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: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);

}