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:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

public void renderGUIandWorld(float renderPartialTicks) {
    this.farPlaneDistance = (float) this.mc.gameSettings.ofRenderDistanceFine;

    if (Config.isFogFancy()) {
        this.farPlaneDistance *= 0.95F;
    }//  w w w  . jav  a 2  s.c o m

    if (Config.isFogFast()) {
        this.farPlaneDistance *= 0.83F;
    }

    if (this.prevFarPlaneDistance != this.farPlaneDistance) {
        _FBOInitialised = false;
        this.prevFarPlaneDistance = this.farPlaneDistance;
    }

    //Ensure FBO are in place and initialized
    if (!setupFBOs())
        return;

    boolean guiShowingThisFrame = false;
    int mouseX = 0;
    int mouseY = 0;
    ScaledResolution var15 = new ScaledResolution(this.mc.gameSettings, this.mc.displayWidth,
            this.mc.displayHeight);
    int var16 = var15.getScaledWidth();
    int var17 = var15.getScaledHeight();

    if ((this.mc.theWorld != null && !this.mc.gameSettings.hideGUI && this.mc.thePlayer.getSleepTimer() == 0)
            || this.mc.currentScreen != null || this.mc.loadingScreen.isEnabled()) {
        //Render all UI elements into guiFBO
        mouseX = Mouse.getX() * var16 / this.mc.displayWidth;
        mouseY = var17 - Mouse.getY() * var17 / this.mc.displayHeight - 1;

        guiFBO.bindRenderTarget();

        GL11.glViewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);
        GL11.glClearColor(0, 0, 0, 0);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0.0D, var15.getScaledWidth_double(), var15.getScaledHeight_double(), 0.0D, 1000.0D,
                3000.0D);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glTranslatef(0.0F, 0.0F, -2000.0F);
        guiShowingThisFrame = true;
    }

    // Display loading / progress window if necessary
    if (this.mc.loadingScreen.isEnabled()) {
        this.mc.loadingScreen.vrRender(var16, var17);
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    } else if (this.mc.theWorld != null && !this.mc.gameSettings.hideGUI && !this.blankGUIUntilWorldValid) {
        //Disable any forge gui crosshairs and helmet overlay (pumkinblur)
        if (Reflector.ForgeGuiIngame_renderCrosshairs.exists()) {
            Reflector.ForgeGuiIngame_renderCrosshairs.setValue(false);
            Reflector.ForgeGuiIngame_renderHelmet.setValue(false);
        }
        //Draw in game GUI
        this.mc.ingameGUI.renderGameOverlay(renderPartialTicks, this.mc.currentScreen != null, mouseX, mouseY);
        guiAchievement.updateAchievementWindow();
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    }

    if (this.blankGUIUntilWorldValid) {
        if (this.mc.theWorld != null)
            this.blankGUIUntilWorldValid = false;
    }

    if (this.mc.loadingScreen.isEnabled() == false && this.mc.currentScreen != null
            && !this.blankGUIUntilWorldValid) {
        try {
            this.mc.currentScreen.drawScreen(mouseX, mouseY, renderPartialTicks);
        } catch (Throwable var13) {
            CrashReport var11 = CrashReport.makeCrashReport(var13, "Rendering screen");
            throw new ReportedException(var11);
        }

        GL11.glDisable(GL11.GL_LIGHTING); //inventory messes up fog color sometimes... This fixes
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        drawMouseQuad(mouseX, mouseY);
    }

    //Setup render target
    if (mc.vrSettings.useDistortion) {
        preDistortionFBO.bindRenderTarget();
    } else if (this.mc.vrSettings.useSupersample) {
        postDistortionFBO.bindRenderTarget();
        eyeRenderParams._renderScale = 1.0f;
    } else {
        unbindFBORenderTarget();
        eyeRenderParams._renderScale = 1.0f;
    }

    GL11.glClearColor(0, 0, 0, 1);
    GL11.glEnable(GL11.GL_SCISSOR_TEST);

    if (this.mc.theWorld != null) {
        //If we're in-game, render in-game stuff
        this.mc.mcProfiler.startSection("level");

        if (this.mc.renderViewEntity == null) {
            this.mc.renderViewEntity = this.mc.thePlayer;
        }

        EntityLivingBase renderViewEntity = this.mc.renderViewEntity;
        this.mc.mcProfiler.endStartSection("center");

        //Used by fog comparison, 3rd person camera/block collision detection
        renderOriginX = renderViewEntity.lastTickPosX
                + (renderViewEntity.posX - renderViewEntity.lastTickPosX) * (double) renderPartialTicks;
        renderOriginY = renderViewEntity.lastTickPosY
                + (renderViewEntity.posY - renderViewEntity.lastTickPosY) * (double) renderPartialTicks;
        renderOriginZ = renderViewEntity.lastTickPosZ
                + (renderViewEntity.posZ - renderViewEntity.lastTickPosZ) * (double) renderPartialTicks;

        if (this.mc.currentScreen == null) {
            this.mc.mcProfiler.endStartSection("pick");
            getPointedBlock(renderPartialTicks);
        }

        // Update sound engine
        setSoundListenerOrientation();

    }

    //Update gui Yaw
    if (guiShowingThisFrame && !guiShowingLastFrame) {
        guiHeadYaw = this.cameraYaw - this.mc.lookaimController.getBodyYawDegrees();
    }
    guiShowingLastFrame = guiShowingThisFrame;

    //Now, actually render world
    for (int renderSceneNumber = 0; renderSceneNumber < 2; ++renderSceneNumber) {
        setupEyeViewport(renderSceneNumber);

        this.mc.mcProfiler.endStartSection("camera");
        //transform camera with pitch,yaw,roll + neck model + game effects 
        setupCameraTransform(renderPartialTicks, renderSceneNumber);

        if (this.mc.theWorld != null) {
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glPushMatrix();

            this.renderWorld(renderPartialTicks, 0L, renderSceneNumber);
            this.disableLightmap(renderPartialTicks);

            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glPopMatrix();
        } else {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black
            GL11.glDisable(GL11.GL_BLEND);
        }

        if (guiShowingThisFrame) {
            GL11.glPushMatrix();
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            guiFBO.bindTexture();

            // Prevent black border at top / bottom of GUI
            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

            if (this.mc.theWorld != null && this.mc.vrSettings.hudLockToHead) {
                GL11.glLoadIdentity();

                if (renderSceneNumber == 0)
                    GL11.glMultMatrix(eyeRenderParams.gl_getLeftViewportTransform());
                else
                    GL11.glMultMatrix(eyeRenderParams.gl_getRightViewportTransform());

                GL11.glRotatef(180f - this.mc.vrSettings.hudYawOffset, 0f, 1f, 0f);
                GL11.glRotatef(-this.mc.vrSettings.hudPitchOffset, 1f, 0f, 0f);
                //                    GL11.glRotatef(cameraRoll, 0f, 0f, 1f);

                GL11.glTranslatef(0.0f, 0.0f,
                        this.mc.vrSettings.hudDistance - this.mc.vrSettings.eyeProtrusion);
                GL11.glRotatef(180f, 0f, 1f, 0f);//Not sure why this is necessary... normals/backface culling maybe?
            } else {
                float guiYaw = 0f;
                if (this.mc.theWorld != null) {
                    if (this.mc.vrSettings.lookMoveDecoupled)
                        guiYaw = this.mc.lookaimController.getBodyYawDegrees();
                    else
                        guiYaw = guiHeadYaw + this.mc.lookaimController.getBodyYawDegrees();

                    guiYaw -= this.mc.vrSettings.hudYawOffset;
                } else
                    guiYaw = guiHeadYaw + this.mc.lookaimController.getBodyYawDegrees();
                GL11.glRotatef(-guiYaw, 0f, 1f, 0f);

                float guiPitch = 0f;

                if (this.mc.theWorld != null)
                    guiPitch = -this.mc.vrSettings.hudPitchOffset;

                //                    if( this.mc.vrSettings.allowMousePitchInput)
                //                        guiPitch += this.mc.lookaimController.getBodyPitchDegrees();

                GL11.glRotatef(guiPitch, 1f, 0f, 0f);

                GL11.glTranslatef(0.0f, 0.0f, this.mc.vrSettings.hudDistance);
                GL11.glRotatef(180f, 0f, 1f, 0f);//Not sure why this is necessary... normals/backface culling maybe?
            }

            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            if (this.mc.theWorld != null)
                GL11.glColor4f(1, 1, 1, this.mc.vrSettings.hudOpacity);
            else
                GL11.glColor4f(1, 1, 1, 1);
            if (!this.mc.vrSettings.hudOcclusion)
                GL11.glDisable(GL11.GL_DEPTH_TEST);

            drawQuad2(this.mc.displayWidth, this.mc.displayHeight,
                    this.mc.vrSettings.hudScale * this.mc.vrSettings.hudDistance);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_DEPTH_TEST);

            GL11.glPopMatrix();

            unbindTexture();
            //mc.checkGLError("GUI");
        }

        if (calibrationHelper != null) {
            float x = lookX * mc.vrSettings.hudDistance;
            float y = lookY * mc.vrSettings.hudDistance;
            float z = lookZ * mc.vrSettings.hudDistance;

            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glPushMatrix();
            GL11.glTranslatef(x, y, z);
            GL11.glRotatef(-this.cameraYaw, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(this.cameraPitch, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(this.cameraRoll, 0.0F, 0.0F, 1.0F);
            float textScale = (float) Math.sqrt((x * x + y * y + z * z));
            GL11.glScalef(-INITIAL_CALIBRATION_TEXT_SCALE * textScale,
                    -INITIAL_CALIBRATION_TEXT_SCALE * textScale, -INITIAL_CALIBRATION_TEXT_SCALE * textScale);
            String calibrating = "Calibrating " + calibrationHelper.currentPlugin.getName() + "...";
            mc.fontRenderer.drawStringWithShadow(calibrating, -mc.fontRenderer.getStringWidth(calibrating) / 2,
                    -8, /*white*/16777215);
            String calibrationStep = calibrationHelper.calibrationStep;
            //                mc.fontRenderer.drawStringWithShadow(calibrationStep, -mc.fontRenderer.getStringWidth(calibrationStep)/2, 8, /*white*/16777215);

            int column = 8;
            ArrayList<String> wrapped = new ArrayList<String>();
            Utils.wordWrap(calibrationStep, CALIBRATION_TEXT_WORDWRAP_LEN, wrapped);
            for (String line : wrapped) {
                mc.fontRenderer.drawStringWithShadow(line, -mc.fontRenderer.getStringWidth(line) / 2, column,
                        /*white*/16777215);
                column += 16;
            }

            GL11.glPopMatrix();
            GL11.glEnable(GL11.GL_DEPTH_TEST);
        }
    }
    GL11.glDisable(GL11.GL_SCISSOR_TEST);

    doDistortionAndSuperSample();
    checkLatencyTester();

    // Finish frame
    GL11.glFinish();

    // Get end frame timings
    endFrameTimeNanos = startVSyncPeriodNanos = System.nanoTime();
    long frameTime = endFrameTimeNanos - startFrameRenderNanos;
    addRenderFrameTimeNanos(frameTime);

    mc.checkGLError("After render world and GUI");
}

From source file:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

private void doDistortionAndSuperSample() {
    int FBWidth = this.mc.displayFBWidth;
    int FBHeight = this.mc.displayFBHeight;

    if (this.mc.vrSettings.useDistortion || this.mc.vrSettings.useSupersample || this.mc.vrSettings.useFXAA) {
        // Setup ortho projection
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();/*  w w  w  .  j  a  va 2  s.c om*/
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();

        GL11.glTranslatef(0.0f, 0.0f, -0.7f);
    }

    if (this.mc.vrSettings.useSupersample) {
        FBWidth = (int) ceil(this.mc.displayFBWidth * this.mc.vrSettings.superSampleScaleFactor);
        FBHeight = (int) ceil(this.mc.displayFBHeight * this.mc.vrSettings.superSampleScaleFactor);
    }

    if (mc.vrSettings.useDistortion) {
        //mc.checkGLError("Before distortion");

        preDistortionFBO.bindTexture();

        if (this.mc.vrSettings.useFXAA) {
            //chain into the FXAA FBO
            fxaaFBO.bindRenderTarget();
        } else if (this.mc.vrSettings.useSupersample) {
            //chain into the superSample FBO
            postDistortionFBO.bindRenderTarget();
        } else {
            unbindFBORenderTarget();
        }

        GL11.glClearColor(1.0f, 1.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, FBWidth, FBHeight);

        // Set the distortion shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_Distortion_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1iARB(_DistortionShader_RenderTextureUniform, 0);

        if (this.mc.vrSettings.useDistortionTextureLookupOptimisation) {
            distortParams.bindTexture_Unit1();
            ARBShaderObjects.glUniform1iARB(_DistortionShader_DistortionMapUniform, 1);
        }

        ARBShaderObjects.glUniform1iARB(_DistortionShader_half_screenWidthUniform,
                distortParams.half_screenWidth);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_LeftLensCenterUniform, distortParams.leftLensCenterX,
                distortParams.leftLensCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_RightLensCenterUniform,
                distortParams.rightLensCenterX, distortParams.rightLensCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_LeftScreenCenterUniform,
                distortParams.leftScreenCenterX, distortParams.leftScreenCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_RightScreenCenterUniform,
                distortParams.rightScreenCenterX, distortParams.rightScreenCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_ScaleUniform, distortParams.scaleX,
                distortParams.scaleY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_ScaleInUniform, distortParams.scaleInX,
                distortParams.scaleInY);
        ARBShaderObjects.glUniform4fARB(_DistortionShader_HmdWarpParamUniform, distortParams.DistortionK[0],
                distortParams.DistortionK[1], distortParams.DistortionK[2], distortParams.DistortionK[3]);
        ARBShaderObjects.glUniform4fARB(_DistortionShader_ChromAbParamUniform, distortParams.ChromaticAb[0],
                distortParams.ChromaticAb[1], distortParams.ChromaticAb[2], distortParams.ChromaticAb[3]);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);

        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
        //mc.checkGLError("After distortion");
    }

    if (this.mc.vrSettings.useFXAA) {
        fxaaFBO.bindTexture();

        if (this.mc.vrSettings.useSupersample) {
            //chain into the superSample FBO
            postDistortionFBO.bindRenderTarget();
        } else {
            unbindFBORenderTarget();
        }

        GL11.glClearColor(1.0f, 1.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, FBWidth, FBHeight);

        // Set the distortion shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_FXAA_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1iARB(_FXAA_RenderTextureUniform, 0);
        ARBShaderObjects.glUniform2fARB(_FXAA_RenderedTextureSizeUniform, (float) FBWidth, (float) FBHeight);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);

        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
        //ShaderHelper.checkGLError("After fxaa");
    }

    if (this.mc.vrSettings.useSupersample) {
        // Now switch to 1st pass target framebuffer
        postSuperSampleFBO.bindRenderTarget();

        // Bind the FBO
        postDistortionFBO.bindTexture();

        GL11.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, this.mc.displayFBWidth, FBHeight);

        // Set the downsampling shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_Lanczos_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelWidthOffsetUniform,
                1.0f / (3.0f * (float) this.mc.displayFBWidth));
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelHeightOffsetUniform, 0.0f);
        ARBShaderObjects.glUniform1iARB(_LanczosShader_inputImageTextureUniform, 0);

        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        // Pass 1
        drawQuad();

        // mc.checkGLError("After Lanczos Pass1");

        // Pass 2
        // Now switch to 2nd pass screen framebuffer
        unbindFBORenderTarget();
        postSuperSampleFBO.bindTexture();

        GL11.glViewport(0, 0, this.mc.displayFBWidth, this.mc.displayFBHeight);
        GL11.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

        // Bind the texture
        GL13.glActiveTexture(GL13.GL_TEXTURE0);

        // Set up the fragment shader uniforms for pass 2
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelWidthOffsetUniform, 0.0f);
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelHeightOffsetUniform,
                1.0f / (3.0f * (float) this.mc.displayFBHeight));
        ARBShaderObjects.glUniform1iARB(_LanczosShader_inputImageTextureUniform, 0);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);
        // mc.checkGLError("After Lanczos Pass2");
    }
}

From source file:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

public void drawLatencyTesterColoredQuad(float r, float g, float b, float a) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/*from   w w w . ja  v  a 2s .c om*/
    GL11.glEnable(GL11.GL_BLEND);

    // Setup ortho projection
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glTranslatef(0.0f, 0.0f, -0.7f);

    // Cover the appropriate areas of the screen with the colored quad
    GL11.glBegin(GL11.GL_QUADS);

    GL11.glColor4f(r, g, b, a);

    GL11.glVertex3f(-0.6f, -0.6f, 0.0f); // Bottom Left Of The Texture and Quad
    GL11.glVertex3f(0.6f, -0.6f, 0.0f); // Bottom Right Of The Texture and Quad
    GL11.glVertex3f(0.6f, 0.6f, 0.0f); // Top Right Of The Texture and Quad
    GL11.glVertex3f(-0.6f, 0.6f, 0.0f); // Top Left Of The Texture and Quad

    GL11.glEnd();

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

/**
 * Render player hand//from w  w w  . ja  v a 2 s  . c o m
 */
private void renderHand(float par1, int renderSceneNumber) {
    if (this.debugViewDirection <= 0) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();

        if (renderSceneNumber == 0) {
            // Left eye
            FloatBuffer leftProj = eyeRenderParams.gl_getLeftProjectionMatrix();
            GL11.glLoadMatrix(leftProj);
            //mc.checkGLError("Set left projection");
        } else {
            // Right eye
            FloatBuffer rightProj = eyeRenderParams.gl_getRightProjectionMatrix();
            GL11.glLoadMatrix(rightProj);
            //mc.checkGLError("Set right projection");
        }
        float var3 = 0.07F;

        if (this.mc.gameSettings.anaglyph) {
            GL11.glTranslatef((float) (-(renderSceneNumber * 2 - 1)) * var3, 0.0F, 0.0F);
        }

        if (this.cameraZoom != 1.0D) {
            GL11.glTranslatef((float) this.cameraYaw, (float) (-this.cameraPitch), 0.0F);
            GL11.glScaled(this.cameraZoom, this.cameraZoom, 1.0D);
        }

        if (this.mc.playerController.enableEverythingIsScrewedUpMode()) {
            float var4 = 0.6666667F;
            GL11.glScalef(1.0F, var4, 1.0F);
        }

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

        // IPD transformation
        if (renderSceneNumber == 0) {
            // Left eye
            FloatBuffer leftEyeTransform = eyeRenderParams.gl_getLeftViewportTransform();
            GL11.glMultMatrix(leftEyeTransform);
        } else {
            // Right eye
            FloatBuffer rightEyeTransform = eyeRenderParams.gl_getRightViewportTransform();
            GL11.glMultMatrix(rightEyeTransform);
        }

        if (this.mc.gameSettings.anaglyph) {
            GL11.glTranslatef((float) (renderSceneNumber * 2 - 1) * 0.1F, 0.0F, 0.0F);
        }

        GL11.glPushMatrix();
        this.hurtCameraEffect(par1);

        if (this.mc.gameSettings.viewBobbing) {
            this.setupViewBobbing(par1);
        }

        if (this.mc.gameSettings.thirdPersonView == 0 && !this.mc.renderViewEntity.isPlayerSleeping()
                && !this.mc.playerController.enableEverythingIsScrewedUpMode()) {
            this.enableLightmap((double) par1);
            this.itemRenderer.renderItemInFirstPerson(par1);
            this.disableLightmap((double) par1);
        }

        GL11.glPopMatrix();

        if (this.mc.gameSettings.thirdPersonView == 0 && !this.mc.renderViewEntity.isPlayerSleeping()) {
            this.itemRenderer.renderOverlays(par1);
            this.hurtCameraEffect(par1);
        }

        if (this.mc.gameSettings.viewBobbing) {
            this.setupViewBobbing(par1);
        }

        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
    }
}

From source file:com.n8lm.zener.nifty.NiftyGUISystem.java

License:Open Source License

@Override
protected void processSystem() {

    glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight());

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/*w  w w .  ja v  a  2s  .  co m*/
    GL11.glOrtho(0, game.getContainer().getWidth(), game.getContainer().getHeight(), 0, -9999, 9999);

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

    glPushAttrib(GL_ENABLE_BIT);

    GL11.glDisable(GL11.GL_DEPTH_TEST);

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

    GL11.glDisable(GL11.GL_CULL_FACE);

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

    GL11.glDisable(GL11.GL_LIGHTING);

    // Back to GL Texture 0 Unit
    glActiveTexture(GL_TEXTURE0);
    glEnable(GL_TEXTURE_2D);
    //glBindTexture();

    nifty.update();
    nifty.render(false);

    glPopAttrib();

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

From source file:com.ogrekill.Engine.java

public static void initDisplay() {
    try {/*  www .j a  va  2  s  .c om*/
        Display.setDisplayMode(new DisplayMode(800, 600));
        Display.create();
    } catch (LWJGLException e) {
        System.exit(0);
    }
    //init OpenGL
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, 800, 0, 600, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    while (!Display.isCloseRequested()) {

        Display.update();
    }

    Display.destroy();
}

From source file:com.owens.oobjloader.Main.java

License:BSD License

/**
 * @throws Exception if init fails//from  www  .jav a 2s  .  c  om
 */
private static void init(boolean fullscreen) throws Exception {
    // Create a fullscreen window with 1:1 orthographic 2D projection (default)
    Display.setTitle(WINDOW_TITLE);
    Display.setFullscreen(fullscreen);

    // Enable vsync if we can (due to how OpenGL works, it cannot be guarenteed to always work)
    Display.setVSyncEnabled(true);

    // Create default display of 640x480
    Display.create();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    float fAspect = (float) Display.getDisplayMode().getWidth() / (float) Display.getDisplayMode().getHeight();
    GLU.gluPerspective(45.0f, fAspect, 1.0f, 400.0f);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glViewport(0, 0, Display.getDisplayMode().getWidth() - 100,
            Display.getDisplayMode().getHeight() - 100);
}

From source file:com.owens.oobjloader.Main.java

License:BSD License

/**
 * Runs the program (the "main loop")/*from   w  ww.j  a v a 2s. co m*/
 */
private static void run(String filename, String defaultTextureMaterial) {
    DisplayModel scene = null;

    scene = new DisplayModel();

    log.log(INFO, "Parsing WaveFront OBJ file");
    Build builder = new Build();
    Parse obj = null;
    try {
        obj = new Parse(builder, filename);
    } catch (java.io.FileNotFoundException e) {
        log.log(SEVERE, "Exception loading object!  e=" + e);
        e.printStackTrace();
    } catch (java.io.IOException e) {
        log.log(SEVERE, "Exception loading object!  e=" + e);
        e.printStackTrace();
    }
    log.log(INFO, "Done parsing WaveFront OBJ file");

    log.log(INFO, "Splitting OBJ file faces into list of faces per material");
    ArrayList<ArrayList<Face>> facesByTextureList = createFaceListsByMaterial(builder);
    log.log(INFO, "Done splitting OBJ file faces into list of faces per material, ended up with "
            + facesByTextureList.size() + " lists of faces.");

    TextureLoader textureLoader = new TextureLoader();
    int defaultTextureID = 0;
    if (defaultTextureMaterial != null) {
        log.log(INFO, "Loading default texture =" + defaultTextureMaterial);
        defaultTextureID = setUpDefaultTexture(textureLoader, defaultTextureMaterial);
        log.log(INFO, "Done loading default texture =" + defaultTextureMaterial);
    }
    if (defaultTextureID == -1) {
        BufferedImage img = new BufferedImage(256, 256, BufferedImage.TYPE_INT_ARGB);
        Graphics g = img.getGraphics();
        g.setColor(Color.BLUE);
        g.fillRect(0, 0, 256, 256);
        g.setColor(Color.RED);
        for (int loop = 0; loop < 256; loop++) {
            g.drawLine(loop, 0, loop, 255);
            g.drawLine(0, loop, 255, loop);
        }
        defaultTextureID = textureLoader.convertToTexture(img);
    }
    int currentTextureID = -1;
    for (ArrayList<Face> faceList : facesByTextureList) {
        if (faceList.isEmpty()) {
            log.log(INFO, "ERROR: got an empty face list.  That shouldn't be possible.");
            continue;
        }
        log.log(INFO, "Getting material " + faceList.get(0).material);
        currentTextureID = getMaterialID(faceList.get(0).material, defaultTextureID, builder, textureLoader);
        log.log(INFO, "Splitting any quads and throwing any faces with > 4 vertices.");
        ArrayList<Face> triangleList = splitQuads(faceList);
        log.log(INFO, "Calculating any missing vertex normals.");
        calcMissingVertexNormals(triangleList);
        log.log(INFO, "Ready to build VBO of " + triangleList.size() + " triangles");
        ;

        if (triangleList.size() <= 0) {
            continue;
        }
        log.log(INFO, "Building VBO");

        VBO vbo = VBOFactory.build(currentTextureID, triangleList);

        log.log(INFO, "Adding VBO with text id " + currentTextureID + ", with " + triangleList.size()
                + " triangles to scene.");
        scene.addVBO(vbo);
    }
    log.log(INFO, "Finally ready to draw things.");

    GL11.glEnable(GL11.GL_CULL_FACE);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnable(GL11.GL_LIGHT1);

    float lightAmbient[] = { 1.0f, 1.0f, 1.0f, 1.0f };
    float lightDiffuse[] = { 0.5f, 0.5f, 1.0f, 1.0f };
    float lightSpecular[] = { 0.0f, 1.0f, 1.0f, 0.0f };

    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, asFloatBuffer(lightAmbient));
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, asFloatBuffer(lightDiffuse));
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, asFloatBuffer(lightSpecular));

    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, asFloatBuffer(lightAmbient));
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, asFloatBuffer(lightDiffuse));
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_SPECULAR, asFloatBuffer(lightSpecular));

    float lightPosition0[] = { posix, posiy, posiz, 1.0f };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, asFloatBuffer(lightPosition0));
    float lightPosition1[] = { posix, posiy, posizz, 1.0f };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, asFloatBuffer(lightPosition1));

    while (!finished) {
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();

        GLU.gluLookAt(orix, oriy, oriz, cenx, ceny, cenz, 0, 1, 0);

        // rotate(based on camera)
        GL11.glRotatef(rotateSee, 0, 1, 0);
        GL11.glRotatef(rotateSeeAnother, 1, 0, 0);
        // transform
        GL11.glTranslated(0, -0.75, -2);
        // rotate(based on model)
        GL11.glRotatef(rotate, 0, 1, 0);
        GL11.glRotatef(rotateAnother, 1, 0, 0);

        // Always call Window.update(), all the time - it does some behind the
        // scenes work, and also displays the rendered output
        Display.update();

        // Check for close requests
        if (Display.isCloseRequested()) {
            finished = true;
        } // The window is in the foreground, so render!
        else if (Display.isActive()) {
            logic();
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
            scene.render();
            Display.sync(FRAMERATE);
        } // The window is not in the foreground, so we can allow other stuff to run and infrequently update
        else {
            try {
                Thread.sleep(100);
            } catch (InterruptedException e) {
            }
            logic();

            // Only bother rendering if the window is visible or dirty
            if (Display.isVisible() || Display.isDirty()) {
                System.err.print(".");
                scene.render();
            }
        }
    }
}

From source file:com.pahimar.ee3.core.handlers.TransmutationTargetOverlayHandler.java

License:LGPL

private static void renderStoneHUD(Minecraft minecraft, EntityPlayer player, ItemStack stack,
        float partialTicks) {

    float overlayScale = ConfigurationSettings.TARGET_BLOCK_OVERLAY_SCALE;
    float blockScale = overlayScale / 2;
    float overlayOpacity = ConfigurationSettings.TARGET_BLOCK_OVERLAY_OPACITY;

    GL11.glPushMatrix();/*  www  .j a  v a2  s. c o  m*/
    ScaledResolution sr = new ScaledResolution(minecraft.gameSettings, minecraft.displayWidth,
            minecraft.displayHeight);
    GL11.glClear(256);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0.0D, sr.getScaledWidth_double(), sr.getScaledHeight_double(), 0.0D, 1000.0D, 3000.0D);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.0F, 0.0F, -2000.0F);

    GL11.glPushMatrix();
    RenderHelper.enableGUIStandardItemLighting();
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glEnable(GL11.GL_LIGHTING);

    int hudOverlayX = 0;
    int hudOverlayY = 0;
    int hudBlockX = 0;
    int hudBlockY = 0;

    switch (ConfigurationSettings.TARGET_BLOCK_OVERLAY_POSITION) {
    case 0: {
        hudOverlayX = 0;
        hudBlockX = (int) (16 * overlayScale / 2 - 8);
        hudOverlayY = 0;
        hudBlockY = (int) (16 * overlayScale / 2 - 8);
        break;
    }
    case 1: {
        hudOverlayX = (int) (sr.getScaledWidth() - 16 * overlayScale);
        hudBlockX = (int) (sr.getScaledWidth() - 16 * overlayScale / 2 - 8);
        hudOverlayY = 0;
        hudBlockY = (int) (16 * overlayScale / 2 - 8);
        break;
    }
    case 2: {
        hudOverlayX = 0;
        hudBlockX = (int) (16 * overlayScale / 2 - 8);
        hudOverlayY = (int) (sr.getScaledHeight() - 16 * overlayScale);
        hudBlockY = (int) (sr.getScaledHeight() - 16 * overlayScale / 2 - 8);
        break;
    }
    case 3: {
        hudOverlayX = (int) (sr.getScaledWidth() - 16 * overlayScale);
        hudBlockX = (int) (sr.getScaledWidth() - 16 * overlayScale / 2 - 8);
        hudOverlayY = (int) (sr.getScaledHeight() - 16 * overlayScale);
        hudBlockY = (int) (sr.getScaledHeight() - 16 * overlayScale / 2 - 8);
        break;
    }
    default: {
        break;
    }
    }

    RenderUtils.renderItemIntoGUI(minecraft.fontRenderer, minecraft.renderEngine, stack, hudOverlayX,
            hudOverlayY, overlayOpacity, overlayScale);

    if (TransmutationHelper.targetBlockStack != null
            && TransmutationHelper.targetBlockStack.getItem() instanceof ItemBlock) {
        RenderUtils.renderRotatingBlockIntoGUI(minecraft.fontRenderer, minecraft.renderEngine,
                TransmutationHelper.targetBlockStack, hudBlockX, hudBlockY, -90, blockScale);
    }

    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glPopMatrix();
    GL11.glPopMatrix();
}

From source file:com.runescape.client.revised.editor.modelviewer.Viewport.java

License:Open Source License

public void render() {
    final Dimension size = this.canvas.getSize();
    if ((size.width > 0) && (size.height > 0)) {
        if ((this.width != size.width) || (this.height != size.height)) {
            this.width = size.width;
            this.height = size.height;
            GL11.glViewport(0, 0, this.width, this.height);
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();/*from   www. ja v  a 2s  .c om*/
            final float c = (float) Math
                    .sqrt((double) (this.width * this.width) + (double) (this.height * this.height));
            GL11.glOrtho(0.0F, this.width, 0.0F, this.height, -c, c);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            final boolean useShader = this.initShader();
            if (ModelConstants.ENABLE_VERTEX_SHADER && useShader) {
                ARBShaderObjects.glUseProgramObjectARB(this.program);
            }
            if (ModelConstants.ENABLE_LIGHTING) {
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glEnable(GL11.GL_LIGHT0);
                final FloatBuffer diffuse = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 1F, 1F, 1F, 1F });
                final FloatBuffer position = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 3F, 0F, 1F, 0F });
                final FloatBuffer ambient = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { .1F, .1F, .2F, .3F });
                final FloatBuffer specular = BufferUtils.createFloatBuffer(4)
                        .put(new float[] { 1F, 1F, 1F, 1F });
                GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, (FloatBuffer) specular.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, (FloatBuffer) ambient.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, (FloatBuffer) diffuse.flip());
                GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer) position.flip());
                GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 50.0f);
            }
        }
        if (Mouse.isButtonDown(0) && !Mouse.isButtonDown(1)) {
            this.yaw -= Mouse.getDX();
            this.pitch -= Mouse.getDY();
        }
        if (Mouse.isButtonDown(0) && Mouse.isButtonDown(1)) {
            this.offset_z += Mouse.getDY();
        }
        float wheel = Mouse.getDWheel() / 960.0F;
        if (wheel > 1.0F) {
            wheel = 1.0F;
        } else if (wheel < -1.0F) {
            wheel = -1.0F;
        }
        this.scale -= this.scale * wheel;
        if (this.scale < 0.01F) {
            this.scale = 0.01F;
        }
        for (final Model3D dragonModel : this.getDragonList()) {
            final float x = this.width / 1.2F;
            final float y = (-((100.0F * (this.scale))) + (this.offset_z + 0.1F))
                    + ((this.height - dragonModel.height()) / 2.0F);
            final float z = 0.0F;
            dragonModel.calcDimms(false);
            dragonModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D torvaModel : this.getTorvaList()) {
            final float x = this.width / 1.7F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - torvaModel.height()) / 2.0F);
            final float z = 0.0F;
            torvaModel.calcDimms(false);
            torvaModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D jadModel : this.getJadList()) {
            final float x = this.width / 3.2F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - jadModel.height()) / 2.0F);
            final float z = 0.0F;
            jadModel.calcDimms(false);
            jadModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        for (final Model3D trollModel : this.getTrollList()) {
            final float x = this.width / 3.8F;
            final float y = (-((100.0F * (this.scale))) + this.offset_z)
                    + ((this.height - trollModel.height()) / 2.0F);
            final float z = 0.0F;
            trollModel.calcDimms(false);
            trollModel.render(x, y, z, this.pitch, this.yaw, this.roll, this.scale, this.scale, this.scale);
        }
        if (ModelConstants.ENABLE_VERTEX_SHADER && this.initShader()) {
            ARBShaderObjects.glUseProgramObjectARB(0);
        }
        Display.update();
    }
}