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public void glEnable (int cap) { GL11.glEnable(cap); }
public void glClear (int mask) { GL11.glClear(mask); }
public void glViewport (int x, int y, int width, int height) { GL11.glViewport(x, y, width, height); }
@Override public void prepareToRender() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); }
public static void initOpenGLParams() { glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glDepthFunc(GL_LEQUAL); }
public void create () { glClearColor(0, 0, 0, 0); glClearDepth(1); glDisable(GL_LIGHTING); batch = new SpriteBatch(); sampleNeheButton.doClick(); }
GL11.glClearColor(renderingBackgroundColor.r, renderingBackgroundColor.g, renderingBackgroundColor.b, renderingBackgroundColor.a); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); } else { GL11.glClearColor(1, 1, 1, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, width, height); glScissor(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, width, height, 0, 1, -1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_TEXTURE_2D); glColor4f(renderingBackgroundColor.r, renderingBackgroundColor.g, renderingBackgroundColor.b, renderingBackgroundColor.a); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glVertex3f(0, texture.getHeight(), 0);
glDeleteTextures(fbo.colorBufferTextureId); createColorBuffer(fbo, dimensions, type); glDeleteTextures(fbo.normalsBufferTextureId); createNormalsBuffer(fbo, dimensions); glDeleteTextures(fbo.lightBufferTextureId); createLightBuffer(fbo, dimensions, type); glDeleteTextures(fbo.depthStencilTextureId); glDeleteRenderbuffersEXT(fbo.depthStencilRboId); createDepthBuffer(fbo, dimensions, useStencilBuffer); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); bufferIds.put(GL_COLOR_ATTACHMENT1_EXT); bufferIds.put(GL_COLOR_ATTACHMENT2_EXT); bufferIds.flip(); if (bufferIds.limit() == 0) { GL11.glReadBuffer(GL11.GL_NONE); GL20.glDrawBuffers(GL11.GL_NONE); } else {
@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); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 2048f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
private int createTextureID() { IntBuffer tmp = createIntBuffer(1); GL11.glGenTextures(tmp); checkGLError(); return tmp.get(0); }
public static void saveGlTexture(String name, int textureId, int mipmapLevels) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId); GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); for(int level = 0; level <= mipmapLevels; level++) { int width = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, level, GL11.GL_TEXTURE_WIDTH); int height = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, level, GL11.GL_TEXTURE_HEIGHT); int size = width * height; BufferedImage bufferedimage = new BufferedImage(width, height, 2); File output = new File(name + "_" + level + ".png"); IntBuffer buffer = BufferUtils.createIntBuffer(size); int[] data = new int[size]; GL11.glGetTexImage(GL11.GL_TEXTURE_2D, level, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, buffer); buffer.get(data); bufferedimage.setRGB(0, 0, width, height, data, 0, width); try { ImageIO.write(bufferedimage, "png", output); FMLLog.info("[TextureDump] Exported png to: " + output.getAbsolutePath()); } catch(IOException ioexception) { FMLLog.info("[TextureDump] Unable to write: ", ioexception); } } } }
@Override public void preRender() { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 2048f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); modelView = new Matrix4f(); modelView.setIdentity(); modelView.setTranslation(new Vector3f(0, 0, -1024f)); MatrixUtils.matrixToFloatBuffer(modelView, matrixBuffer); glLoadMatrix(matrixBuffer); matrixBuffer.rewind(); glScalef(uiScale, uiScale, uiScale); requestedCropRegion = Rect2i.createFromMinAndSize(0, 0, Display.getWidth(), Display.getHeight()); currentTextureCropRegion = requestedCropRegion; textureMat.setFloat4(CROPPING_BOUNDARIES_PARAM, requestedCropRegion.minX(), requestedCropRegion.maxX(), requestedCropRegion.minY(), requestedCropRegion.maxY()); }
public void renderSolidLocally() { CoreRegistry.get(ShaderManager.class).enableDefault(); if (displayListSolid == -1) { generateDisplayListSolid(); } glEnable(GL_BLEND); glPushMatrix(); glTranslated(0f, aabb.getCenter().y, 0f); glScalef(1.5f, 1.5f, 1.5f); glCallList(displayListSolid); glPopMatrix(); glDisable(GL_BLEND); }
public void restore() { GlStateManager.matrixMode(GL11.GL_PROJECTION); GL11.glLoadMatrix(projection); GlStateManager.matrixMode(GL11.GL_MODELVIEW); GL11.glLoadMatrix(modelView); OpenGlHelper.glBindFramebuffer(OpenGlHelper.GL_FRAMEBUFFER, buffer); GL11.glViewport(viewport.get(0), viewport.get(1), viewport.get(2), viewport.get(3)); available.add(this); }
@Override public void postRender() { Iterator<Map.Entry<TextCacheKey, Map<Material, Mesh>>> textIterator = cachedText.entrySet().iterator(); while (textIterator.hasNext()) { Map.Entry<TextCacheKey, Map<Material, Mesh>> entry = textIterator.next(); if (!usedText.contains(entry.getKey())) { entry.getValue().values().forEach(Mesh::dispose); textIterator.remove(); } } usedText.clear(); Iterator<Map.Entry<TextureCacheKey, Mesh>> textureIterator = cachedTextures.entrySet().iterator(); while (textureIterator.hasNext()) { Map.Entry<TextureCacheKey, Mesh> entry = textureIterator.next(); if (!usedTextures.contains(entry.getKey())) { entry.getValue().dispose(); textureIterator.remove(); } } usedTextures.clear(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); }
private static void renderPlayerLook(EntityPlayer player, ItemStack stack) { List<BlockPos> coords = ItemAstrolabe.getBlocksToPlace(stack, player); if (ItemAstrolabe.hasBlocks(stack, player, coords)) { Block block = ItemAstrolabe.getBlock(stack); int meta = ItemAstrolabe.getBlockMeta(stack); GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); ShaderHelper.useShader(ShaderHelper.alpha, shader -> { int alpha = ARBShaderObjects.glGetUniformLocationARB(shader, "alpha"); ARBShaderObjects.glUniform1fARB(alpha, 0.4F); }); for(BlockPos coord : coords) renderBlockAt(block, meta, coord); ShaderHelper.releaseShader(); GL11.glPopMatrix(); } }
private void renderBoneOrientation(EntityRef boneEntity) { LocationComponent loc = boneEntity.getComponent(LocationComponent.class); if (loc == null) { return; } glPushMatrix(); Vector3f worldPosA = loc.getWorldPosition(); Quat4f worldRot = loc.getWorldRotation(); Vector3f offset = new Vector3f(0, 0, 0.1f); worldRot.rotate(offset, offset); offset.add(worldPosA); glBegin(GL11.GL_LINES); glVertex3f(worldPosA.x, worldPosA.y, worldPosA.z); glVertex3f(offset.x, offset.y, offset.z); glEnd(); loc.getChildren().forEach(this::renderBoneOrientation); glPopMatrix(); }
public void beginRenderOverlay() { if (effectsTexture == null || !effectsTexture.isLoaded()) { return; } defaultTextured.activateFeature(ShaderProgramFeature.FEATURE_ALPHA_REJECT); defaultTextured.enable(); glBindTexture(GL11.GL_TEXTURE_2D, effectsTexture.getId()); glEnable(GL11.GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); }
@Override public void bindFrame() { vp = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, vp); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frame); GL11.glViewport(0, 0, size.x(), size.y()); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, size.x(), size.y(), 0, 0, 2048f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } }
public void renderLocally(float lineThickness) { CoreRegistry.get(ShaderManager.class).enableDefault(); if (displayListWire == -1) { generateDisplayListWire(); } glPushMatrix(); glTranslated(0f, aabb.getCenter().y, 0f); glLineWidth(lineThickness); glCallList(displayListWire); glPopMatrix(); }