List of usage examples for org.lwjgl.opengl GL11 glTexGeni
public static native void glTexGeni(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
From source file:com.ardor3d.scene.state.lwjgl.LwjglTextureStateUtil.java
License:Open Source License
public static void applyTexCoordGeneration(final Texture texture, final TextureUnitRecord unitRecord, final int unit, final TextureStateRecord record, final ContextCapabilities caps) { switch (texture.getEnvironmentalMapMode()) { case None:// w ww . j a v a 2 s . c o m // No coordinate generation setTextureGen(unitRecord, unit, record, caps, false, false, false, false); break; case SphereMap: // generate spherical texture coordinates if (!unitRecord.isValid() || unitRecord.textureGenSMode != GL11.GL_SPHERE_MAP) { checkAndSetUnit(unit, record, caps); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP); unitRecord.textureGenSMode = GL11.GL_SPHERE_MAP; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP); unitRecord.textureGenTMode = GL11.GL_SPHERE_MAP; } setTextureGen(unitRecord, unit, record, caps, true, true, false, false); break; case NormalMap: // generate normals based texture coordinates if (!unitRecord.isValid() || unitRecord.textureGenSMode != ARBTextureCubeMap.GL_NORMAL_MAP_ARB) { checkAndSetUnit(unit, record, caps); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_NORMAL_MAP_ARB); unitRecord.textureGenSMode = ARBTextureCubeMap.GL_NORMAL_MAP_ARB; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_NORMAL_MAP_ARB); unitRecord.textureGenTMode = ARBTextureCubeMap.GL_NORMAL_MAP_ARB; GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_NORMAL_MAP_ARB); unitRecord.textureGenRMode = ARBTextureCubeMap.GL_NORMAL_MAP_ARB; } setTextureGen(unitRecord, unit, record, caps, true, true, true, false); break; case ReflectionMap: // generate reflection texture coordinates if (!unitRecord.isValid() || unitRecord.textureGenSMode != ARBTextureCubeMap.GL_REFLECTION_MAP_ARB) { checkAndSetUnit(unit, record, caps); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_REFLECTION_MAP_ARB); unitRecord.textureGenSMode = ARBTextureCubeMap.GL_REFLECTION_MAP_ARB; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_REFLECTION_MAP_ARB); unitRecord.textureGenTMode = ARBTextureCubeMap.GL_REFLECTION_MAP_ARB; GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, ARBTextureCubeMap.GL_REFLECTION_MAP_ARB); unitRecord.textureGenRMode = ARBTextureCubeMap.GL_REFLECTION_MAP_ARB; } setTextureGen(unitRecord, unit, record, caps, true, true, true, false); break; case EyeLinear: // do here because we don't check planes checkAndSetUnit(unit, record, caps); // generate eye linear texture coordinates if (!unitRecord.isValid() || unitRecord.textureGenSMode != GL11.GL_EYE_LINEAR) { GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); unitRecord.textureGenSMode = GL11.GL_EYE_LINEAR; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); unitRecord.textureGenTMode = GL11.GL_EYE_LINEAR; GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); unitRecord.textureGenRMode = GL11.GL_EYE_LINEAR; GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); unitRecord.textureGenQMode = GL11.GL_EYE_LINEAR; } record.prepPlane(texture.getEnvPlaneS(), TextureStateRecord.DEFAULT_S_PLANE); GL11.glTexGen(GL11.GL_S, GL11.GL_EYE_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneT(), TextureStateRecord.DEFAULT_T_PLANE); GL11.glTexGen(GL11.GL_T, GL11.GL_EYE_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneR(), TextureStateRecord.DEFAULT_R_PLANE); GL11.glTexGen(GL11.GL_R, GL11.GL_EYE_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneQ(), TextureStateRecord.DEFAULT_Q_PLANE); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, record.plane); setTextureGen(unitRecord, unit, record, caps, true, true, true, true); break; case ObjectLinear: // do here because we don't check planes checkAndSetUnit(unit, record, caps); // generate object linear texture coordinates if (!unitRecord.isValid() || unitRecord.textureGenSMode != GL11.GL_OBJECT_LINEAR) { GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); unitRecord.textureGenSMode = GL11.GL_OBJECT_LINEAR; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); unitRecord.textureGenTMode = GL11.GL_OBJECT_LINEAR; GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); unitRecord.textureGenRMode = GL11.GL_OBJECT_LINEAR; GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); unitRecord.textureGenQMode = GL11.GL_OBJECT_LINEAR; } record.prepPlane(texture.getEnvPlaneS(), TextureStateRecord.DEFAULT_S_PLANE); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneT(), TextureStateRecord.DEFAULT_T_PLANE); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneR(), TextureStateRecord.DEFAULT_R_PLANE); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, record.plane); record.prepPlane(texture.getEnvPlaneQ(), TextureStateRecord.DEFAULT_Q_PLANE); GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, record.plane); setTextureGen(unitRecord, unit, record, caps, true, true, true, true); break; } }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setTextureEnvironmentMapping(int u, int v) { GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void setupDrawingMode() { GL11.glEnable(GL11.GL_LIGHTING);// ww w. j a v a2 s . c om if (tnum != DS_TEXTURE_NUMBER.DS_NONE) { if (use_textures) { GL11.glEnable(GL11.GL_TEXTURE_2D); texture[tnum.ordinal()].bind(true); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); // static GLfloat s_params[4] = {1.0f,1.0f,0.0f,1}; // static GLfloat t_params[4] = {0.817f,-0.817f,0.817f,1}; GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, s_params_SDM); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, t_params_SDM); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); } } else { GL11.glDisable(GL11.GL_TEXTURE_2D); } setColor(color[0], color[1], color[2], color[3]); if (color[3] < 1) { GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); } else { GL11.glDisable(GL11.GL_BLEND); } }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void setShadowDrawingMode() { GL11.glDisable(GL11.GL_LIGHTING);/*w w w. j a v a 2s .c o m*/ if (use_textures) { GL11.glEnable(GL11.GL_TEXTURE_2D); ground_texture.bind(true); GL11.glColor3f(SHADOW_INTENSITY, SHADOW_INTENSITY, SHADOW_INTENSITY); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); // static GLfloat s_params[4] = {ground_scale,0,0,ground_ofsx}; // static GLfloat t_params[4] = {0,ground_scale,0,ground_ofsy}; GL11.glTexGen(GL11.GL_S, GL11.GL_EYE_PLANE, s_params_SSDM); GL11.glTexGen(GL11.GL_T, GL11.GL_EYE_PLANE, t_params_SSDM); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(GROUND_R * SHADOW_INTENSITY, GROUND_G * SHADOW_INTENSITY, GROUND_B * SHADOW_INTENSITY); } GL11.glDepthRange(0, 0.9999); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glTexGeni(int a, int b, int c) { GL11.glTexGeni(a, b, c); }
From source file:vazkii.botania.client.render.tile.RenderTileStarfield.java
License:Open Source License
@Override public void renderTileEntityAt(TileEntity p_147500_1_, double p_147500_2_, double p_147500_4_, double p_147500_6_, float p_147500_8_) { float f1 = (float) field_147501_a.field_147560_j; float f2 = (float) field_147501_a.field_147561_k; float f3 = (float) field_147501_a.field_147558_l; GL11.glDisable(GL11.GL_LIGHTING);// www. j a v a2 s.c o m field_147527_e.setSeed(31100L); float f4 = 0.24F; for (int i = 0; i < 16; ++i) { GL11.glPushMatrix(); float f5 = 16 - i; float f6 = 0.0625F; float f7 = 1.0F / (f5 + 1.0F); if (i == 0) { bindTexture(field_147529_c); f7 = 0.1F; f5 = 65.0F; f6 = 0.125F; GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); } if (i == 1) { bindTexture(field_147526_d); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); f6 = 0.5F; } float f8 = (float) -(p_147500_4_ + f4); float f9 = f8 + ActiveRenderInfo.objectY; float f10 = f8 + f5 + ActiveRenderInfo.objectY; float f11 = f9 / f10; f11 += (float) (p_147500_4_ + f4); GL11.glTranslatef(f1, f11, f3); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, func_147525_a(1.0F, 0.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, func_147525_a(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, func_147525_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, func_147525_a(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glEnable(GL11.GL_TEXTURE_GEN_S); GL11.glEnable(GL11.GL_TEXTURE_GEN_T); GL11.glEnable(GL11.GL_TEXTURE_GEN_R); GL11.glEnable(GL11.GL_TEXTURE_GEN_Q); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, Minecraft.getSystemTime() % 20000L / 20000.0F, 0.0F); GL11.glScalef(f6, f6, f6); GL11.glTranslatef(0.5F, 0.5F, 0.0F); GL11.glRotatef((i * i * 4321 + i * 9) * 2.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(-0.5F, -0.5F, 0.0F); GL11.glTranslatef(-f1, -f3, -f2); f9 = f8 + ActiveRenderInfo.objectY; GL11.glTranslatef(ActiveRenderInfo.objectX * f5 / f9, ActiveRenderInfo.objectZ * f5 / f9, -f2); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); Color color = Color.getHSBColor(Minecraft.getSystemTime() / 20F % 360 / 360F, 1F, 1F); f11 = color.getRed() / 255F; float f12 = color.getGreen() / 255F; float f13 = color.getBlue() / 255F; tessellator.setColorRGBA_F(f11 * f7, f12 * f7, f13 * f7, 1.0F); tessellator.addVertex(p_147500_2_, p_147500_4_ + f4, p_147500_6_); tessellator.addVertex(p_147500_2_, p_147500_4_ + f4, p_147500_6_ + 1.0D); tessellator.addVertex(p_147500_2_ + 1.0D, p_147500_4_ + f4, p_147500_6_ + 1.0D); tessellator.addVertex(p_147500_2_ + 1.0D, p_147500_4_ + f4, p_147500_6_); tessellator.draw(); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); } GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glDisable(GL11.GL_TEXTURE_GEN_R); GL11.glDisable(GL11.GL_TEXTURE_GEN_Q); GL11.glEnable(GL11.GL_LIGHTING); }