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:kuake2.render.lwjgl.Mesh.java

License:Open Source License

/**
 * R_DrawAliasModel//from  w  w  w.  j ava 2  s  . com
 */
void R_DrawAliasModel(entity_t e) {
    if ((e.flags & Defines.RF_WEAPONMODEL) == 0) {
        if (R_CullAliasModel(e))
            return;
    }

    if ((e.flags & Defines.RF_WEAPONMODEL) != 0) {
        if (r_lefthand.value == 2.0f)
            return;
    }

    qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata;

    //
    // get lighting information
    //
    // PMM - rewrote, reordered to handle new shells & mixing
    // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy
    //
    int i;
    if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED
            | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) {
        Math3D.VectorClear(shadelight);
        if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) {
            shadelight[0] = 0.56f;
            shadelight[1] = 0.59f;
            shadelight[2] = 0.45f;
        }
        if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) {
            shadelight[0] = 0.9f;
            shadelight[1] = 0.7f;
        }
        if ((currententity.flags & Defines.RF_SHELL_RED) != 0)
            shadelight[0] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0)
            shadelight[1] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0)
            shadelight[2] = 1.0f;
    } else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) {
        for (i = 0; i < 3; i++)
            shadelight[i] = 1.0f;
    } else {
        R_LightPoint(currententity.origin, shadelight);

        // player lighting hack for communication back to server
        // big hack!
        if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) {
            // pick the greatest component, which should be the same
            // as the mono value returned by software
            if (shadelight[0] > shadelight[1]) {
                if (shadelight[0] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[0];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            } else {
                if (shadelight[1] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[1];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            }
        }

        if (gl_monolightmap.string.charAt(0) != '0') {
            float s = shadelight[0];

            if (s < shadelight[1])
                s = shadelight[1];
            if (s < shadelight[2])
                s = shadelight[2];

            shadelight[0] = s;
            shadelight[1] = s;
            shadelight[2] = s;
        }
    }

    if ((currententity.flags & Defines.RF_MINLIGHT) != 0) {
        for (i = 0; i < 3; i++)
            if (shadelight[i] > 0.1f)
                break;
        if (i == 3) {
            shadelight[0] = 0.1f;
            shadelight[1] = 0.1f;
            shadelight[2] = 0.1f;
        }
    }

    if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time
        float scale;
        float min;

        scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7));
        for (i = 0; i < 3; i++) {
            min = shadelight[i] * 0.8f;
            shadelight[i] += scale;
            if (shadelight[i] < min)
                shadelight[i] = min;
        }
    }

    // =================
    // PGM   ir goggles color override
    if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0
            && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) {
        shadelight[0] = 1.0f;
        shadelight[1] = 0.0f;
        shadelight[2] = 0.0f;
    }
    // PGM
    // =================

    shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0)))
            & (SHADEDOT_QUANT - 1)];

    float an = (float) (currententity.angles[1] / 180 * Math.PI);
    shadevector[0] = (float) Math.cos(-an);
    shadevector[1] = (float) Math.sin(-an);
    shadevector[2] = 1;
    Math3D.VectorNormalize(shadevector);

    //
    // locate the proper data
    //

    c_alias_polys += paliashdr.num_tris;

    //
    // draw all the triangles
    //
    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls
        GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glScalef(-1, 1, 1);
        MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        GL11.glCullFace(GL11.GL_BACK);
    }

    GL11.glPushMatrix();
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.
    R_RotateForEntity(e);
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.

    image_t skin;
    // select skin
    if (currententity.skin != null)
        skin = currententity.skin; // custom player skin
    else {
        if (currententity.skinnum >= qfiles.MAX_MD2SKINS)
            skin = currentmodel.skins[0];
        else {
            skin = currentmodel.skins[currententity.skinnum];
            if (skin == null)
                skin = currentmodel.skins[0];
        }
    }
    if (skin == null)
        skin = r_notexture; // fallback...
    GL_Bind(skin.texnum);

    // draw it

    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL_TexEnv(GL11.GL_MODULATE);
    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glEnable(GL11.GL_BLEND);
    }

    if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) {
        VID.Printf(Defines.PRINT_ALL,
                "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) {
        VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe "
                + currententity.oldframe + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if (r_lerpmodels.value == 0.0f)
        currententity.backlerp = 0;

    GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp);

    GL_TexEnv(GL11.GL_REPLACE);
    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glPopMatrix();

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glCullFace(GL11.GL_FRONT);
    }

    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glDisable(GL11.GL_BLEND);
    }

    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
        GL11.glDepthRange(gldepthmin, gldepthmax);

    if (gl_shadows.value != 0.0f
            && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
        GL11.glPushMatrix();
        R_RotateForEntity(e);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(0, 0, 0, 0.5f);
        GL_DrawAliasShadow(paliashdr, currententity.frame);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glPopMatrix();
    }
    GL11.glColor4f(1, 1, 1, 1);
}

From source file:kubex.KubexGame.java

License:Creative Commons License

/**
 * Inits the game resources (Images, pools, shaders, objects, etc.)
 *//*from   www  .jav a  2  s.c  om*/
private void initResources() throws IOException {
    //Inits static pools
    FloatBufferPool.init(Chunk.CHUNK_DIMENSION * Chunk.CHUNK_DIMENSION * Chunk.CHUNK_DIMENSION * 2 * 6 * 6, 20);
    ByteArrayPool.init(Chunk.CHUNK_DIMENSION,
            (settings.RENDER_DISTANCE * 2 + 1) * World.HEIGHT * (settings.RENDER_DISTANCE * 2 + 1) * 2);
    glEnable(GL11.GL_CULL_FACE);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL11.GL_BLEND);
    glClearColor(0.6f, 0.8f, 1.0f, 0f);

    //Inits shaders
    GL20.glUseProgram(0);
    textManager = new GlobalTextManager();
    this.DVSP = new DepthVoxelShaderProgram(true);
    this.VSP = new TerrainVoxelShaderProgram(true);
    this.HSP = new HudShaderProgram(true);
    this.DTSP = this.settings.SHADOWS_ENABLED ? new DeferredTerrainShaderProgram(true)
            : new DeferredTerrainUnshadowShaderProgram(true);
    this.DRSP = this.settings.REFLECTIONS_ENABLED ? new DeferredReflectionsShaderProgram(true)
            : new DeferredNoReflectionsShaderProgram(true);
    this.DUTSP = this.settings.SHADOWS_ENABLED ? new DeferredUnderwaterTerrainShaderProgram(true)
            : new DeferredUnderwaterUnshadowTerrainShaderProgram(true);
    this.DUFSP = new DeferredUnderwaterFinalShaderProgram(true);

    //Inits essential objects
    this.TM = new TimeManager();
    this.cam = new Camera(CAMERA_NEAR, CAMERA_FAR, 80f, (float) (X_RES * 3 / 4) / Y_RES); //FOV more width than height BY DESIGN, so blocks looks more "plane". Looks nicer that way, i think.
    this.camInvProjEnv = new CameraInverseProjEnvelope(this.cam);
    this.shadowsManager = new ShadowsManager(SHADOW_SPLITS, this.cam);
    this.liquidRenderer = new DepthPeelingLiquidRenderer(LIQUID_LAYERS);

    this.sunCam = new Camera(new Matrix4f());
    this.sunCam.moveTo(0, 5, 0);
    this.sunCam.setPitch(0);

    this.sky = new Sky(cam, this.sunCam);
    File mapRoute = new File(this.settings.MAP_ROUTE);
    mapRoute.mkdir(); //Creates the maps folder
    this.fileManager = new FileManager(mapRoute, settings.RENDER_DISTANCE);
    this.fileManager.getSettingsFromFile(settings); //Reads default settings from settings file.
    this.world = new World(this.VSP, this.cam, this.sunCam, this.shadowsManager, this.sky, fileManager,
            this.settings);
    this.finalDrawManager = new FinalDrawManager(this.world, this.sky, this.shadowsManager, this.liquidRenderer,
            this.camInvProjEnv.getInvProjMatrix(), CAMERA_NEAR, CAMERA_FAR);
    this.hud = new Hud(this.HSP, X_RES, Y_RES);

    //Load textures here
    glActiveTexture(TEXTURE_FETCH[TILES_TEXTURE_LOCATION]);

    //GL_NEAREST for that blocky look
    //loads the tiles textures into a array
    tilesTexture = Util.loadTextureAtlasIntoTextureArray(FileLoader.loadTileImages(), GL11.GL_NEAREST,
            GL11.GL_NEAREST_MIPMAP_LINEAR, true, settings.ANISOTROPIC_FILTERING_ENABLED);

    Util.loadPNGTexture(FileLoader.loadWaterNormalImage(), TEXTURE_FETCH[WATER_NORMAL_TEXTURE_LOCATION]); //loads the water normal texture

    glActiveTexture(GL_TEXTURE0);
    nightDomeTexture = TextureLoader.getTexture("JPG",
            ResourceLoader.getResourceAsStream("images/nightdome.jpg")); //loads the nightdome

    //Without this, text printing using Slick-Utils doesn't work. Seems it still uses some old mode OpenGL.
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glClearDepth(1);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glViewport(0, 0, X_RES, Y_RES);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, X_RES, Y_RES, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    //First pass deferred rendering
    this.baseFbo = glGenFramebuffers();
    glBindFramebuffer(GL_FRAMEBUFFER, this.baseFbo);

    int colorTexture = glGenTextures();
    int brightnessNormalsTexture = glGenTextures();

    //Creates and inits the base color texture as a RGB texture
    glActiveTexture(TEXTURE_FETCH[BASEFBO_COLOR_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, colorTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, X_RES, Y_RES, 0, GL_RGB, GL_UNSIGNED_BYTE, (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);

    //Creates and inits the brightness and normals texture as a RGBA texture
    glActiveTexture(TEXTURE_FETCH[BASEFBO_NORMALS_BRIGHTNESS_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, brightnessNormalsTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGBA, X_RES, Y_RES, 0, GL11.GL_RGBA, GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, brightnessNormalsTexture,
            0);

    //The depth buffer of this FBO will be a texture, too. This will make depth sorting slower but we will be able to access depth values later.
    int baseFboDepth = glGenTextures();

    glActiveTexture(TEXTURE_FETCH[BASEFBO_DEPTH_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, baseFboDepth);
    glTexImage2D(GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, X_RES, Y_RES, 0, GL_DEPTH_COMPONENT,
            GL_UNSIGNED_INT, (FloatBuffer) null);
    System.out.println("ERR" + GL11.glGetError());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, baseFboDepth, 0); //Set the depth texture as the default render depth target

    IntBuffer drawBuffers = BufferUtils.createIntBuffer(2); //Drawing to 2 textures

    drawBuffers.put(GL_COLOR_ATTACHMENT0);
    drawBuffers.put(GL_COLOR_ATTACHMENT1);

    drawBuffers.flip();
    GL20.glDrawBuffers(drawBuffers);

    //Second pass deferred rendering
    this.deferredFbo = glGenFramebuffers();
    glBindFramebuffer(GL_FRAMEBUFFER, this.deferredFbo);

    int deferredColorTex = glGenTextures();

    //Only uses one texture, a RGBA color texture
    glActiveTexture(TEXTURE_FETCH[DEFERREDFBO_COLOR_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, deferredColorTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGBA, X_RES, Y_RES, 0, GL11.GL_RGBA, GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, deferredColorTex, 0);

    drawBuffers = BufferUtils.createIntBuffer(1);

    drawBuffers.put(GL_COLOR_ATTACHMENT0);

    drawBuffers.flip();
    GL20.glDrawBuffers(drawBuffers);

    //If shadows are enabled, we init each shadow map texture, placed in an array
    if (this.settings.SHADOWS_ENABLED) {

        int shadowTexture = glGenTextures();

        glActiveTexture(TEXTURE_FETCH[SHADOW_TEXTURE_LOCATION]);

        glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, shadowTexture);
        //Creates a texture array to place the shadows in
        GL12.glTexImage3D(GL30.GL_TEXTURE_2D_ARRAY, 0, GL14.GL_DEPTH_COMPONENT16, SHADOW_XRES, SHADOW_YRES,
                this.shadowsManager.getNumberSplits(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
                (FloatBuffer) null);
        System.out.println("ERR" + GL11.glGetError());
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); //Needed to do hardware PCF comparisons via shader
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); //Needed to do hardware PCF comparisons via shader
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL14.GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); //Needed to do hardware PCF comparisons via shader

        this.shadowFbos = new int[this.shadowsManager.getNumberSplits()];
        //Creates one framebuffer per shadow map
        for (int i = 0; i < this.shadowsManager.getNumberSplits(); i++) {
            this.shadowFbos[i] = glGenFramebuffers();
            glBindFramebuffer(GL_FRAMEBUFFER, this.shadowFbos[i]);
            GL30.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowTexture, 0, i); //Each framebuffer will have one texture layer (one index of the texture array created before) assigned as render target

            drawBuffers = BufferUtils.createIntBuffer(0);

            GL20.glDrawBuffers(drawBuffers);

        }
    }

    //Liquid layers depth generation. Equal to the shadows depth textures generation.
    int liquidLayers = glGenTextures();

    glActiveTexture(TEXTURE_FETCH[LIQUIDLAYERS_TEXTURE_LOCATION]);
    glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, liquidLayers);
    GL12.glTexImage3D(GL30.GL_TEXTURE_2D_ARRAY, 0, GL14.GL_DEPTH_COMPONENT24, X_RES, Y_RES,
            this.liquidRenderer.getNumLayers(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, (FloatBuffer) null);

    glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); //We will compare manually the depth in the shader, we will not perform PCF of any sort in this case
    glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);

    int currentLiquidNormalTex = glGenTextures();

    glActiveTexture(KubexGame.TEXTURE_FETCH[KubexGame.CURRENT_LIQUID_NORMAL_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, currentLiquidNormalTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGB, X_RES, Y_RES, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    this.liquidRenderer.initResources(liquidLayers, currentLiquidNormalTex);

    //Reset active texture and fbo to the default
    glActiveTexture(GL13.GL_TEXTURE0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

From source file:launcher.Main.java

public void start() {
    initGame();//  w ww.  java  2s.  c om
    try {
        Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(0);
    }

    getDelta(); // call once before loop to initialise lastFrame
    lastFPS = getTime(); // call before loop to initialise fps timer

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    while (!Display.isCloseRequested()) {
        update();
    }

    Display.destroy();
}

From source file:lwjake2.render.lwjgl.Main.java

License:Open Source License

/**
 * R_BeginFrame/*ww w . ja  v a2 s. co m*/
 */
protected void R_BeginFrame(float camera_separation) {

    gl_state.camera_separation = camera_separation;

    /*
    ** change modes if necessary
    */
    if (gl_mode.modified || vid_fullscreen.modified) {
        // FIXME: only restart if CDS is required
        cvar_t ref;

        ref = Cvar.Get("vid_ref", "lwjgl", 0);
        ref.modified = true;
    }

    if (gl_log.modified) {
        GLimp_EnableLogging((gl_log.value != 0.0f));
        gl_log.modified = false;
    }

    if (gl_log.value != 0.0f) {
        GLimp_LogNewFrame();
    }

    /*
    ** update 3Dfx gamma -- it is expected that a user will do a vid_restart
    ** after tweaking this value
    */
    if (vid_gamma.modified) {
        vid_gamma.modified = false;

        if ((gl_config.renderer & GL_RENDERER_VOODOO) != 0) {
            // wird erstmal nicht gebraucht

            /* 
            char envbuffer[1024];
            float g;
                    
            g = 2.00 * ( 0.8 - ( vid_gamma->value - 0.5 ) ) + 1.0F;
            Com_sprintf( envbuffer, sizeof(envbuffer), "SSTV2_GAMMA=%f", g );
            putenv( envbuffer );
            Com_sprintf( envbuffer, sizeof(envbuffer), "SST_GAMMA=%f", g );
            putenv( envbuffer );
            */
            VID.Printf(Defines.PRINT_DEVELOPER, "gamma anpassung fuer VOODOO nicht gesetzt");
        }
    }

    GLimp_BeginFrame(camera_separation);

    /*
    ** go into 2D mode
    */
    GL11.glViewport(0, 0, vid.width, vid.height);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glColor4f(1, 1, 1, 1);

    /*
    ** draw buffer stuff
    */
    if (gl_drawbuffer.modified) {
        gl_drawbuffer.modified = false;

        if (gl_state.camera_separation == 0 || !gl_state.stereo_enabled) {
            if (gl_drawbuffer.string.equalsIgnoreCase("GL_FRONT"))
                GL11.glDrawBuffer(GL11.GL_FRONT);
            else
                GL11.glDrawBuffer(GL11.GL_BACK);
        }
    }

    /*
    ** texturemode stuff
    */
    if (gl_texturemode.modified) {
        GL_TextureMode(gl_texturemode.string);
        gl_texturemode.modified = false;
    }

    if (gl_texturealphamode.modified) {
        GL_TextureAlphaMode(gl_texturealphamode.string);
        gl_texturealphamode.modified = false;
    }

    if (gl_texturesolidmode.modified) {
        GL_TextureSolidMode(gl_texturesolidmode.string);
        gl_texturesolidmode.modified = false;
    }

    /*
    ** swapinterval stuff
    */
    GL_UpdateSwapInterval();

    //
    // clear screen if desired
    //
    R_Clear();
}

From source file:lwjake2.render.lwjgl.Mesh.java

License:Open Source License

/**
 * R_DrawAliasModel//from ww  w.  j  a v  a 2 s .  com
 */
void R_DrawAliasModel(entity_t e) {
    if ((e.flags & Defines.RF_WEAPONMODEL) == 0) {
        if (R_CullAliasModel(e))
            return;
    }

    if ((e.flags & Defines.RF_WEAPONMODEL) != 0) {
        if (r_lefthand.value == 2.0f)
            return;
    }

    qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata;

    //
    // get lighting information
    //
    // PMM - rewrote, reordered to handle new shells & mixing
    // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy
    //
    int i;
    if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED
            | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) {
        Math3D.VectorClear(shadelight);
        if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) {
            shadelight[0] = 0.56f;
            shadelight[1] = 0.59f;
            shadelight[2] = 0.45f;
        }
        if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) {
            shadelight[0] = 0.9f;
            shadelight[1] = 0.7f;
        }
        if ((currententity.flags & Defines.RF_SHELL_RED) != 0)
            shadelight[0] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0)
            shadelight[1] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0)
            shadelight[2] = 1.0f;
    }

    else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) {
        for (i = 0; i < 3; i++)
            shadelight[i] = 1.0f;
    } else {
        R_LightPoint(currententity.origin, shadelight);

        // player lighting hack for communication back to server
        // big hack!
        if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) {
            // pick the greatest component, which should be the same
            // as the mono value returned by software
            if (shadelight[0] > shadelight[1]) {
                if (shadelight[0] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[0];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            } else {
                if (shadelight[1] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[1];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            }
        }

        if (gl_monolightmap.string.charAt(0) != '0') {
            float s = shadelight[0];

            if (s < shadelight[1])
                s = shadelight[1];
            if (s < shadelight[2])
                s = shadelight[2];

            shadelight[0] = s;
            shadelight[1] = s;
            shadelight[2] = s;
        }
    }

    if ((currententity.flags & Defines.RF_MINLIGHT) != 0) {
        for (i = 0; i < 3; i++)
            if (shadelight[i] > 0.1f)
                break;
        if (i == 3) {
            shadelight[0] = 0.1f;
            shadelight[1] = 0.1f;
            shadelight[2] = 0.1f;
        }
    }

    if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time
        float scale;
        float min;

        scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7));
        for (i = 0; i < 3; i++) {
            min = shadelight[i] * 0.8f;
            shadelight[i] += scale;
            if (shadelight[i] < min)
                shadelight[i] = min;
        }
    }

    // =================
    // PGM   ir goggles color override
    if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0
            && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) {
        shadelight[0] = 1.0f;
        shadelight[1] = 0.0f;
        shadelight[2] = 0.0f;
    }
    // PGM   
    // =================

    shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0)))
            & (SHADEDOT_QUANT - 1)];

    float an = (float) (currententity.angles[1] / 180 * Math.PI);
    shadevector[0] = (float) Math.cos(-an);
    shadevector[1] = (float) Math.sin(-an);
    shadevector[2] = 1;
    Math3D.VectorNormalize(shadevector);

    //
    // locate the proper data
    //

    c_alias_polys += paliashdr.num_tris;

    //
    // draw all the triangles
    //
    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls
        GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glScalef(-1, 1, 1);
        MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        GL11.glCullFace(GL11.GL_BACK);
    }

    GL11.glPushMatrix();
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.
    R_RotateForEntity(e);
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.

    image_t skin;
    // select skin
    if (currententity.skin != null)
        skin = currententity.skin; // custom player skin
    else {
        if (currententity.skinnum >= qfiles.MAX_MD2SKINS)
            skin = currentmodel.skins[0];
        else {
            skin = currentmodel.skins[currententity.skinnum];
            if (skin == null)
                skin = currentmodel.skins[0];
        }
    }
    if (skin == null)
        skin = r_notexture; // fallback...
    GL_Bind(skin.texnum);

    // draw it

    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL_TexEnv(GL11.GL_MODULATE);
    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glEnable(GL11.GL_BLEND);
    }

    if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) {
        VID.Printf(Defines.PRINT_ALL,
                "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) {
        VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe "
                + currententity.oldframe + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if (r_lerpmodels.value == 0.0f)
        currententity.backlerp = 0;

    GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp);

    GL_TexEnv(GL11.GL_REPLACE);
    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glPopMatrix();

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glCullFace(GL11.GL_FRONT);
    }

    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glDisable(GL11.GL_BLEND);
    }

    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
        GL11.glDepthRange(gldepthmin, gldepthmax);

    if (gl_shadows.value != 0.0f
            && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
        GL11.glPushMatrix();
        R_RotateForEntity(e);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(0, 0, 0, 0.5f);
        GL_DrawAliasShadow(paliashdr, currententity.frame);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glPopMatrix();
    }
    GL11.glColor4f(1, 1, 1, 1);
}

From source file:lwjgl29.GlobalClass.Quad.java

@Override
public void init() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/*from www .  j av a  2 s  . com*/
    GL11.glOrtho(0, Display.getWidth(), 0, Display.getHeight(), 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:lwjglapp.Renderer.java

private void initGL() {

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//from w w w. jav a 2  s  . c  o  m
    GLU.gluPerspective(45.0f, (float) (width / height), 0.1f, 100.0f);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    //      GL11.glLoadIdentity();
    //
    //      GL11.glEnable(GL11.GL_TEXTURE_2D);                                    // Enable Texture Mapping ( NEW )
    //      GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    GL11.glClearDepth(1.0f);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:lwjglapp.Renderer.java

public void preRender() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//ww  w . ja va  2s  .  c  om

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

From source file:lyonlancer5.pfsteel.client.render.entity.RenderDesertCreeper.java

License:Open Source License

/**
 * Queries whether should render the specified pass or not.
 *//*from   ww  w  .  jav  a 2 s  .c  o m*/
protected int shouldRenderPass(EntityDesertCreeper p_77032_1_, int p_77032_2_, float p_77032_3_) {
    if (p_77032_1_.getPowered()) {
        if (p_77032_1_.isInvisible()) {
            GL11.glDepthMask(false);
        } else {
            GL11.glDepthMask(true);
        }

        if (p_77032_2_ == 1) {
            float f1 = (float) p_77032_1_.ticksExisted + p_77032_3_;
            this.bindTexture(armoredCreeperTextures);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            float f2 = f1 * 0.01F;
            float f3 = f1 * 0.01F;
            GL11.glTranslatef(f2, f3, 0.0F);
            this.setRenderPassModel(this.creeperModel);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_BLEND);
            float f4 = 0.5F;
            GL11.glColor4f(f4, f4, f4, 1.0F);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            return 1;
        }

        if (p_77032_2_ == 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:lyonlancer5.pfsteel.client.render.entity.RenderNetherCreeper.java

License:Open Source License

/**
 * Queries whether should render the specified pass or not.
 *//*w w  w.j a  v a 2  s  .c o  m*/
protected int shouldRenderPass(EntityNetherCreeper p_77032_1_, int p_77032_2_, float p_77032_3_) {
    if (p_77032_1_.getPowered()) {
        if (p_77032_1_.isInvisible()) {
            GL11.glDepthMask(false);
        } else {
            GL11.glDepthMask(true);
        }

        if (p_77032_2_ == 1) {
            float f1 = (float) p_77032_1_.ticksExisted + p_77032_3_;
            this.bindTexture(armoredCreeperTextures);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            float f2 = f1 * 0.01F;
            float f3 = f1 * 0.01F;
            GL11.glTranslatef(f2, f3, 0.0F);
            this.setRenderPassModel(this.creeperModel);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_BLEND);
            float f4 = 0.5F;
            GL11.glColor4f(f4, f4, f4, 1.0F);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            return 1;
        }

        if (p_77032_2_ == 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;
}