List of usage examples for org.lwjgl.opengl GL11 glShadeModel
public static native void glShadeModel(@NativeType("GLenum") int mode);
From source file:dracocore.handbook.helpers.RenderHelper.java
License:Creative Commons License
public static void drawGradientRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) { final float var7 = ((par5 >> 24) & 255) / 255F; final float var8 = ((par5 >> 16) & 255) / 255F; final float var9 = ((par5 >> 8) & 255) / 255F; final float var10 = (par5 & 255) / 255F; final float var11 = ((par6 >> 24) & 255) / 255F; final float var12 = ((par6 >> 16) & 255) / 255F; final float var13 = ((par6 >> 8) & 255) / 255F; final float var14 = (par6 & 255) / 255F; GL11.glDisable(GL11.GL_TEXTURE_2D);//from w ww.j av a2s . c o m GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glShadeModel(GL11.GL_SMOOTH); final Tessellator var15 = Tessellator.instance; var15.startDrawingQuads(); var15.setColorRGBA_F(var8, var9, var10, var7); var15.addVertex(par3, par2, z); var15.addVertex(par1, par2, z); var15.setColorRGBA_F(var12, var13, var14, var11); var15.addVertex(par1, par4, z); var15.addVertex(par3, par4, z); var15.draw(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.WindowManager.java
License:Apache License
protected void initializeOpenGl() { DisplayMode displayMode = displayManager.getCurrentDisplayMode(); GL11.glEnable(GL11.GL_DEPTH_TEST);/* ww w. j av a 2 s . c o m*/ GL11.glClearDepth(1.0f); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight()); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); //GLU.gluPerspective(45.0f, (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 4.0f, 4000.0f); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 1.0f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //GL11.glClearDepth(1.0f); //GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); //GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); }
From source file:espresso3d.engine.E3DEngine.java
License:Open Source License
private void initGL() { logger.writeLine(E3DEngineLogger.SEVERITY_INFO, "Initializing OpenGL"); GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Set Perspective Calculations To Most Accurate }
From source file:eu.over9000.veya.gui.Gui.java
License:Open Source License
private static void setUpStates(final int width, final int height) { try {/* ww w.j a v a 2 s. co m*/ Display.setDisplayMode(new DisplayMode(width, height)); Display.create(); //Display.create(new PixelFormat().withSamples(4).withDepthBits(24), new ContextAttribs(3, 3)); Display.setVSyncEnabled(true); } catch (final LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.3f, 0.0f, 0.0f); GL11.glClearDepth(1); 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:fr.def.iss.vd2.lib_v3d.V3DCanvas.java
License:Open Source License
/** * Sets up the screen.// w w w . j a v a 2 s .co m * * @see javax.media.openGL11.GLEventListener#init(javax.media.openGL11.GLAutoDrawable) */ public void init() { try { frame = new JFrame("Space agencies"); //frame.setSize(width,height); //frame.setUndecorated(true); //here frame.setVisible(true); //frame.setAlwaysOnTop(true); frame.setLocation(0, 0); Canvas canvas = new Canvas(); canvas.setMinimumSize(new Dimension(800, 600)); canvas.setPreferredSize(new Dimension(width, height)); frame.add(canvas); frame.pack(); frame.addWindowListener(generateWindowListener()); frame.getContentPane().addHierarchyBoundsListener(new HierarchyBoundsListener() { @Override public void ancestorMoved(HierarchyEvent e) { } @Override public void ancestorResized(HierarchyEvent e) { width = frame.getContentPane().getWidth(); height = frame.getContentPane().getHeight(); reshape(0, 0, width, height); } }); Display.setDisplayMode(new DisplayMode(width, height)); //Display.setFullscreen(true); Display.setVSyncEnabled(false); Display.setTitle("Space agencies"); Display.setParent(canvas); Display.create(); canvas.requestFocus(); } catch (Exception e) { System.out.println("Error setting up display" + e); System.exit(0); } // Enable z- (depth) buffer for hidden surface removal. GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_POINT_SMOOTH); if (polygonOffset) { GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL); GL11.glPolygonOffset(1.0f, 1.0f); } GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); GL11.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); // Enable smooth shading. GL11.glShadeModel(GL11.GL_SMOOTH); // Define "clear" color. GL11.glClearColor(0f, 0f, 0.4f, 0f); // We want a nice perspective. GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glFlush(); TextureManager.clearCache(); initied = true; // new LWJGLBinding(); }
From source file:graphics.Graph.java
@Override public void draw() { //if (this.changed) { setMinMax();//from www. ja v a 2s . co m float margin = 20; // White backdrop... GL11.glColor3f(1, 1, 1); GL11.glBegin(GL11.GL_POLYGON); GL11.glVertex2f(this.xPos, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos + this.sizeY); GL11.glVertex2f(this.xPos, this.yPos + this.sizeY); GL11.glEnd(); // Black lines around... GL11.glColor3f(0, 0, 0); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex2f(this.xPos, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos + this.sizeY); GL11.glVertex2f(this.xPos, this.yPos + this.sizeY); GL11.glEnd(); // Moves origo where it should be, based on the dataset... GL11.glColor4f(0, 0, 0, 0.25f); float origo = this.yPos + 2 * margin; if (maxValue == 0 && minValue == 0) { origo += (this.sizeY - 3 * margin) / 2; } else if (maxValue <= 0 && minValue < 0) { origo += this.sizeY - 3 * margin; } else if (maxValue > 0 && minValue < 0) { origo += ((minValue * -1) / (maxValue + (minValue * -1))) * (this.sizeY - 3 * margin); } GL11.glBegin(GL11.GL_LINES); GL11.glVertex2f(this.xPos + margin, origo); GL11.glVertex2f(this.xPos + this.sizeX - margin, origo); GL11.glEnd(); // draws tabs on the origo-line where the values should be put... float tabs = 5; for (int i = 0; i < dataValues.length; i++) { GL11.glBegin(GL11.GL_LINES); GL11.glVertex2f(this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)), origo + tabs); GL11.glVertex2f(this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)), origo - tabs); GL11.glEnd(); } Line2D.Double[] lines = new Line2D.Double[dataValues.length - 1]; for (int i = 0; i < lines.length; i++) { if (dataValues[i] == null) { continue; } float x = this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)); float y = (this.yPos + 2 * margin) + ((this.sizeY - 3 * margin) * ((this.dataValues[i].getValue() + Math.abs(minValue)) / (maxValue + Math.abs(minValue)))); float x2 = this.xPos + margin + ((i + 1) * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)); float y2 = (this.yPos + 2 * margin) + ((this.sizeY - 3 * margin) * ((this.dataValues[i + 1].getValue() + Math.abs(minValue)) / (maxValue + Math.abs(minValue)))); lines[i] = new Line2D.Double(x, y, x2, y2); } // Draws the value-lines on the graph... Line2D.Double origLine = new Line2D.Double(this.xPos + margin, origo, this.xPos + margin + (this.sizeX - 2 * margin), origo); GL11.glLineWidth(2); GL11.glShadeModel(GL11.GL_FLAT); GL11.glBegin(GL11.GL_LINE_STRIP); for (Line2D.Double line : lines) { if (line == null) { continue; } if (line.intersectsLine(origLine)) { Point2D interSect = getIntersection(line, origLine); if (line.y1 > origo) { GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(interSect.getX(), interSect.getY()); GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x2, line.y2); } else { GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(interSect.getX(), interSect.getY()); GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x2, line.y2); } } else { if (line.y1 > origo) { GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(line.x2, line.y2); } else { GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(line.x2, line.y2); } } } GL11.glEnd(); GL11.glLineWidth(1); GL11.glShadeModel(GL11.GL_SMOOTH); // Black lines around box inside the graph... GL11.glColor4f(0, 0, 0, 1); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex2f(this.xPos + margin, this.yPos + 2 * margin); GL11.glVertex2f(this.xPos + this.sizeX - margin, this.yPos + 2 * margin); GL11.glVertex2f(this.xPos + this.sizeX - margin, this.yPos + this.sizeY - margin); GL11.glVertex2f(this.xPos + margin, this.yPos + this.sizeY - margin); GL11.glEnd(); //this.changed = false; origLine = null; //} }
From source file:hellfirepvp.astralsorcery.client.util.RenderingUtils.java
License:Open Source License
public static void renderLightRayEffects(double x, double y, double z, Color effectColor, long seed, long continuousTick, int dstJump, float scale, int countFancy, int countNormal) { rand.setSeed(seed);/* w w w.ja v a 2 s . com*/ GL11.glPushMatrix(); GL11.glTranslated(x, y, z); int fancy_count = !FMLClientHandler.instance().getClient().gameSettings.fancyGraphics ? countNormal : countFancy; Tessellator tes = Tessellator.getInstance(); VertexBuffer vb = tes.getBuffer(); RenderHelper.disableStandardItemLighting(); float f1 = continuousTick / 400.0F; float f2 = 0.4F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDepthMask(false); GL11.glPushMatrix(); for (int i = 0; i < fancy_count; i++) { GL11.glRotatef(rand.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(rand.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(rand.nextFloat() * 360.0F + f1 * 360.0F, 0.0F, 0.0F, 1.0F); vb.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR); float fa = rand.nextFloat() * 20.0F + 5.0F + f2 * 10.0F; float f4 = rand.nextFloat() * 2.0F + 1.0F + f2 * 2.0F; fa /= 30.0F / (Math.min(dstJump, 10 * scale) / 10.0F); f4 /= 30.0F / (Math.min(dstJump, 10 * scale) / 10.0F); vb.pos(0, 0, 0).color(effectColor.getRed(), effectColor.getGreen(), effectColor.getBlue(), (int) (255.0F * (1.0F - f2))).endVertex(); vb.pos(-0.7D * f4, fa, -0.5F * f4) .color(effectColor.getRed(), effectColor.getGreen(), effectColor.getBlue(), 0).endVertex(); vb.pos(0.7D * f4, fa, -0.5F * f4) .color(effectColor.getRed(), effectColor.getGreen(), effectColor.getBlue(), 0).endVertex(); vb.pos(0.0D, fa, 1.0F * f4) .color(effectColor.getRed(), effectColor.getGreen(), effectColor.getBlue(), 0).endVertex(); vb.pos(-0.7D * f4, fa, -0.5F * f4) .color(effectColor.getRed(), effectColor.getGreen(), effectColor.getBlue(), 0).endVertex(); tes.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); RenderHelper.enableStandardItemLighting(); GL11.glPopMatrix(); }
From source file:hellfirepvp.astralsorcery.client.util.RenderingUtils.java
License:Open Source License
public static void drawGradientRect(int x, int y, float z, int toX, int toY, Color color, Color colorFade) { GL11.glDisable(GL11.GL_TEXTURE_2D);//from ww w . j ava 2 s . com GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glShadeModel(GL11.GL_SMOOTH); Tessellator tes = Tessellator.getInstance(); VertexBuffer vb = tes.getBuffer(); vb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); vb.pos(toX, y, z).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex(); vb.pos(x, y, z).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex(); vb.pos(x, toY, z).color(colorFade.getRed(), colorFade.getGreen(), colorFade.getBlue(), colorFade.getAlpha()) .endVertex(); vb.pos(toX, toY, z) .color(colorFade.getRed(), colorFade.getGreen(), colorFade.getBlue(), colorFade.getAlpha()) .endVertex(); tes.draw(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:hexagonalminesweeper.HexagonalMinesweeper.java
public static void renderGL() { try {/*from w w w .j a v a2 s. co m*/ Display.setDisplayMode(new org.lwjgl.opengl.DisplayMode(800, 600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, 800, 600); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 600, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); Display.setVSyncEnabled(true); }
From source file:io.flob.clicker.DisplayDriver.java
License:Open Source License
private void init_GL() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity();// w w w .j a va 2 s .c o m GL11.glOrtho(0, width, height, 0, -1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.1f, 0.1f, 0.1f, 1.0f); 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); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }