List of usage examples for org.lwjgl.opengl GL11 glLoadIdentity
public static native void glLoadIdentity();
From source file:org.terasology.rendering.dag.nodes.FirstPersonViewNode.java
License:Apache License
@Override public void process() { PerformanceMonitor.startActivity("rendering/firstPersonView"); READ_ONLY_GBUFFER.bind(); // TODO: to be removed - will eventually be bound with a state change GL11.glPushMatrix();// w w w. j a v a 2s .co m GL11.glLoadIdentity(); //GL11.glDepthFunc(GL11.GL_ALWAYS); // TODO: remove commented out lines when we know what to do with this node playerCamera.updateMatrices(90f); playerCamera.loadProjectionMatrix(); for (RenderSystem renderer : componentSystemManager.iterateRenderSubscribers()) { renderer.renderFirstPerson(); } playerCamera.updateMatrices(); playerCamera.loadProjectionMatrix(); //GL11.glDepthFunc(GL_LEQUAL); GL11.glPopMatrix(); PerformanceMonitor.endActivity(); }
From source file:org.terasology.rendering.opengl.GraphicState.java
License:Apache License
/** * Sets the state to render the First Person View. * * This generally comprises the objects held in hand, i.e. a pick, an axe, a torch and so on. */// www . j a va 2 s . c om public void preRenderSetupFirstPerson() { GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glDepthFunc(GL11.GL_ALWAYS); }
From source file:rainet.Game.java
private void initGL(int width, int height, String title) { try {/*from w ww . j av a 2 s. c o m*/ Display.setDisplayMode(new DisplayMode(width, height)); Display.setLocation(6, 7); Display.setTitle(title); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 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); }
From source file:rainwarrior.mt100.client.PstFont.java
License:Open Source License
public void bindFontTexture() { GL11.glLoadIdentity(); GL11.glScalef(1F / textureWidth, 1F / textureHeight, 1F); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.get(0)); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); }
From source file:render.Render.java
License:Open Source License
public void resetGL() { try {/*from ww w . ja v a 2s. co m*/ Display.setDisplayMode( new DisplayMode(Display.getParent().getWidth(), Display.getParent().getHeight())); } catch (LWJGLException e) { // TODO Auto-generated catch block e.printStackTrace(); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(-Display.getWidth() / 2, Display.getWidth() / 2, -Display.getHeight() / 2, Display.getHeight() / 2, -1.0, 1.0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight()); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:rtype.entity.Missile.java
License:Open Source License
public void draw() { animationCursor += animationSpeed * tick; animationCursor %= animationTextures.length; GL11.glLoadIdentity(); GL11.glTranslatef(position.x, position.y, Prototyp.DEFAULT_Z); // Translate Into/Out Of The Screen By z GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.animationTextures[(int) animationCursor].getTextureId()); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS);/*from w w w. j a v a 2 s . co m*/ { GL11.glTexCoord2f(textureRight, textureUp); //Upper right GL11.glVertex2f(width, -height); GL11.glTexCoord2f(textureLeft, textureUp); //Upper left GL11.glVertex2f(-width, -height); GL11.glTexCoord2f(textureLeft, textureDown); //Lower left GL11.glVertex2f(-width, height); GL11.glTexCoord2f(textureRight, textureDown); // Lower right GL11.glVertex2f(width, height); } GL11.glEnd(); }
From source file:rtype.Prototyp.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glDisable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glEnable(GL11.GL_BLEND);//w ww .j ava2 s. com GL11.glDepthMask(false); GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluOrtho2D(-(int) SCREEN_WIDTH / 2, (int) SCREEN_WIDTH / 2, (int) -SCREEN_HEIGHT / 2, (int) SCREEN_HEIGHT / 2); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (useDevil) ;//textureLoader = new DevilTextureLoader(); else { textureLoader = new WorkAroundTextureLoader(); } textureLoader.init(); }
From source file:rtype.Prototyp.java
License:Open Source License
private void saveScreen() { GL11.glLoadIdentity(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, SCREEN_TEXTURE_ID); GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, (int) SCREEN_WIDTH, (int) SCREEN_HEIGHT); }
From source file:rtype.Prototyp.java
License:Open Source License
public void fadeScreen(boolean draw_fb) // draw_fb is a quick and dirty fix, fb should be in a specificl layer "postFadeEffect" or something { if (fadeAlpha > 0.1) { GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z); GL11.glColor4f(0, 0, 0, fadeAlpha / 1.2f); GL11.glDisable(GL11.GL_TEXTURE_2D); //GL11.glColor4f(0.5f,0.5f,0.5f,0.5f); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS);/*from w w w .ja va2 s.c om*/ { GL11.glVertex2f(Prototyp.SCREEN_WIDTH / 2, -Prototyp.SCREEN_HEIGHT / 2); GL11.glVertex2f(-Prototyp.SCREEN_WIDTH / 2, -Prototyp.SCREEN_HEIGHT / 2); GL11.glVertex2f(-Prototyp.SCREEN_WIDTH / 2, Prototyp.SCREEN_HEIGHT / 2); GL11.glVertex2f(Prototyp.SCREEN_WIDTH / 2, Prototyp.SCREEN_HEIGHT / 2); } GL11.glEnd(); GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); } if (player1 != null && player1.orb != null && player1.orb.fb != null && player1.orb.fb.displayAnimation && draw_fb) { player1.orb.fb.updateTick(); player1.orb.fb.draw(fadeAlpha * 2); } }
From source file:rtype.Prototyp.java
License:Open Source License
private void drawPowerBar() { GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z); GL11.glColor4f(0, 0, 1, 1f);/*from w w w . j a v a2 s .co m*/ GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, -0); GL11.glVertex2f(0, -0 - 100); GL11.glVertex2f(0 + player1.power * 10 / 4, 0); GL11.glVertex2f(0 + player1.power * 10 / 4, 0 - 100); GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1, 1, 1, 1f); }