Example usage for org.lwjgl.opengl GL11 glMatrixMode

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

Introduction

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

Prototype

public static native void glMatrixMode(@NativeType("GLenum") int mode);

Source Link

Document

Set the current matrix mode.

Usage

From source file:fr.mcnanotech.kevin_68.nanotechmod.main.client.renderer.RenderFlyingCreeper.java

License:Creative Commons License

protected int renderMobFlyingCreeperPassModel(MobFlyingCreeper mob, int par2, float par3) {
    if (mob.getPowered()) {
        if (par2 == 1) {
            float var4 = (float) mob.ticksExisted + par3;
            this.bindTexture(new ResourceLocation("textures/entity/creeper/creeper_armor.png"));
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();//from   w  w  w.j ava  2 s  .  co  m
            float var5 = var4 * 0.01F;
            float var6 = var4 * 0.01F;
            GL11.glTranslatef(var5, var6, 0.0F);
            this.setRenderPassModel(this.model);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_BLEND);
            float var7 = 0.5F;
            GL11.glColor4f(var7, var7, var7, 1.0F);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            return 1;
        }

        if (par2 == 2) {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}

From source file:fr.mcnanotech.kevin_68.nanotechmod.main.client.renderer.RenderSuperCreeper.java

License:Creative Commons License

protected int renderMobSuperCreeperPassModel(MobSuperCreeper mob, int par2, float par3) {
    if (mob.getPowered()) {
        if (par2 == 1) {
            float var4 = (float) mob.ticksExisted + par3;
            this.bindTexture(new ResourceLocation("textures/entity/creeper/creeper_armor.png"));
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();//from w w w  .  ja v  a 2 s  .  c  o m
            float var5 = var4 * 0.01F;
            float var6 = var4 * 0.01F;
            GL11.glTranslatef(var5, var6, 0.0F);
            this.setRenderPassModel(this.model);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_BLEND);
            float var7 = 0.5F;
            GL11.glColor4f(var7, var7, var7, 1.0F);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            return 1;
        }

        if (par2 == 2) {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}

From source file:fr.theshark34.sharkengine.Game.java

License:Apache License

/**
 * Create the Game/* www . j  a  va 2s  .c  o  m*/
 * 
 * @param name
 *            The name of the Game
 * @param title
 *            The title of the Game window
 * @param icon
 *            The icon of the Game window
 * @param firstGUI
 *            The first displayed GUI
 * @param clearColor
 *            The clear color (= background color)
 */
public static void create(final String name, final String title, final BufferedImage icon, GUI firstGUI,
        Color clearColor) {
    try {
        // Setting up things
        Game.name = name;
        Game.title = title;
        Game.icon = icon;
        Game.clearColor = clearColor;
        running = true;

        // Creating the Display, the Mouse and the Keyboard
        DisplayUtil.setDisplayModeAndFullscreen();
        Display.setTitle(title);
        Display.create();
        Mouse.create();
        Keyboard.create();

        // Initializing OpenGL
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, -1, 1);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        // Displaying the first GUI
        setCurrentGUI(firstGUI);

        // Start the main loop
        while (running)
            update();

        // Destroy all
        Display.destroy();
        Mouse.destroy();
        Keyboard.destroy();
    } catch (LWJGLException e) {
        ErrorUtil.catchError(e);
    }
}

From source file:game.engine.game.Scene.java

License:Open Source License

/**
 * Draws the screen contents using OpenGL.
 *//*from www .  ja v a 2  s.  c om*/
public void draw() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, getScreenWidthUnits(), getScreenHeightUnits(), 0, -1, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(-screenX, -screenY, 0.0f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    for (GameObject gameObject : gameObjects) {
        gameObject.draw();
    }
}

From source file:game.states.State_PREFAB_EDITOR.java

License:Open Source License

@Override
protected void Init() {
    ButtonGUILayer = new GUI_Layer();
    ButtonGUILayer.SetEnabled(true);/* w  w  w. j  a va 2  s . c  o m*/
    MenuGUILayer = new GUI_Layer();
    MenuGUILayer.SetEnabled(false);
    int ButtonStartX = 712;
    int ButtonStartY = 600;
    float xScale = 1.5f;
    float yScale = 1.5f;
    int Spacing = 145;
    int menuButtonStartX = 640 - 128;
    int menuButtonStartY = 150;
    float menuXScale = 1f;
    float menuYScale = 1f;
    int menuSpacing = 110;
    try {
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        BackGroundImage = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/GUIPrefab.png"));
        Texture button1 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/SaveIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 0, ButtonStartY,
                (int) (button1.getImageWidth() * xScale), (int) (button1.getImageHeight() * yScale), button1);
        Texture button2 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/LoadIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 1, ButtonStartY,
                (int) (button2.getImageWidth() * xScale), (int) (button2.getImageHeight() * yScale), button2);
        Texture button3 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/OptionsIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 2, ButtonStartY,
                (int) (button3.getImageWidth() * xScale), (int) (button3.getImageHeight() * yScale), button3);
        Texture button4 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/UI/HelpIconButton.png"), false,
                GL11.GL_NEAREST);
        ButtonGUILayer.AddButton(ButtonStartX + Spacing * 3, ButtonStartY,
                (int) (button4.getImageWidth() * xScale), (int) (button4.getImageHeight() * yScale), button4);

        Texture mButton0 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/ReturnButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 0,
                (int) (mButton0.getImageWidth() * menuXScale), (int) (mButton0.getImageHeight() * menuYScale),
                mButton0);
        Texture mButton1 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/LoadButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 1,
                (int) (mButton1.getImageWidth() * menuXScale), (int) (mButton1.getImageHeight() * menuYScale),
                mButton1);
        Texture mButton2 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/SaveButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 2,
                (int) (mButton2.getImageWidth() * menuXScale), (int) (mButton2.getImageHeight() * menuYScale),
                mButton2);
        Texture mButton3 = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/BackButton.png"), false,
                GL11.GL_NEAREST);
        MenuGUILayer.AddButton(menuButtonStartX, menuButtonStartY + menuSpacing * 3,
                (int) (mButton3.getImageWidth() * menuXScale), (int) (mButton3.getImageHeight() * menuYScale),
                mButton3);

    } catch (IOException e) {
        e.printStackTrace();
    }

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.1f, 600.0f);
    GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:game.states.State_SINGLEPLAYER.java

License:Open Source License

@Override
protected void Init() {
    if (CreateNewGame) {
        CurrentSave = new GameSave();
        Worlds = new TileMap[] { new TileMap(), new TileMap(), new TileMap(), new TileMap(), new TileMap(),
                new TileMap(), new TileMap(), new TileMap(), new TileMap() };
        t = Worlds[0];/*from w  ww .ja  v a2  s  .c o m*/
        CreateGUI();
        System.out.println("Loading worlds");
        for (int i = 0; i < Worlds.length; i++) {
            Worlds[i].Load(i == Worlds.length - 1, i == 0, i);
            CurrentSave.setIntMapData(TileMapGenerator.Map, i);
        }
    }
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45.0f, (float) Display.getWidth() / (float) Display.getHeight(), 0.1f, 600.0f);
    GLU.gluLookAt(0, 20, 50, 0, -2, -100, 0, -1, 0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    if (CreateNewGame) {
        player = t.SpawnPlayer();
        PlayerGridX = player.getX();
        PlayerGridY = player.getY();
        PlayerY = 52 - CameraDisplacement * (PlayerGridY - 1);
        PlayerX = -6 + CameraDisplacement * (PlayerGridX - 1);
        PlayerZ = 0;
        SetGUI();
    }
    CreateNewGame = true;

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:gamepadhandler.GamepadHandlerLWJGL.java

public void loop() throws InterruptedException {

    // This line is critical for LWJGL's interoperation with GLFW's
    // OpenGL context, or any context that is managed externally.
    // LWJGL detects the context that is current in the current thread,
    // creates the GLCapabilities instance and makes the OpenGL
    // bindings available for use.
    GL.createCapabilities();/*from   w  w  w.j  a va  2s .  c om*/

    // Set the clear color
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    GL11.glMatrixMode(GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, WIDTH, 0, HEIGHT, -1, 1);
    GL11.glMatrixMode(GL_MODELVIEW);

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

    frameLooper.init(window, WIDTH, HEIGHT);

    boolean keepRunning = true;

    long currentTime = System.nanoTime();
    // Run the rendering loop until the user has attempted to close
    // the window or has pressed the ESCAPE key.
    while (!glfwWindowShouldClose(window) && keepRunning) {

        long elapsedNanoTime;

        // Putting on a frame cap (of ~120fps when this comment was made)
        if (FPS_CAPPED) {
            while (System.nanoTime() - currentTime < minFrameWaitNanoTime) {
                Thread.sleep(2);
            }
        }

        elapsedNanoTime = System.nanoTime() - currentTime;
        currentTime = System.nanoTime();

        glClear(GL_COLOR_BUFFER_BIT); // clear the framebuffer

        // Poll for window events. The key callback above will only be
        // invoked during this call.
        glfwPollEvents();

        // Where all the game logic is handled:
        keepRunning = frameLooper.frame();

        glfwSwapBuffers(window); // swap the color buffers

    }

}

From source file:geh.Geh.java

public void initGL() {
    try {/*from   www  .  j  av  a2 s  .c  o m*/
        Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
        Display.create();
    } catch (LWJGLException ex) {
        ex.printStackTrace();
        System.exit(0);
    }
    Mouse.setGrabbed(false);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    GL11.glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0, WIDTH, HEIGHT, 0.0, -1.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    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 a va 2s . 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);//from   w  ww.j av a2s .  c  o m
    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);
}