Example usage for org.lwjgl.opengl GL11 glViewport

List of usage examples for org.lwjgl.opengl GL11 glViewport

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glViewport.

Prototype

public static void glViewport(@NativeType("GLint") int x, @NativeType("GLint") int y,
        @NativeType("GLsizei") int w, @NativeType("GLsizei") int h) 

Source Link

Document

Specifies the viewport transformation parameters for all viewports.

Usage

From source file:org.jogamp.glg2d.GLG2DSimpleEventListener.java

License:Apache License

/**
 * Defines the viewport to paint into.
 */
protected void setupViewport() {
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
}

From source file:org.jtrfp.mtmx.Engine.java

License:Open Source License

public void start(String title, boolean chooseDisplayMode) throws EngineException {
    try {//  www .  ja  v a  2 s. com
        if (chooseDisplayMode) {
            setupDisplay();
        } else {
            Display.setDisplayMode(new DisplayMode(640, 480));
        }
        Display.setTitle(title);
        Display.create();

        getLogger().log(Level.INFO, "GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR));
        getLogger().log(Level.INFO, "GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER));
        getLogger().log(Level.INFO, "GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION));

        engineConfiguration.init(this);

        engineConfiguration.initResources();

        Keyboard.create();
        Keyboard.enableRepeatEvents(false);
        engineConfiguration.initKeyboard();

        engineConfiguration.initLight();

        DisplayMode displayMode = getDisplayMode();
        GL11.glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight());
        engineConfiguration.initView();

        loop();

        destroy();
    } catch (LWJGLException e) {
        destroy();
        throw new EngineException("Failed to create display.", e);
    }
}

From source file:org.lwjgl.info.LWJGLTestView.java

License:Open Source License

/** 
 * {@inheritDoc}/*from   www . java 2  s.  co m*/
 * @see org.eclipse.ui.part.WorkbenchPart#createPartControl(org.eclipse.swt.widgets.Composite)
 */
@Override
public void createPartControl(Composite parent) {

    String strVersion = getFeatureVersion("org.lwjgl");
    this.setPartName("org.lwjgl " + strVersion);

    IStatusLineManager statusLine = this.getViewSite().getActionBars().getStatusLineManager();

    fpsstatuslineitem = new FpsStatusLineItem();
    statusLine.add(fpsstatuslineitem);

    GLData data = new GLData();
    data.doubleBuffer = true;
    canvas = new GLCanvas(parent, SWT.NONE, data);

    canvas.setCurrent();
    try {
        GLContext.useContext(canvas);
    } catch (LWJGLException e) {
        e.printStackTrace();
    }

    canvas.addListener(SWT.Resize, new Listener() {
        public void handleEvent(Event event) {
            Rectangle bounds = canvas.getBounds();
            float fAspect = (float) bounds.width / (float) bounds.height;
            canvas.setCurrent();
            try {
                GLContext.useContext(canvas);
            } catch (LWJGLException e) {
                e.printStackTrace();
            }
            GL11.glViewport(0, 0, bounds.width, bounds.height);
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GLU.gluPerspective(45.0f, fAspect, 0.5f, 400.0f);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
        }
    });

    GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glClearDepth(1.0);
    GL11.glLineWidth(2);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    Display.getCurrent().asyncExec(initRunnable());

}

From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java

License:Open Source License

@Override
//   void dsDrawFrame (int width, int height, dsFunctions *fn, int pause)
void dsDrawFrame(int width, int height, dsFunctions fn, boolean pause) {
    if (current_state < 1)
        dsDebug("internal error");
    current_state = 2;/*from w ww  .jav a  2  s  .co m*/

    // setup stuff
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CCW);

    // setup viewport
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    final float vnear = 0.1f;
    final float vfar = 100.0f;
    final float k = 0.8f; // view scale, 1 = +/- 45 degrees
    if (width >= height) {
        float k2 = (float) height / (float) width;
        GL11.glFrustum(-vnear * k, vnear * k, -vnear * k * k2, vnear * k * k2, vnear, vfar);
    } else {
        float k2 = (float) width / (float) height;
        GL11.glFrustum(-vnear * k * k2, vnear * k * k2, -vnear * k, vnear * k, vnear, vfar);
    }

    // setup lights. it makes a difference whether this is done in the
    // GL_PROJECTION matrix mode (lights are scene relative) or the
    // GL_MODELVIEW matrix mode (lights are camera relative, bad!).
    //      static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
    //      static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    //      static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light_ambient);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light_diffuse);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, light_specular);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // clear the window
    GL11.glClearColor(0.5f, 0.5f, 0.5f, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // snapshot camera position (in MS Windows it is changed by the GUI thread)
    float[] view2_xyz = view_xyz.clone();
    float[] view2_rxyz = view_rxyz.clone();
    //      memcpy (view2_xyz,view_xyz);//,sizeof(float)*3);
    //      memcpy (view2_hpr,view_hpr);//,sizeof(float)*3);

    // go to GL_MODELVIEW matrix mode and set the camera
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    setCamera(view2_xyz[0], view2_xyz[1], view2_xyz[2], view2_rxyz[0], view2_rxyz[1], view2_rxyz[2]);

    // set the light position (for some reason we have to do this in model view.
    //      static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, light_position);

    // draw the background (ground, sky etc)
    drawSky(view2_xyz);
    drawGround();

    // draw the little markers on the ground
    drawPyramidGrid();

    // leave openGL in a known state - flat shaded white, no textures
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glColor3f(1, 1, 1);
    setColor(1, 1, 1, 1);

    // draw the rest of the objects. set drawing state first.
    color[0] = 1;
    color[1] = 1;
    color[2] = 1;
    color[3] = 1;
    tnum = DS_TEXTURE_NUMBER.DS_NONE;
    //if (fn.step) 
    fn.step(pause);
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void viewport(int x, int y, int width, int height) {
    GL11.glViewport(x, y, width, height);
}

From source file:org.spout.engine.filesystem.resource.ClientRenderTexture.java

License:Open Source License

public void activate() {

    if (framebuffer == INVALID_BUFFER) {
        return; //Can't set this to active if it's not created yet
    }//from   ww w.j  av  a2s  .c  om

    if (useEXT) {
        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
    } else {
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    }
    SpoutRenderer.checkGLError();

    GL11.glViewport(0, 0, width, height);
    SpoutRenderer.checkGLError();
}

From source file:org.spout.engine.filesystem.resource.ClientRenderTexture.java

License:Open Source License

public void release() {

    if (framebuffer != INVALID_BUFFER) {
        if (useEXT) {
            EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, SCREEN_BUFFER);
        } else {/*from w w  w  . j  ava2s  .  co m*/
            GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);
        }
        SpoutRenderer.checkGLError();

        GL11.glViewport(0, 0, width, height);
        SpoutRenderer.checkGLError();

        GL11.glDrawBuffer(GL11.GL_BACK);
    }
}

From source file:org.spout.engine.resources.ClientRenderTexture.java

License:Open Source License

public void activate() {
    if (framebuffer == INVALID_BUFFER)
        return; //Can't set this to active if it's not created yet
    if (useEXT)/*  w  w w .  j a va2s  . c  o  m*/
        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
    else
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    GL11.glViewport(0, 0, width, height);

}

From source file:org.spout.engine.resources.ClientRenderTexture.java

License:Open Source License

public void release() {
    if (framebuffer != INVALID_BUFFER) {
        if (useEXT)
            EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, SCREEN_BUFFER);
        else//from   w w  w.  j  a  va 2  s  .co m
            GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);
        GL11.glViewport(0, 0, width, height);

    }
}

From source file:org.terasology.rendering.opengl.LwjglFrameBufferObject.java

License:Apache License

@Override
public void unbindFrame() {
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    GL11.glViewport(vp.get(0), vp.get(1), vp.get(2), vp.get(3));

    glMatrixMode(GL_TEXTURE);/*from w  ww .  ja  va2s  .  co  m*/
    glLoadIdentity();
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 2048f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}