List of usage examples for org.lwjgl.opengl GL11 glMatrixMode
public static native void glMatrixMode(@NativeType("GLenum") int mode);
From source file:org.xmlvm.iphone.gl.GL.java
License:Open Source License
public static void glMatrixMode(int glProjection) { GL11.glMatrixMode(glProjection); }
From source file:processing.lwjgl.PLWJGL.java
License:Open Source License
@Override protected void beginGL() { if (projMatrix == null) { projMatrix = allocateFloatBuffer(16); }//from w w w.j a v a 2 s.c om GL11.glMatrixMode(GL11.GL_PROJECTION); projMatrix.rewind(); projMatrix.put(pg.projection.m00); projMatrix.put(pg.projection.m10); projMatrix.put(pg.projection.m20); projMatrix.put(pg.projection.m30); projMatrix.put(pg.projection.m01); projMatrix.put(pg.projection.m11); projMatrix.put(pg.projection.m21); projMatrix.put(pg.projection.m31); projMatrix.put(pg.projection.m02); projMatrix.put(pg.projection.m12); projMatrix.put(pg.projection.m22); projMatrix.put(pg.projection.m32); projMatrix.put(pg.projection.m03); projMatrix.put(pg.projection.m13); projMatrix.put(pg.projection.m23); projMatrix.put(pg.projection.m33); projMatrix.rewind(); GL11.glLoadMatrix(projMatrix); if (mvMatrix == null) { mvMatrix = allocateFloatBuffer(16); } GL11.glMatrixMode(GL11.GL_MODELVIEW); mvMatrix.rewind(); mvMatrix.put(pg.modelview.m00); mvMatrix.put(pg.modelview.m10); mvMatrix.put(pg.modelview.m20); mvMatrix.put(pg.modelview.m30); mvMatrix.put(pg.modelview.m01); mvMatrix.put(pg.modelview.m11); mvMatrix.put(pg.modelview.m21); mvMatrix.put(pg.modelview.m31); mvMatrix.put(pg.modelview.m02); mvMatrix.put(pg.modelview.m12); mvMatrix.put(pg.modelview.m22); mvMatrix.put(pg.modelview.m32); mvMatrix.put(pg.modelview.m03); mvMatrix.put(pg.modelview.m13); mvMatrix.put(pg.modelview.m23); mvMatrix.put(pg.modelview.m33); mvMatrix.rewind(); GL11.glLoadMatrix(mvMatrix); }
From source file:rainet.Game.java
private void initGL(int width, int height, String title) { try {// www.jav a 2 s . c o m Display.setDisplayMode(new DisplayMode(width, height)); Display.setLocation(6, 7); Display.setTitle(title); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); }
From source file:rainwarrior.mt100.Screen.java
License:Open Source License
@SideOnly(Side.CLIENT) public void render(float cw, float ch) { Tessellator tes = Tessellator.instance; GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix();// w w w. j a va 2 s . c o m PstFont curFont = PstFontRegistry.nullFont, tmpFont; curFont.bindFontTexture(); GL11.glMatrixMode(GL11.GL_MODELVIEW); double cx = cw / width; double cy = ch / height; double tx, ty; double x, y; double eps = 1D / 128D; Integer c; // First pass - background, second pass - foreground for (int pass = 0; pass < 2; pass++) { tes.startDrawingQuads(); if (pass == 0) { GL11.glDisable(GL11.GL_TEXTURE_2D); } else { GL11.glEnable(GL11.GL_TEXTURE_2D); } for (int i = 0, I = scroll, k = pass * 4 + scroll * width * 8; i < height; i++, I++) { if (I >= height) I -= height; if (k >= width * height * 8) k -= width * height * 8; for (int j = 0; j < width; j++, k += 8) { x = j * cx; y = i * cy; if (debug) MT100.logger.info("k: " + k + " " + color[k + 0] + " " + color[k + 1] + " " + color[k + 2] + " " + color[k + 3]); if (pass == 0) { setColorToTesselator(tes, k); tes.addVertex(x, y, 0F); tes.addVertex(x, y + cy, 0F); tes.addVertex(x + cx, y + cy, 0F); tes.addVertex(x + cx, y, 0F); if (I == this.y && j == this.x) // cursor { setColorToTesselator(tes, k + 4); tes.addVertex(x, y + cy * .9, eps); tes.addVertex(x, y + cy, eps); tes.addVertex(x + cx, y + cy, eps); tes.addVertex(x + cx, y + cy * .9, eps); } } else { c = screen[I * width + j]; if (debug) MT100.logger.info("c: " + c); if (debug) MT100.logger.info("font: " + curFont.fontFile); tmpFont = PstFontRegistry.getFont(c); if (tmpFont != curFont) { curFont = tmpFont; if (debug) MT100.logger.info("switching!"); tes.draw(); tes.startDrawingQuads(); GL11.glMatrixMode(GL11.GL_TEXTURE); curFont.bindFontTexture(); GL11.glMatrixMode(GL11.GL_MODELVIEW); } setColorToTesselator(tes, k); c = PstFontRegistry.getIndex(c); if (debug) MT100.logger.info("c2: " + c); if (c != null) { tx = c / (curFont.length >> curFont.lShift) * curFont.width; if (debug) MT100.logger.info("tx: " + (c / (curFont.length >> curFont.lShift))); ty = c % (curFont.length >> curFont.lShift) * curFont.height; if (debug) MT100.logger.info("ty: " + (c % (curFont.length >> curFont.lShift))); tes.addVertexWithUV(x, y, 0F, tx + eps, ty + eps); tes.addVertexWithUV(x, y + cy, 0F, tx + eps, ty + curFont.height - eps); tes.addVertexWithUV(x + cx, y + cy, 0F, tx + curFont.width - eps, ty + curFont.height - eps); tes.addVertexWithUV(x + cx, y, 0F, tx + curFont.width - eps, ty + eps); /* GL11.glBegin(GL11.GL_TRIANGLE_STRIP); GL11.glTexCoord2d(tx, ty); GL11.glVertex3d(x, y, 0.F); GL11.glTexCoord2d(tx, ty + curFont.height); GL11.glVertex3d(x, y + cy, 0.F); GL11.glTexCoord2d(tx + curFont.width, ty); GL11.glVertex3d(x + cx, y, 0.F); GL11.glTexCoord2d(tx + curFont.width, ty + curFont.height); GL11.glVertex3d(x + cx, y + cy, 0.F); GL11.glEnd();*/ if (I == this.y && j == this.x) // cursor { setColorToTesselator(tes, k - 4); tes.addVertexWithUV(x, y + cy * .9, eps, tx + eps, ty + eps); tes.addVertexWithUV(x, y + cy, eps, tx + eps, ty + curFont.height - eps); tes.addVertexWithUV(x + cx, y + cy, eps, tx + curFont.width - eps, ty + curFont.height - eps); tes.addVertexWithUV(x + cx, y + cy * .9, eps, tx + curFont.width - eps, ty + eps); } } } } } tes.draw(); } GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (debug) { MT100.logger.info("cx: " + cx); MT100.logger.info("cy: " + cy); } debug = false; }
From source file:render.Render.java
License:Open Source License
public void resetGL() { try {/* www . j a va 2s.c o m*/ Display.setDisplayMode( new DisplayMode(Display.getParent().getWidth(), Display.getParent().getHeight())); } catch (LWJGLException e) { // TODO Auto-generated catch block e.printStackTrace(); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(-Display.getWidth() / 2, Display.getWidth() / 2, -Display.getHeight() / 2, Display.getHeight() / 2, -1.0, 1.0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight()); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:rtype.Prototyp.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glDisable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glEnable(GL11.GL_BLEND);/*www .jav a 2 s . c o m*/ GL11.glDepthMask(false); GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluOrtho2D(-(int) SCREEN_WIDTH / 2, (int) SCREEN_WIDTH / 2, (int) -SCREEN_HEIGHT / 2, (int) SCREEN_HEIGHT / 2); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (useDevil) ;//textureLoader = new DevilTextureLoader(); else { textureLoader = new WorkAroundTextureLoader(); } textureLoader.init(); }
From source file:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
private void setupModelView() { /**//from w w w.ja v a 2 s. co m * 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:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
private void resetModelView() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); }
From source file:spaceshooter.main.SpaceShooter.java
License:Creative Commons License
public void init() { try {/*from w w w. j a 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.Framework.Window.java
public void initGL() { //Make the OpenGL context curent glfwMakeContextCurrent(windowHandle); // Enable v-sync glfwSwapInterval(1);/*from w ww .j a v a 2 s .c o m*/ // Make the window visible glfwShowWindow(windowHandle); //sets up OpenGL Bindings for use GLContext.createFromCurrent(); GL11.glEnable(GL11.GL_TEXTURE_2D); //set the clear color glClearColor(0.0f, 1.0f, 0.0f, 0.0f); // enable alpha blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, windowWidth, windowHeight); GL11.glOrtho(0, windowWidth, windowHeight, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); }