix.

Usage

From source file:net.adam_keenan.voxel.hud.HUD.java

License:Creative Commons License

public static void drawCrosshairs() {

    float screenx = (float) Display.getWidth() / 2, screeny = (float) Display.getHeight() / 2;
    float x1, y1, x2, y2, width1 = 4, height1 = 20, width2 = height1, height2 = width1;
    x1 = screenx - width1 / 2;//from w  w  w.  j  av  a 2  s .c  o  m
    y1 = screeny - height1 / 2;
    x2 = screenx - width2 / 2;
    y2 = screeny - height2 / 2;

    FloatBuffer perspectiveProjectionMatrix;
    FloatBuffer orthographicProjectionMatrix;
    perspectiveProjectionMatrix = BufferUtils.createFloatBuffer(16);
    orthographicProjectionMatrix = BufferUtils.createFloatBuffer(16);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, perspectiveProjectionMatrix);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, orthographicProjectionMatrix);
    //      GL11.glLoadMatrix(perspectiveProjectionMatrix);

    GL11.glMatrixMode(GL11.GL_PROJECTION); // For text drawing
    GL11.glLoadMatrix(orthographicProjectionMatrix);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
    GL11.glLoadIdentity(); // Clears matrix

    GL11.glColor4f(0, 0, 0, .5f);
    GL11.glRectf(x1, y1, x1 + width1, y1 + height1);
    GL11.glRectf(x2, y2, x2 + (width2 - width1) / 2, y2 + height2);
    GL11.glRectf(x2 + (width2 + width1) / 2, y2, x2 + width2, y2 + height2);

    GL11.glPopMatrix();
    GL11.glPopAttrib();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadMatrix(perspectiveProjectionMatrix);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

}

From source file:net.ae97.notlet.client.GameInstance.java

License:Open Source License

public static void createTextures() throws LWJGLException {
    Display.setDisplayMode(new DisplayMode(width, height));
    Display.create();/* w  ww . j a  va2  s. c  o m*/
    Display.setVSyncEnabled(true);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // enable alpha blending
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, width, height, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    Font awtFont = new Font("Times New Roman", Font.BOLD, 18);
    font = new TrueTypeFont(awtFont, true);

    try {
        textureMapping.put("SMALLLET",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("SMALLLET.png")));
        textureMapping.put("healthbar",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("healthbar.png")));
        textureMapping.put("score",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("score.png")));
        textureMapping.put("arrow",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("arrow.png")));
        textureMapping.put("dirt",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("dirt.png")));
        textureMapping.put("rangerD",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerD.png")));
        textureMapping.put("rangerL",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerL.png")));
        textureMapping.put("rangerR",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerR.png")));
        textureMapping.put("rangerU",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerU.png")));
        textureMapping.put("skele",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("skele.png")));
        textureMapping.put("slime",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("slime.png")));
        textureMapping.put("hp", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("hp.png")));
        textureMapping.put("pb", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("pb.png")));
        textureMapping.put("wall",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("wall.png")));
        textureMapping.put("exit",
                TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("exit.png")));
    } catch (IOException ex) {
        throw new RuntimeException(ex);
    }
}

From source file:net.kubin.world.characters.CharacterBody.java

License:Apache License

public void transformToRightHand() {
    /* Transform the matix */
    GL11.glLoadIdentity();

    GL11.glTranslatef(0.2f - _progressRightHand / 10.0f, -0.05f,
            -0.2f - _progressRightHand / 20.0f * +(_progressRightHand * _blockDistance * 1.2f));
    GL11.glRotatef(-65, 0, 1, 0);// w  w  w .  j av  a2 s .  c  o  m
    GL11.glRotated(_progressRightHand * 50 - 10.0d, 0, 0, 1);
    GL11.glRotated(_progressRightHand * 20, 1, 1, 0);
    GL11.glRotatef(90, 0, 0, 1);
    GL11.glRotatef(20, 0, 1, 0);
}

From source file:net.malisis.doors.door.renderer.ForcefieldRenderer.java

License:Open Source License

@Override
public void render() {
    tileEntity = MultiBlock.getOriginProvider(ForcefieldTileEntity.class, world, x, y, z);
    if (tileEntity == null || tileEntity.isOpened() || !MultiBlock.isOrigin(world, x, y, z))
        return;/*from   ww  w  .  j  a  v a 2  s. c  o  m*/

    enableBlending();

    tileEntity = (ForcefieldTileEntity) super.tileEntity;
    direction = ForgeDirection.getOrientation(tileEntity.getDirection());

    model.resetState();

    //ar.setStartTime(tileEntity.getStartNanoTime());
    if (tileEntity.getMovement() == null)
        return;

    AxisAlignedBB aabb = tileEntity.getMovement().getBoundingBox(tileEntity, false, BoundingBoxType.COLLISION);
    if (aabb == null)
        return;

    aabb.offset(-x, -y, -z);
    rp.renderBounds.set(aabb);
    direction = ForgeDirection.NORTH;
    if ((int) aabb.minY == (int) aabb.maxY) {
        direction = ForgeDirection.UP;
        model.rotate(90, 1, 0, 0, 0, 0, 0);
    } else if ((int) aabb.minX == (int) aabb.maxX) {
        direction = ForgeDirection.EAST;
        model.rotate(90, 0, 1, 0, 0, 0, 0);
    }

    setTextureMatrix();
    GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
    GL11.glDisable(GL11.GL_CULL_FACE);

    model.render(this, rp);
    next();

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);
}

From source file:net.malisis.doors.door.renderer.ForcefieldRenderer.java

License:Open Source License

private void setTextureMatrix() {
    long elapsed = ar.getElapsedTime() / 50;
    int n = (int) (elapsed % 50);

    bindTexture(rl[n]);//from  w ww. java2 s .c o  m
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glLoadIdentity();

    AxisAlignedBB aabb = tileEntity.getMultiBlock().getBounds();
    double scaleX = 1, scaleY = 1;
    if (direction == ForgeDirection.UP) {
        scaleX = aabb.maxX - aabb.minX;
        scaleY = aabb.maxZ - aabb.minZ;

        if (aabb.maxZ - aabb.minZ > aabb.maxX - aabb.minX)
            GL11.glRotatef(90, 0, 0, 1);
    } else {
        scaleY = aabb.maxY - aabb.minY;
        if (direction == ForgeDirection.EAST)
            scaleX = aabb.maxZ - aabb.minZ;
        else if (direction == ForgeDirection.NORTH)
            scaleX = aabb.maxX - aabb.minX;
    }

    //GL11.glTranslatef(fx, fy, 0);
    GL11.glScaled(scaleX / 3, scaleY / 3, 1);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:net.minecraft.client.gui.GuiAchievement.java

private void updateAchievementWindowScale() {
    GL11.glViewport(0, 0, this.theGame.displayWidth, this.theGame.displayHeight);
    GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
    GL11.glLoadIdentity();/*from  w w w  . j  a v a  2s.  c o m*/
    this.achievementWindowWidth = this.theGame.displayWidth;
    this.achievementWindowHeight = this.theGame.displayHeight;
    ScaledResolution var1 = new ScaledResolution(this.theGame.gameSettings, this.theGame.displayWidth,
            this.theGame.displayHeight);
    this.achievementWindowWidth = var1.getScaledWidth();
    this.achievementWindowHeight = var1.getScaledHeight();
    GL11.glClear(256);
    GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
    GL11.glLoadIdentity();
    GL11.glOrtho(0.0D, (double) this.achievementWindowWidth, (double) this.achievementWindowHeight, 0.0D,
            1000.0D, 3000.0D);
    GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.0F, 0.0F, -2000.0F);
}

From source file:net.phatcode.rel.multimedia.Renderer.java

License:Open Source License

Renderer(int screenWidth, int screenHeight) {
    try {//from  ww w .j a  v  a  2 s. c  o  m
        Display.setDisplayMode(new DisplayMode(screenWidth, screenHeight));
        Display.create();
        Display.setTitle("AnyaBasic 0.4.0 beta");
    } catch (LWJGLException e) {
        e.printStackTrace();
    }

    this.screenWidth = screenWidth;
    this.screenHeight = screenHeight;

    GL11.glViewport(0, 0, screenWidth, screenHeight);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GL11.glOrtho(0, screenWidth, screenHeight, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glLoadIdentity();

    GL11.glShadeModel(GL11.GL_SMOOTH); //set shading to smooth(try GL_FLAT)
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //set Clear color to BLACK
    GL11.glClearDepth(1.0f); //Set Depth buffer to 1(z-Buffer)
    GL11.glDisable(GL11.GL_DEPTH_TEST); //Disable Depth Testing so that our z-buffer works

    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);

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

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);

    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.375f, 0.375f, 0); // magic trick

}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setModelViewIdentity() {
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setProjectionFrustum(double left, double right, double bottom, double top, double zNear,
        double zFar) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity(); // glFrustum sadly doesn't set all rows and columns
    GL11.glFrustum(left, right, bottom, top, zNear, zFar);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setProjectionOrtho(double left, double right, double bottom, double top, double zNear,
        double zFar) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity(); // glOrtho sadly doesn't set all rows and columns
    GL11.glOrtho(left, right, bottom, top, zNear, zFar);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    return this;
}