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:net.awairo.mcmod.spawnchecker.client.marker.RenderingSupport.java

License:Minecraft Mod Public

/**
 * ????GL.//from  w  w  w .ja v a 2s . c o m
 */
public static void beginRendering() {
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glDepthMask(false);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glEnable(GL11.GL_BLEND);
    OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
}

From source file:net.BiggerOnTheInside.Binder.Binder.java

License:Open Source License

/**
 * <p>Sets up OpenGL.</p>// w  w w  . j a va  2 s  .  com
 */
public void initGL() {
    int width = displayMode.getWidth();
    int height = displayMode.getHeight();

    /* Enable 2D texturing. */
    GL11.glEnable(GL11.GL_TEXTURE_2D);

    /* Make all models smoothly textured. */
    GL11.glShadeModel(GL11.GL_SMOOTH);

    /* Set the background color to that signature blue. */
    GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f);

    /* Set the clear depth to all-the-way */
    GL11.glClearDepth(1.0);

    /* Enable the depth system. */
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    /* Set the function for depth to GL_LEQUAL. */
    GL11.glDepthFunc(GL11.GL_LEQUAL);

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

    /* Enable face culling, basically don't render this face relative to the camera's position. */
    GL11.glEnable(GL11.GL_CULL_FACE);

    /* Set OpenGL to cull the back face of our spatials. */
    GL11.glCullFace(GL11.GL_BACK);

    /* Set the matrix mode to projection. */
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    /* Reset the OpenGL configuration, loading our above prefrences. */
    //GL11.glLoadIdentity();

    /* Set the perspective. */
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f);

    /* Set the matrix mode to be model view. */
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    /* Set the perspective correction hint to finest quality. */
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:net.malisis.doors.door.renderer.ForcefieldRenderer.java

License:Open Source License

@Override
public void render() {
    tileEntity = MultiBlock.getOriginProvider(ForcefieldTileEntity.class, world, x, y, z);
    if (tileEntity == null || tileEntity.isOpened() || !MultiBlock.isOrigin(world, x, y, z))
        return;//  w w  w.  ja v a 2  s  .  c  om

    enableBlending();

    tileEntity = (ForcefieldTileEntity) super.tileEntity;
    direction = ForgeDirection.getOrientation(tileEntity.getDirection());

    model.resetState();

    //ar.setStartTime(tileEntity.getStartNanoTime());
    if (tileEntity.getMovement() == null)
        return;

    AxisAlignedBB aabb = tileEntity.getMovement().getBoundingBox(tileEntity, false, BoundingBoxType.COLLISION);
    if (aabb == null)
        return;

    aabb.offset(-x, -y, -z);
    rp.renderBounds.set(aabb);
    direction = ForgeDirection.NORTH;
    if ((int) aabb.minY == (int) aabb.maxY) {
        direction = ForgeDirection.UP;
        model.rotate(90, 1, 0, 0, 0, 0, 0);
    } else if ((int) aabb.minX == (int) aabb.maxX) {
        direction = ForgeDirection.EAST;
        model.rotate(90, 0, 1, 0, 0, 0, 0);
    }

    setTextureMatrix();
    GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
    GL11.glDisable(GL11.GL_CULL_FACE);

    model.render(this, rp);
    next();

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glDisable(GL11.GL_BLEND);
}

From source file:net.malisis.doors.door.renderer.ForcefieldRenderer.java

License:Open Source License

private void setTextureMatrix() {
    long elapsed = ar.getElapsedTime() / 50;
    int n = (int) (elapsed % 50);

    bindTexture(rl[n]);//w  w  w. j  av  a 2s.  c  om
    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glLoadIdentity();

    AxisAlignedBB aabb = tileEntity.getMultiBlock().getBounds();
    double scaleX = 1, scaleY = 1;
    if (direction == ForgeDirection.UP) {
        scaleX = aabb.maxX - aabb.minX;
        scaleY = aabb.maxZ - aabb.minZ;

        if (aabb.maxZ - aabb.minZ > aabb.maxX - aabb.minX)
            GL11.glRotatef(90, 0, 0, 1);
    } else {
        scaleY = aabb.maxY - aabb.minY;
        if (direction == ForgeDirection.EAST)
            scaleX = aabb.maxZ - aabb.minZ;
        else if (direction == ForgeDirection.NORTH)
            scaleX = aabb.maxX - aabb.minX;
    }

    //GL11.glTranslatef(fx, fy, 0);
    GL11.glScaled(scaleX / 3, scaleY / 3, 1);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:net.minecraft.client.gui.GuiAchievement.java

private void updateAchievementWindowScale() {
    GL11.glViewport(0, 0, this.theGame.displayWidth, this.theGame.displayHeight);
    GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
    GL11.glLoadIdentity();//from w  w  w .  ja v  a2s .  c o m
    GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
    GL11.glLoadIdentity();
    this.achievementWindowWidth = this.theGame.displayWidth;
    this.achievementWindowHeight = this.theGame.displayHeight;
    ScaledResolution var1 = new ScaledResolution(this.theGame.gameSettings, this.theGame.displayWidth,
            this.theGame.displayHeight);
    this.achievementWindowWidth = var1.getScaledWidth();
    this.achievementWindowHeight = var1.getScaledHeight();
    GL11.glClear(256);
    GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
    GL11.glLoadIdentity();
    GL11.glOrtho(0.0D, (double) this.achievementWindowWidth, (double) this.achievementWindowHeight, 0.0D,
            1000.0D, 3000.0D);
    GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.0F, 0.0F, -2000.0F);
}

From source file:net.phatcode.rel.multimedia.Renderer.java

License:Open Source License

Renderer(int screenWidth, int screenHeight) {
    try {//from w w  w. j a v a 2s .  c  o  m
        Display.setDisplayMode(new DisplayMode(screenWidth, screenHeight));
        Display.create();
        Display.setTitle("AnyaBasic 0.4.0 beta");
    } catch (LWJGLException e) {
        e.printStackTrace();
    }

    this.screenWidth = screenWidth;
    this.screenHeight = screenHeight;

    GL11.glViewport(0, 0, screenWidth, screenHeight);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GL11.glOrtho(0, screenWidth, screenHeight, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glLoadIdentity();

    GL11.glShadeModel(GL11.GL_SMOOTH); //set shading to smooth(try GL_FLAT)
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //set Clear color to BLACK
    GL11.glClearDepth(1.0f); //Set Depth buffer to 1(z-Buffer)
    GL11.glDisable(GL11.GL_DEPTH_TEST); //Disable Depth Testing so that our z-buffer works

    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);

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

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);

    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.375f, 0.375f, 0); // magic trick

}

From source file:net.slimevoid.tmf.client.renderers.ItemRendererToolBelt.java

License:Open Source License

private void renderItem(EntityLivingBase entityliving, ItemStack itemstack, int index,
        TextureManager texturemanager) {
    GL11.glPushMatrix();/*ww  w .j  av a 2  s.c  om*/
    IIcon icon = entityliving.getItemIcon(itemstack, index);

    if (icon == null) {
        GL11.glPopMatrix();
        return;
    }

    texturemanager.bindTexture(texturemanager.getResourceLocation(itemstack.getItemSpriteNumber()));
    Tessellator tessellator = Tessellator.instance;
    float f = icon.getMinU();
    float f1 = icon.getMaxU();
    float f2 = icon.getMinV();
    float f3 = icon.getMaxV();
    float f4 = 0.0F;
    float f5 = 0.3F;
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    /*
     * GL11.glTranslatef( -f4, -f5, 0.0F); float f6 = 1.5F; GL11.glScalef(
     * f6, f6, f6); GL11.glRotatef( 50.0F, 0.0F, 1.0F, 0.0F);
     * GL11.glRotatef( 335.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(
     * -0.9375F, -0.0625F, 0.0F);
     */
    ItemRenderer.renderItemIn2D(tessellator, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 0.0625F);

    if (itemstack.hasEffect(index)) {
        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);
        texturemanager.bindTexture(RES_ITEM_GLINT);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        float f7 = 0.76F;
        GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        float f8 = 0.125F;
        GL11.glScalef(f8, f8, f8);
        float f9 = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;
        GL11.glTranslatef(f9, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(f8, f8, f8);
        f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;
        GL11.glTranslatef(-f9, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
    GL11.glPopMatrix();
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setModelViewIdentity() {
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setProjectionFrustum(double left, double right, double bottom, double top, double zNear,
        double zFar) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity(); // glFrustum sadly doesn't set all rows and columns
    GL11.glFrustum(left, right, bottom, top, zNear, zFar);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    return this;
}

From source file:net.smert.frameworkgl.opengl.OpenGL1.java

License:Apache License

public OpenGL1 setProjectionOrtho(double left, double right, double bottom, double top, double zNear,
        double zFar) {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity(); // glOrtho sadly doesn't set all rows and columns
    GL11.glOrtho(left, right, bottom, top, zNear, zFar);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    return this;
}