void unbind() {
      GL11.glPopAttrib();

      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPopMatrix();

      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPopMatrix();

      if (lightmapEnabled) {
        GL13.glActiveTexture(GL13.GL_TEXTURE1);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
      }
      GL11.glEnable(GL11.GL_BLEND);
      GLAPI.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

      EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0);
    }
    void bind() {
      EXTFramebufferObject.glBindFramebufferEXT(
          EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer);

      GL11.glPushAttrib(glAttributes);
      GL11.glViewport(x0, y0, width, height);
      GL11.glEnable(GL11.GL_SCISSOR_TEST);
      GL11.glScissor(x0, y0, width, height);

      lightmapEnabled = false;
      if (gl13Supported) {
        GL13.glActiveTexture(GL13.GL_TEXTURE1);
        lightmapEnabled = GL11.glIsEnabled(GL11.GL_TEXTURE_2D);
        if (lightmapEnabled) {
          GL11.glDisable(GL11.GL_TEXTURE_2D);
        }
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
      }
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_DEPTH_TEST);
      GLAPI.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      GLAPI.glAlphaFunc(GL11.GL_GREATER, 0.01f);
      if (useGL13) {
        GL11.glDisable(GL13.GL_MULTISAMPLE);
      }

      GLAPI.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
      GL11.glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);

      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
    }
Beispiel #3
0
  private void prepareTexturedModel(TexturedModel model) {
    RawModel rawModel = model.getModel();
    GL30.glBindVertexArray(rawModel.getVaoID());
    GL20.glEnableVertexAttribArray(0); // vertices array
    GL20.glEnableVertexAttribArray(1); // textures array
    GL20.glEnableVertexAttribArray(2); // normals array

    { // Load Texture and shine
      ModelTexture texture = model.getTexture();
      shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());

      GL13.glActiveTexture(GL13.GL_TEXTURE0);
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getTextureID());
    }
  }
Beispiel #4
0
  public void renderBuffer(OpenGLBuffer buffer, ITextureObject texture) {
    GL13.glActiveTexture(GL13.GL_TEXTURE0 + 0);
    texture.bind();
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);

    glBindBuffer(GL_ARRAY_BUFFER, buffer.getVboID());
    glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 0);
    glVertexAttribPointer(1, 2, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 12);
    glVertexAttribPointer(2, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 20);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.getIboID());
    glDrawElements(GL_TRIANGLES, buffer.getIndicesCount(), GL_UNSIGNED_INT, 0);

    glDisableVertexAttribArray(2);
    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);
  }