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:rtype.Prototyp.java

License:Open Source License

private void renderScanLines() {
    GL11.glLoadIdentity();
    GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureLoader.getTexture(IEntity.SCANLINE).getTextureId());
    GL11.glColor4f(1, 1, 1, 1);//  w w  w.  j  a v a  2  s  .  c  o m

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(20, 0); //Upper right
    GL11.glVertex2f(SCREEN_WIDTH / 4, -SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(0, 0); //Upper left         
    GL11.glVertex2f(-SCREEN_WIDTH / 4, -SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(0, 20); //Lower left
    GL11.glVertex2f(-SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(20, 20); // Lower right
    GL11.glVertex2f(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4);

    GL11.glEnd();
}

From source file:shadowmage.meim.client.gui.GuiModelEditor.java

License:Open Source License

private void setupModelView() {
    /**/*from w  w  w  .j av a2 s  .c om*/
     * load a clean projection matrix
     */
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    /**
     * set up the base projection transformation matrix, as well as view target and position
     * (camera setup)
     */
    float aspect = (float) this.mc.displayWidth / (float) this.mc.displayHeight;
    GLU.gluPerspective(60.f, aspect, 0.1f, 100.f);
    GLU.gluLookAt(viewPosX, viewPosY, viewPosZ, viewTargetX, viewTargetY, viewTargetZ, 0, 1, 0);

    /**
     * load a clean model-view matrix
     */
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    /**
     * and finally, clear the depth buffer 
     * (we want to ignore any world/etc, as we're rendering over-top of it all anyway)
     */
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
}

From source file:sketchwars.scenes.Camera.java

public void applyCameraSettings() {
    Vector2d offset = getOffset();

    GL11.glLoadIdentity();
    GL11.glOrtho(worldLeft, worldRight, worldBottom, worldTop, -1.0, 1.0);

    GL11.glScalef(worldWidth / width, worldHeight / height, 1);
    GL11.glTranslatef((float) offset.x, (float) offset.y, 0);
}

From source file:spaceshooter.main.SpaceShooter.java

License:Creative Commons License

public void init() {
    try {/*w w  w.  ja  v a 2  s. c  o m*/
        Display.setDisplayMode(new DisplayMode(RenderingHelper.xSize, RenderingHelper.ySize));
        Display.setTitle("Space Shooter");
        Display.sync(60);
        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(0);
    }

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, RenderingHelper.xSize, 0, RenderingHelper.ySize, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    while (!Display.isCloseRequested()) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        LevelHelper.level.get(level).setup();
        LevelHelper.level.get(level).generateLevel();

        player.handleInput();
        player.draw();
        player.onUpdate();

        Display.update();
    }
    Display.destroy();
}

From source file:src.graphics.common.MeshBuffer.java

License:Open Source License

public static void render(float scale, float rotation, Vec3D offset, FloatBuffer vertBuffer,
        FloatBuffer normBuffer, FloatBuffer textBuffer, int numFacets) {
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    if (numFacets < 1)
        numFacets = vertBuffer.capacity() / VFP;
    if (offset != null)
        GL11.glTranslatef(offset.x, offset.y, offset.z);
    else/*w  ww. java  2 s  . c o m*/
        GL11.glTranslatef(0, 0, 0);
    GL11.glRotatef(rotation, 0, 0, 1);
    GL11.glScalef(scale, scale, scale);
    //
    //  Only set the texture buffer if one has been provided:
    if (textBuffer == null) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    } else {
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
        GL11.glTexCoordPointer(2, 0, textBuffer);
    }
    //
    //  And only set the normal buffer if one has been provided:
    if (normBuffer == null)
        GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
    else {
        GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
        GL11.glNormalPointer(0, normBuffer);
    }
    //
    //  Bind the vertex buffer and render-
    GL11.glVertexPointer(3, 0, vertBuffer);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, numFacets * 3);
}

From source file:src.graphics.common.Viewport.java

License:Open Source License

/**  Used to render 2D image-based sprites, flat mode disables lighting and
  *  face culling and eliminates rotation transforms.
  *///from ww  w.jav a  2s.c om
public void setFlatMode() {
    if (projectMode == MODE_FLAT)
        return;
    GL11.glDisable(GL11.GL_CULL_FACE);
    doOrtho();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    projectMode = MODE_FLAT;
}

From source file:src.graphics.common.Viewport.java

License:Open Source License

/**  Used to render 3D joint-based sprites, static model sprites, etc- Iso
  *  mode applies isometric view transforms and enables lighting and face
  *  culling.//  www  .  j  a v a  2  s .c  om
  */
public void setIsoMode() {
    if (projectMode == MODE_ISOMETRIC)
        return;
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_LIGHTING);
    doOrtho();
    GL11.glRotatef((float) (0 - cameraElevated * 180 / Math.PI), 1, 0, 0);
    GL11.glRotatef((float) (0 - cameraRotation * 180 / Math.PI), 0, 0, 1);
    GL11.glTranslatef(0 - cameraPosition.x, 0 - cameraPosition.y, 0 - cameraPosition.z);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    projectMode = MODE_ISOMETRIC;
}

From source file:src.graphics.common.Viewport.java

License:Open Source License

/**  Similar to flat mode, but the coordinates used correspond directly with
  *  screen-pixel coordinates./*from   w  w  w .jav a2  s. c  o m*/
  */
public void setScreenMode() {
    if (projectMode == MODE_SCREEN)
        return;
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, viewBounds.xdim(), 0, viewBounds.ydim(), -100 * screenS, 100 * screenS);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    projectMode = MODE_SCREEN;
}

From source file:src.graphics.common.Viewport.java

License:Open Source License

/**  Sets the OpenGL projection matrix to the correct height and width.
 *//*from   www  .ja va 2  s . co  m*/
private void doOrtho() {
    final float wide = viewBounds.xdim() * 0.5f / screenS, high = viewBounds.ydim() * 0.5f / screenS;
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0 - wide, wide, 0 - high, high, -100 / cameraZoom, 100 / cameraZoom);
}

From source file:src.graphics.cutout.ImageSprite.java

License:Open Source License

public void renderTo(Rendering rendering) {
    ///*from  w  w  w  .j  a  va  2  s  .  com*/
    //  Since we've disabled normal lighting, we have to 'fake it' using colour
    //  parameters:
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    final Colour c = colour == null ? Colour.WHITE : colour;
    if (c.a < 0) {
        GL11.glColor4f(c.r, c.g, c.b, 0 - c.a);
    } else {
        final Lighting l = rendering.lighting;
        GL11.glColor4f(c.r * fog * l.r(), c.g * fog * l.g(), c.b * fog * l.b(), c.a);
    }
    //
    //  Obtain the correct set of UV coordinates for the current frame-
    model.texture.bindTex();
    final float framesUV[][] = model.framesUV();
    final float texUV[] = framesUV[(int) animProgress];
    //
    //  TODO:  Consider replacing this with an aggregate method within the
    //  MeshBuffer class?  Re-implement RenderPass, in other words.
    GL11.glBegin(GL11.GL_TRIANGLES);
    int tI = 0;
    for (Vec3D vert : model.coords) {
        GL11.glTexCoord2f(texUV[tI++], texUV[tI++]);
        GL11.glVertex3f(position.x + (vert.x * scale), position.y + (vert.y * scale),
                position.z + (vert.z * scale));
    }
    GL11.glEnd();
}