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:com.enderville.mod.client.gui.mainmenu.MenuBaseEnderVille.java

License:LGPL

/**
 * Renders the skybox in the main menu//from w w w  .  ja  v a 2s .com
 */
private void renderSkybox(int par1, int par2, float par3) {
    GL11.glViewport(0, 0, 256, 256);
    this.drawPanorama(par1, par2, par3);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    this.rotateAndBlurSkybox(par3);
    GL11.glViewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);
    Tessellator tessellator = Tessellator.instance;
    tessellator.startDrawingQuads();
    float f1 = this.width > this.height ? 120.0F / (float) this.width : 120.0F / (float) this.height;
    float f2 = (float) this.height * f1 / 256.0F;
    float f3 = (float) this.width * f1 / 256.0F;
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    //        tessellator.setColorRGBA_F(1.0F, 1.0F, 1.0F, 1.0F);
    int k = this.width;
    int l = this.height;
    tessellator.addVertexWithUV(0.0D, (double) l, (double) this.zLevel, (double) (0.5F - f2),
            (double) (0.5F + f3));
    tessellator.addVertexWithUV((double) k, (double) l, (double) this.zLevel, (double) (0.5F - f2),
            (double) (0.5F - f3));
    tessellator.addVertexWithUV((double) k, 0.0D, (double) this.zLevel, (double) (0.5F + f2),
            (double) (0.5F - f3));
    tessellator.addVertexWithUV(0.0D, 0.0D, (double) this.zLevel, (double) (0.5F + f2), (double) (0.5F + f3));
    tessellator.draw();
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Context.java

License:MIT License

@Override
public void setViewPort(Rectangle viewPort) {
    checkCreated();/*from ww w .  ja  va  2s.c  om*/
    GL11.glViewport(viewPort.getX(), viewPort.getY(), viewPort.getWidth(), viewPort.getHeight());
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.gameminers.ethereal.architect.ModelCanvas.java

License:Open Source License

@Override
protected void paintGL() {
    try {/*w w  w.  j a  v a  2 s  .  co m*/
        if (getWidth() != current_width || getHeight() != current_height) {
            current_width = getWidth();
            current_height = getHeight();
            GL11.glViewport(0, 0, current_width, current_height);
        }
        GL11.glClearColor(0.0f, 0.6f, 0.5f, 1.0f);
        GL11.glClearDepth(1.0);
        GL11.glColor3f(1, 1, 1);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glLoadIdentity();
        GLU.gluPerspective(45.0f, (float) getWidth() / (float) getHeight(), 0.1f, 1000.0f);
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPushMatrix();
        GL11.glTranslatef(0, 0, zoom);
        GL11.glRotatef(angle, 0f, 1f, 0f);
        GL11.glRotatef(tilt, 1f, 0f, 0f);
        GL11.glTranslatef(-16, -16, -16);
        if (lit) {
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_LIGHT0);
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition);
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, lightAmbient);
        } else {
            GL11.glDisable(GL11.GL_LIGHTING);
        }
        if (textured) {
            GL11.glEnable(GL11.GL_TEXTURE_2D);
        } else {
            GL11.glDisable(GL11.GL_TEXTURE_2D);
        }
        if (model != null) {
            if (model.isAmbientOcclusionEnabled()) {
                GL11.glShadeModel(GL11.GL_SMOOTH);
            } else {
                GL11.glShadeModel(GL11.GL_FLAT);
            }
            for (ModelElement ele : model.getElements()) {
                GL11.glPushMatrix();
                if (ele.isShade()) {
                    GL11.glEnable(GL11.GL_LIGHTING);
                } else {
                    GL11.glDisable(GL11.GL_LIGHTING);
                }
                float fromX = ele.getFrom()[0];
                float fromY = ele.getFrom()[1];
                float fromZ = ele.getFrom()[2];
                float toX = ele.getTo()[0];
                float toY = ele.getTo()[1];
                float toZ = ele.getTo()[2];

                float fX = (fromX > toX ? fromX : toX);
                float fY = (fromY > toY ? fromY : toY);
                float fZ = (fromZ > toZ ? fromZ : toZ);
                float tX = (fromX > toX ? toX : fromX);
                float tY = (fromY > toY ? toY : fromY);
                float tZ = (fromZ > toZ ? toZ : fromZ);

                GL11.glTranslatef(fX, fY, fZ);
                float scaleX = tX - fX;
                float scaleY = tY - fY;
                float scaleZ = tZ - fZ;
                GL11.glBegin(GL11.GL_QUADS);
                GL11.glNormal3f(0, 0, -1f);
                for (int i = 0; i < vertices.length / 3; i++) {
                    int faceIdx = i / 4;
                    ModelFace face;
                    switch (faceIdx) {
                    case 0:
                        face = ele.getFaces().getNorth();
                        break;
                    case 1:
                        face = ele.getFaces().getSouth();
                        break;
                    case 2:
                        face = ele.getFaces().getUp();
                        break;
                    case 3:
                        face = ele.getFaces().getDown();
                        break;
                    case 4:
                        face = ele.getFaces().getWest();
                        break;
                    case 5:
                        face = ele.getFaces().getEast();
                        break;
                    default:
                        face = null;
                        break;
                    }
                    int idx = i * 3;
                    float vX = vertices[idx] * scaleX;
                    float vY = vertices[idx + 1] * scaleY;
                    float vZ = vertices[idx + 2] * scaleZ;
                    /*float u;
                    float v;
                    GL11.glTexCoord2f(u, v);*/
                    GL11.glVertex3f(vX, vY, vZ);
                }
                GL11.glEnd();
                GL11.glPopMatrix();
            }
        }
        GL11.glPopMatrix();
        swapBuffers();
        repaint();
    } catch (LWJGLException e) {
        throw new RuntimeException(e);
    }
}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void beforeFrame(int width, int height) {
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//from   www  .java2s .  com
    GL11.glOrtho(0, width, height, 0, 100, -100);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:com.github.kajdreef.mazerunnermvn.Launcher.java

/**
 * Initialize the display.//ww w . j ava2 s  .  c om
 */
public void initDisplayLWJGL() {
    PixelFormat pixelFormat = new PixelFormat();
    ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true)
            .withProfileCore(true);

    try {
        Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
        Display.setTitle("MazeRunner");
        Display.create(pixelFormat, contextAtrributes);
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(-1);
    }

    GL11.glClearColor(0.4f, 0.6f, 0.9f, 0f);
    GL11.glViewport(0, 0, WIDTH, HEIGHT);

    // Enable depth test so the objects are rendered in the right way.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glDepthMask(true);

    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:com.google.gapid.glviewer.gl.Renderer.java

License:Apache License

/**
 * Updates the size of the back-buffer.//from   w w w  .ja  v  a  2 s .c  o  m
 * @param width of the back-buffer in real pixels.
 * @param height of the back-buffer in real pixels.
 */
public void setSize(int width, int height) {
    physicalWidth = width;
    physicalHeight = height;
    dipWidth = DPIUtil.autoScaleDown(width);
    dipHeight = DPIUtil.autoScaleDown(height);
    GL11.glViewport(0, 0, physicalWidth, physicalHeight);
}

From source file:com.google.gapid.glviewer.Viewer.java

License:Apache License

@Override
public void reshape(int x, int y, int width, int height) {
    GL11.glViewport(x, y, width, height);
    camera.updateViewport(width, height);
}

From source file:com.grafxteam.sr.main.MainDisplayClass.java

License:Open Source License

public static void createDisplay() {

    ContextAttribs attribs = new ContextAttribs(4, 5);
    attribs.withForwardCompatible(true);
    attribs.withProfileCore(true);//from   w  w w .j  ava  2s  .c  o  m

    try {
        Display.setDisplayMode(new DisplayMode(DisplayParams.WIDTH, DisplayParams.HEIGHT));
        Display.create(new PixelFormat(), attribs);
    } catch (LWJGLException e) {
        e.printStackTrace();
    }
    Display.setTitle(DisplayParams.TITLE + DisplayParams.VER);

    GL11.glViewport(0, 0, DisplayParams.WIDTH, DisplayParams.HEIGHT);

}

From source file:com.grillecube.client.renderer.MainRenderer.java

/**
 * main rendering function (screen is already cleared, and frame buffer will be
 * swapped after this render/*from  w w  w.j av  a 2  s. c  om*/
 */
public void render() {

    // if renderer is not enabled, return
    if (!this.toggle) {
        return;
    }

    // TODO move this somewhere else, if openal is thread safe
    // if (this.getCamera() != null) {
    // this.getCamera().update();
    // this.engine.getResourceManager().getSoundManager().update(this.getCamera());
    // }

    this.getResourceManager().getEventManager().invokeEvent(this.preRenderEvent);

    // reset these values before next rendering
    this.drawCalls = GLH.glhGetContext().resetDrawCalls();
    this.verticesDrawn = GLH.glhGetContext().resetDrawVertices();

    this.getDefaultVAO().bind();

    // render
    GLH.glhCheckError("pre main renderer render");
    for (Renderer renderer : this.customRenderers) {
        renderer.render();
        GLH.glhCheckError("post " + renderer.getClass().getSimpleName() + ".render()");
    }

    GL11.glViewport(0, 0, this.getGLFWWindow().getWidth(), this.getGLFWWindow().getHeight());
    this.guiRenderer.render();

    GLH.glhCheckError("post gui renderer render");

    this.getResourceManager().getEventManager().invokeEvent(this.postRenderEvent);
}

From source file:com.grillecube.engine.opengl.GLFWWindow.java

public void resize(int width, int height) {
    GL11.glViewport(0, 0, width, height);
    this._width = width;
    this._height = height;
}