org.lwjgl.opengl.GL11类的使用及代码示例

x33g5p2x  于2022-01-19 转载在 其他  
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本文整理了Java中org.lwjgl.opengl.GL11类的一些代码示例,展示了GL11类的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。GL11类的具体详情如下:
包路径:org.lwjgl.opengl.GL11
类名称:GL11

GL11介绍

[英]The OpenGL functionality up to version 1.1. Includes the deprecated symbols of the Compatibility Profile.

Extensions promoted to core in this release:

代码示例

代码示例来源:origin: libgdx/libgdx

public void glEnable (int cap) {
  GL11.glEnable(cap);
}

代码示例来源:origin: libgdx/libgdx

public void glClear (int mask) {
  GL11.glClear(mask);
}

代码示例来源:origin: libgdx/libgdx

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

代码示例来源:origin: MovingBlocks/Terasology

@Override
public void prepareToRender() {
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();
}

代码示例来源:origin: MovingBlocks/Terasology

public static void initOpenGLParams() {
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glDepthFunc(GL_LEQUAL);
}

代码示例来源:origin: libgdx/libgdx

public void create () {
  glClearColor(0, 0, 0, 0);
  glClearDepth(1);
  glDisable(GL_LIGHTING);
  batch = new SpriteBatch();
  sampleNeheButton.doClick();
}

代码示例来源:origin: libgdx/libgdx

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);

代码示例来源:origin: MovingBlocks/Terasology

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 {

代码示例来源:origin: MovingBlocks/Terasology

@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();
}

代码示例来源:origin: nifty-gui/nifty-gui

private int createTextureID() {
 IntBuffer tmp = createIntBuffer(1);
 GL11.glGenTextures(tmp);
 checkGLError();
 return tmp.get(0);
}

代码示例来源:origin: SlimeKnights/TinkersConstruct

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);
   }
  }
 }
}

代码示例来源:origin: MovingBlocks/Terasology

@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());
}

代码示例来源:origin: MovingBlocks/Terasology

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);
}

代码示例来源:origin: SquidDev-CC/plethora

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);
}

代码示例来源:origin: MovingBlocks/Terasology

@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);
}

代码示例来源:origin: Vazkii/Botania

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();
  }
}

代码示例来源:origin: MovingBlocks/Terasology

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();
}

代码示例来源:origin: MovingBlocks/Terasology

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);
}

代码示例来源:origin: MovingBlocks/Terasology

@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();
  }
}

代码示例来源:origin: MovingBlocks/Terasology

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();
}

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GL11类方法