List of usage examples for org.lwjgl.opengl GL11 glLoadIdentity
public static native void glLoadIdentity();
From source file:gravestone.models.block.memorials.ModelCreeperStatueMemorial.java
License:LGPL
private void renderCreeperCharging() { float tickModifier = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 48.0F; float scale = 1.2F; float f4 = 0.5F; GL11.glTranslated(0, -0.5, 0);/*from w w w.j av a 2 s . c o m*/ GL11.glScalef(scale, scale, scale); TileEntityGSMemorialRenderer.instance.bindTextureByName(Resources.CREEPER_AURA); GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); GL11.glMatrixMode(GL11.GL_TEXTURE); for (int var21 = 0; var21 < 3; ++var21) { GL11.glLoadIdentity(); float var23 = tickModifier * (0.001F + (float) var21 * 0.0015F) * 15; GL11.glTranslatef(0, var23, 0); renderCreeper(); } GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); GL11.glTranslated(0, -0.19, 0); }
From source file:gravestone.models.block.ModelGraveStone.java
License:LGPL
protected void renderEnchantment() { float tickModifier = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 48.0F; TileEntityGSGraveStoneRenderer.instance.bindTextureByName(Resources.SWORD_AURA); GL11.glEnable(GL11.GL_BLEND);//ww w . j ava 2 s . c om GL11.glDepthMask(true); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); GL11.glMatrixMode(GL11.GL_TEXTURE); for (int var21 = 0; var21 < 3; var21++) { GL11.glDisable(GL11.GL_LIGHTING); float var22 = 0.76F; GL11.glColor4f(0.5F * var22, 0.25F * var22, 0.8F * var22, 1.0F); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); float var23 = tickModifier * (0.001F + (float) var21 * 0.0015F) * 15; float var24 = 0.33333334F; GL11.glScalef(var24, var24, var24); GL11.glRotatef(30 - (float) var21 * 60, 0, 0, 1); GL11.glTranslatef(0, var23, 0); GL11.glMatrixMode(GL11.GL_MODELVIEW); renderAll(); } GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glDepthMask(true); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:herzog3d.Camera.java
License:Open Source License
public void transform() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(40, 1, 1, 100);//from www . j a v a2 s . c o m GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); Vector3f targetPos = new Vector3f(mech.getPos()); GLU.gluLookAt(pos.x, pos.y, pos.z, targetPos.x, targetPos.y, targetPos.z, 0, 0, 1); }
From source file:herzog3d.Game.java
License:Open Source License
/** * All rendering is done in here// ww w . j av a2 s . c om */ public void draw() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); cam.transform(); GLUtils.glLightPos(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 1.0f); getMap().draw(cam); for (Unit unit : units) { if (unit.isActive()) { unit.draw(); } } for (Base base : bases) { base.draw(map); } for (Effect effect : effects) { effect.draw(); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 600, 0, 0, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); Material.DEFAULT_WHITE.bind(); for (HZWidget overlay : overlays) { if (overlay.isVisible()) { overlay.draw(); } } GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:hexagonalminesweeper.HexagonalMinesweeper.java
public static void renderGL() { try {/*ww w. j a va 2 s.c o m*/ Display.setDisplayMode(new org.lwjgl.opengl.DisplayMode(800, 600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, 800, 600); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 600, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); Display.setVSyncEnabled(true); }
From source file:hud.UnitDisplay.java
License:Open Source License
public void draw() { GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE); GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f); GL11.glLineWidth(2.0f);//from w ww. j av a2 s . co m GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2i(x, y); GL11.glVertex2i(x, y + height); GL11.glVertex2i(x + width, y + height); GL11.glVertex2i(x + width, y); GL11.glEnd(); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f); GL11.glEnable(GL11.GL_BLEND); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2i(x, y); GL11.glVertex2i(x, y + height); GL11.glVertex2i(x + width, y + height); GL11.glVertex2i(x + width, y); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); int[] viewport = GLUtils.getViewport(); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluPerspective(45, 1.0f, 0.001f, 5.0f); GL11.glViewport(getX(), viewport[3] - (getY() + height), width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluLookAt(2.0f * (float) Math.cos(angle), 2.0f * (float) Math.sin(angle), 1.0f, 0, 0, 0, 0, 0, 1); // GL11.glTranslatef(x + width/2, y + height/2,0); currentUnit.draw(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); }
From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java
License:Open Source License
/** * Update the display so the last drawn picture gets visible. *//*ww w .j a v a 2s. c o m*/ public void update() { AbstractTextureRender.finish(); Display.update(); // clean display for next render loop. GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); GL11.glLoadIdentity(); }
From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java
License:Open Source License
/** * Setup the openGL render environment. Such as the view port the matrix for * the orthogonal view and so on./*from w w w . j a va2 s. c o m*/ */ protected void setupOpenGL() { if (!Display.isCreated()) { return; } // set the basic view port of the game. This should be the full size of // the client window GL11.glViewport(0, 0, resWidth, resHeight); // enable alpha blending based on the picture alpha channel GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // disable death test, we work in 2D anyway, there is no depth GL11.glDisable(GL11.GL_DEPTH_TEST); // switch to projection matrix to set up the orthogonal view that we // need GL11.glMatrixMode(GL11.GL_PROJECTION); // load the identity matrix to we have a clean start GL11.glLoadIdentity(); // setup the orthogonal view GLU.gluOrtho2D(0, resWidth, 0, resHeight); // set clear color to black GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sync frame (only works on windows) if (Graphics.NO_SLOWDOWN) { Display.setVSyncEnabled(false); } else { Display.setVSyncEnabled(true); } // clean up the screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // switch to model view matrix, so we can place the sprites correctly GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); }
From source file:im.bci.jnuit.lwjgl.LwjglNuitRenderer.java
License:Open Source License
@Override public void render(Root root) { GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_TRANSFORM_BIT | GL11.GL_HINT_BIT | GL11.GL_COLOR_BUFFER_BIT | GL11.GL_SCISSOR_BIT | GL11.GL_LINE_BIT | GL11.GL_TEXTURE_BIT); GL11.glViewport(0, 0, LwjglHelper.getWidth(), LwjglHelper.getHeight()); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix();/*from w w w.j ava 2 s.c om*/ GL11.glLoadIdentity(); GL11.glOrtho(root.getX(), root.getWidth(), root.getHeight(), root.getY(), -1.0, 1.0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_SCISSOR_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_TEXTURE_2D); drawBackgroundAndBorder(root); drawStack(root); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glPopAttrib(); }
From source file:io.flob.blackheart.DisplayDriver.java
License:Open Source License
private void init_GL() { GL11.glClearColor(0.1F, 0.1F, 0.1F, 1.0F); GL11.glEnable(GL11.GL_BLEND);/*from w w w. ja v a 2s.c om*/ GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(60.0f, ((float) Display.getWidth()) / ((float) Display.getHeight()), 0.1f, 40.0f); }