List of usage examples for org.lwjgl.opengl GL11 glViewport
public static void glViewport(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int w, @NativeType("GLsizei") int h)
From source file:com.kegare.caveworld.client.gui.GuiListSlot.java
License:Minecraft Mod Public
private void renderSkybox(float ticks) { mc.getFramebuffer().unbindFramebuffer(); GL11.glViewport(0, 0, 256, 256); drawPanorama(ticks);/*from w w w .j a v a2s. c o m*/ rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); rotateAndBlurSkybox(ticks); mc.getFramebuffer().bindFramebuffer(true); GL11.glViewport(0, 0, mc.displayWidth, mc.displayHeight); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); float f1 = width > height ? 120.0F / width : 120.0F / height; float f2 = height * f1 / 256.0F; float f3 = width * f1 / 256.0F; tessellator.setColorRGBA_F(1.0F, 1.0F, 1.0F, 1.0F); int k = width; int l = height; tessellator.addVertexWithUV(0.0D, l, 0.0F, 0.5F - f2, 0.5F + f3); tessellator.addVertexWithUV(k, l, 0.0F, 0.5F - f2, 0.5F - f3); tessellator.addVertexWithUV(k, 0.0D, 0.0F, 0.5F + f2, 0.5F - f3); tessellator.addVertexWithUV(0.0D, 0.0D, 0.0F, 0.5F + f2, 0.5F + f3); tessellator.draw(); }
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; }/*from ww w. j av a2s . com*/ 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 setupEyeViewport(int renderSceneNumber) { this.mc.mcProfiler.endStartSection("clear"); if (renderSceneNumber == 0) { // Left eye GL11.glViewport((int) ceil(eyeRenderParams._leftViewPortX * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortY * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortW * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortH * eyeRenderParams._renderScale)); GL11.glScissor((int) ceil(eyeRenderParams._leftViewPortX * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortY * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortW * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._leftViewPortH * eyeRenderParams._renderScale)); } else {/*www . ja v a 2 s .c om*/ // Right eye GL11.glViewport((int) ceil(eyeRenderParams._rightViewPortX * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortY * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortW * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortH * eyeRenderParams._renderScale)); GL11.glScissor((int) ceil(eyeRenderParams._rightViewPortX * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortY * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortW * eyeRenderParams._renderScale), (int) ceil(eyeRenderParams._rightViewPortH * eyeRenderParams._renderScale)); } //mc.checkGLError("FBO viewport / scissor setup"); }
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 v a2 s . c o m 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.n8lm.zener.app.AbstractAppContainer.java
License:Open Source License
/** * Called when the GL context is resized. This does not resize the GL view; * instead, it simply re-enters orthographic projection. *///from w w w .jav a 2 s .c om protected void onResize() { if (getInput() != null) { getInput().init(getHeight()); } GL11.glViewport(0, 0, width, height); }
From source file:com.n8lm.zener.graphics.ViewRenderSystem.java
License:Open Source License
@Override protected void begin() { Rectangle2D viewPort = vc.getViewport(); if (vc.isRenderToScreen()) { if (vc.isFullscreen()) { viewPort.x0 = 0;// w w w .ja v a2 s .c om viewPort.y0 = 0; viewPort.x1 = Display.getWidth(); viewPort.y1 = Display.getHeight(); } GL11.glViewport((int) viewPort.x0, (int) (Display.getHeight() - viewPort.y1), (int) (viewPort.x1 - viewPort.x0), (int) (viewPort.y1 - viewPort.y0)); } else { GL11.glViewport((int) viewPort.x0, (int) (viewPort.y0), (int) (viewPort.x1 - viewPort.x0), (int) (viewPort.y1 - viewPort.y0)); } vc.getProjection().setAspectRatio((viewPort.x1 - viewPort.x0) / (viewPort.y1 - viewPort.y0)); vc.getProjection().getProjectionMatrix(projectionMat); vp.getWorldTransform().getViewMatrix(viewMat); /* if (renderMode == RenderMode.DepthRender) { glCullFace(GL_FRONT); } else if (renderMode == RenderMode.NormalRender) { glCullFace(GL_BACK); }*/ /* if (renderMode == RenderMode.NormalRender) { //System.out.println(vrs.getDepthPV()); //System.out.println(vrs.getDepthP()); //System.out.println(projectionMat.mult(viewMat)); //System.out.println(projectionMat); //System.out.println(vrs.getDepthV()); //System.out.println(viewMat); } else if (renderMode == RenderMode.DepthRender) { //System.out.println(projectionMat.mult(viewMat)); } */ }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void renderForPicking(int totalx, int totaly, int width, int height) { if (totalx < 0 || totaly < 0 || width < 1 || height < 1) { return;//w ww.j a va 2 s . co m } this.totalx = totalx; this.totaly = totaly; this.width = width; this.height = height; if (sceneNode == null) { System.out.println("No scene node to render"); return; } if (cam == null) { System.out.println("No camera to render from"); return; } Util.checkErr(); GL11.glViewport(totalx, totaly, width, height); Util.checkErr(); prepare3DOpaque(); Util.checkErr(); sceneNode.renderForPicking(ident); Util.checkErr(); revertSettings(); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void render(int totalx, int totaly, int width, int height) { this.totalx = totalx; this.totaly = totaly; this.width = width; this.height = height; if (sceneNode == null) { System.out.println("No scene node to render"); return;//from w ww . j a va 2s . c o m } if (cam == null) { System.out.println("No camera to render from"); return; } Shadow2D skyLight = sceneNode.getSkyLight(); if (shadows && hasshadows) { // For each light source we map out a texture using a quick // render. prepare3DShadow(); skyLight.getFramebuffer().bindDraw(); // GL11.glEnable(GL32.GL_DEPTH_CLAMP); // TODO Simu;ate depth clamp in shadow shader when z < 0. This way we force distanced objects to still cast a shadow. sceneNode.renderShadows(ident, skyLight); skyLight.getFramebuffer().unbindDraw(); int count = 0; ArrayList<PointLightNode> lightList = new ArrayList<PointLightNode>(); sceneNode.getAllLights(lightList, ident, cam.getLocation().toVector4()); Collections.sort(lightList, new PointLightSorter()); for (PointLightNode light : lightList) { if (light.getColour().x > 0 || light.getColour().y > 0 || light.getColour().z > 0) { // Render each face if (lightShadows.size() == count) { ShadowCube shadow = new ShadowCube(MainThread.config.getInteger("shadowSize", 1024)); lightShadows.add(shadow); } ShadowCube shadow = lightShadows.get(count); shadow.setLight(light); for (int i = 0; i < 6; i++) { shadow.getFramebuffer().bindDraw(i); Util.checkErr(); shadow.setFace(i); Util.checkErr(); sceneNode.renderShadows(ident, shadow); Util.checkErr(); shadow.getFramebuffer().unbindDraw(); Util.checkErr(); } count++; } if (count == 16) { break; } } GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL); } GL11.glViewport(totalx, totaly, width, height); GL11.glScissor(totalx, totaly, width, height); GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(clearCol.x, clearCol.y, clearCol.z, clearCol.w); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT | (clear ? GL11.GL_COLOR_BUFFER_BIT : 0)); Util.checkErr(); prepare3DOpaque(); sceneNode.render(ident); Util.checkErr(); prepare3DTransparent(); sceneNode.renderSemiTransparent(ident); MouseRenderableHoverEvent lF = MainThread.main.input.getLastHovered(); if (lF != null) { if (lF.getRenderable() instanceof BaseObject) { /* * GL11.glDepthFunc(GL11.GL_LESS); * GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); * GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE); * * GL11.glLineWidth(10f); * GL11.glCullFace(GL11.GL_FRONT); * GL11.glEnable(GL11.GL_CULL_FACE); * GL11.glDisable(GL11.GL_BLEND); * BaseObject bo = (BaseObject) lF.getRenderable(); * RenderStyle rs = bo.getRenderStyle(); * bo.setRenderStyle(RenderStyle.HALO); * sceneNode.renderOne(ident, bo, ident); * * GL11.glDisable(GL11.GL_BLEND); * * bo.setRenderStyle(rs); * GL11.glCullFace(GL11.GL_BACK); * GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); * GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_FILL); * * GL11.glLineWidth(1f); * sceneNode.renderOne(ident, bo, ident); */ } } revertSettings(); GL11.glDisable(GL11.GL_SCISSOR_TEST); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
private void revertSettings() { GL11.glViewport(0, 0, MainThread.lastW, MainThread.lastH); GL11.glDisable(GL11.GL_CULL_FACE);//from w ww.ja v a2 s . com GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
@Override public void bindDraw() { Util.checkErr();//w w w. j a va 2 s .c o m for (int i = GL13.GL_TEXTURE0; i < GL13.GL_TEXTURE31; i++) { GL13.glActiveTexture(i); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, 0); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0); } Util.checkErr(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); Util.checkErr(); GL11.glDisable(GL11.GL_BLEND); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); Util.checkErr(); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Util.checkErr(); GL11.glViewport(0, 0, framebufferSize, framebufferSize); }