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:org.meanworks.engine.camera.Camera.java

License:Open Source License

/**
 * Setup the camera to look at something
 * //w  w  w . j a  v a2s .  c  o m
 * @param eye
 * @param target
 * @return
 */
public Matrix4f lookAt(Vector3f eye, Vector3f target) {
    Matrix4f persp = new Matrix4f();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    {
        GL11.glPushMatrix();
        {
            GL11.glLoadIdentity();
            GLU.gluLookAt(eye.x, eye.y, eye.z, target.x, target.y, target.z, upVector.x, upVector.y,
                    upVector.z);
            MatrixHelper.getMatrix(GL11.GL_MODELVIEW_MATRIX, persp);
        }
        GL11.glPopMatrix();
    }
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    return persp;
}

From source file:org.meanworks.engine.camera.Camera.java

License:Open Source License

/**
 * Temporary function for setting up the projection matrix
 *///from  w ww  .  j a v  a2s  .  c  o m
private Matrix4f perspective(float fovY, float aspect, float nearPlane, float farPlane, Matrix4f storeIn) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    {
        GL11.glPushMatrix();
        {
            GL11.glLoadIdentity();
            GLU.gluPerspective(fovY, aspect, nearPlane, farPlane);
            MatrixHelper.getMatrix(GL11.GL_PROJECTION_MATRIX, storeIn);
        }
        GL11.glPopMatrix();
    }
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    return storeIn;
}

From source file:org.meanworks.engine.camera.Camera.java

License:Open Source License

/**
 * /*from  www.  j  a v  a 2 s.c  o  m*/
 */
public void immediateCameraSetup() {
    // Setup camera
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glRotatef(rotation.x, 1.0f, 0.0f, 0.0f);
    GL11.glRotatef(rotation.y, 0.0f, 1.0f, 0.0f);
    GL11.glTranslatef(-cameraPosition.x, -cameraPosition.y, -cameraPosition.z);
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private boolean initGL() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(FOV, ((float) targetWidth) / ((float) targetHeight), 0.1f, 100.0f);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();/*  w  ww.  java 2 s.co m*/

    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_FASTEST);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);

    setupLights();
    setupFog(Settings.FOG_DENSITY, Settings.FOG_START, Settings.FOG_END);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    return true;
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private void run() {
    while (isRunning) {
        update();/*from   w  w  w  .  j  a v a 2s . c o  m*/
        render();

        Display.update();
        Display.sync(Settings.FPS);

        processKeyboard();

        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GLU.gluPerspective(FOV, ((float) targetWidth) / ((float) targetHeight), 0.1f, 100.0f);

        GL11.glMatrixMode(GL11.GL_MATRIX_MODE);

        if (Display.isCloseRequested()) {
            isRunning = false;
            Display.destroy();

            System.exit(0);
        }

        if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
            System.exit(0);
        }
    }
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private void render() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    drawBackground();/* ww  w . java 2 s .com*/

    GL11.glPushMatrix();

    Camera.applyRotation();

    drawWireframeCube();

    GL11.glTranslatef(-1.5f, -1.5f, -1.5f);

    drawSceneCubes();

    GL11.glPopMatrix();

    dt = getDeltaTime();
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private void drawBackground() {
    GL11.glDisable(GL11.GL_DEPTH_TEST);/* w w w  . ja  va2  s  . c o m*/
    GL11.glDisable(GL11.GL_LIGHTING);

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

    GL11.glClearColor(Settings.BKG_COLOR_RED, Settings.BKG_COLOR_GREEN, Settings.BKG_COLOR_BLUE,
            Settings.BKG_COLOR_ALPHA);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glDisable(GL_LIGHTING);

    GL11.glBegin(GL11.GL_QUADS);

    GL11.glColor4f(Settings.BKG_COLOR_RED, Settings.BKG_COLOR_GREEN, Settings.BKG_COLOR_BLUE,
            Settings.BKG_COLOR_ALPHA);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(1.0f, -1.0f);

    GL11.glColor4f(Settings.BKG_COLOR_RED / 2, Settings.BKG_COLOR_GREEN / 2, Settings.BKG_COLOR_BLUE / 2,
            Settings.BKG_COLOR_ALPHA);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);

    GL11.glEnd();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
}

From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java

License:Open Source License

private void setCamera(float x, float y, float z, float rx, float ry, float rz) {
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    //      GL11.glRotatef (90, 0,0,1);
    //      GL11.glRotatef (90, 0,1,0);
    GL11.glRotatef(rx, 1, 0, 0);/*from  w  w  w  .j a  v a2 s . c o  m*/
    GL11.glRotatef(ry, 0, 1, 0);
    GL11.glRotatef(rz, 0, 0, 1);
    GL11.glTranslatef(-x, -y, -z);
}

From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java

License:Open Source License

@Override
//   void dsDrawFrame (int width, int height, dsFunctions *fn, int pause)
void dsDrawFrame(int width, int height, dsFunctions fn, boolean pause) {
    if (current_state < 1)
        dsDebug("internal error");
    current_state = 2;/*ww  w.j  ava2  s  .c  om*/

    // setup stuff
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CCW);

    // setup viewport
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    final float vnear = 0.1f;
    final float vfar = 100.0f;
    final float k = 0.8f; // view scale, 1 = +/- 45 degrees
    if (width >= height) {
        float k2 = (float) height / (float) width;
        GL11.glFrustum(-vnear * k, vnear * k, -vnear * k * k2, vnear * k * k2, vnear, vfar);
    } else {
        float k2 = (float) width / (float) height;
        GL11.glFrustum(-vnear * k * k2, vnear * k * k2, -vnear * k, vnear * k, vnear, vfar);
    }

    // setup lights. it makes a difference whether this is done in the
    // GL_PROJECTION matrix mode (lights are scene relative) or the
    // GL_MODELVIEW matrix mode (lights are camera relative, bad!).
    //      static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
    //      static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    //      static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light_ambient);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light_diffuse);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, light_specular);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // clear the window
    GL11.glClearColor(0.5f, 0.5f, 0.5f, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // snapshot camera position (in MS Windows it is changed by the GUI thread)
    float[] view2_xyz = view_xyz.clone();
    float[] view2_rxyz = view_rxyz.clone();
    //      memcpy (view2_xyz,view_xyz);//,sizeof(float)*3);
    //      memcpy (view2_hpr,view_hpr);//,sizeof(float)*3);

    // go to GL_MODELVIEW matrix mode and set the camera
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    setCamera(view2_xyz[0], view2_xyz[1], view2_xyz[2], view2_rxyz[0], view2_rxyz[1], view2_rxyz[2]);

    // set the light position (for some reason we have to do this in model view.
    //      static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, light_position);

    // draw the background (ground, sky etc)
    drawSky(view2_xyz);
    drawGround();

    // draw the little markers on the ground
    drawPyramidGrid();

    // leave openGL in a known state - flat shaded white, no textures
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glColor3f(1, 1, 1);
    setColor(1, 1, 1, 1);

    // draw the rest of the objects. set drawing state first.
    color[0] = 1;
    color[1] = 1;
    color[2] = 1;
    color[3] = 1;
    tnum = DS_TEXTURE_NUMBER.DS_NONE;
    //if (fn.step) 
    fn.step(pause);
}

From source file:org.spout.engine.renderer.shader.BasicShader.java

License:Open Source License

public void assign(boolean compatabilityMode) {
    if (!variables.containsKey("Projection")) {
        throw new IllegalStateException("Basic Shader must have a projection matrix assigned");
    }/*from w w  w  . j a v  a2  s. c o  m*/
    if (!variables.containsKey("View")) {
        throw new IllegalStateException("Basic Shader must have a view matrix assigned");
    }

    if (compatabilityMode) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        matrixBuffer.clear();
        matrixBuffer.put(getProjectionMatrix().toArray());
        matrixBuffer.flip();

        GL11.glLoadMatrix(matrixBuffer);

        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        /*matrixBuffer.clear();
        matrixBuffer.put(getViewMatrix().toArray());
        matrixBuffer.flip();
                
        GL11.glLoadMatrix(matrixBuffer);*/

        SpoutClient client = ((SpoutClient) Spout.getEngine());
        Quaternion r = client.getActivePlayer().getTransform().getRotation();
        Point p = client.getActivePlayer().getTransform().getPosition();

        GL11.glLoadIdentity();
        GL11.glRotatef(r.getPitch(), 1, 0, 0);
        GL11.glRotatef(r.getYaw(), 0, 1, 0);
        GL11.glRotatef(r.getRoll(), 0, 0, 1);
        GL11.glTranslatef(-p.getX(), -p.getY(), -p.getZ());

    } else {
        super.assign();
    }
}