@Override public void main(int delta) { GameData.render(); GL11.glLoadIdentity(); GL11.glOrtho(0, GameSettings.getScreenX(), 0, GameSettings.getScreenY(), -1, 1); GL11.glColor4d(0, 0, 0, .7); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex2d(0, 0); GL11.glVertex2d(GameSettings.getScreenX(), 0); GL11.glVertex2d(GameSettings.getScreenX(), GameSettings.getScreenY()); GL11.glVertex2d(0, GameSettings.getScreenY()); GL11.glEnd(); float ratio = ((float) (GameSettings.getScreenY()) / GameSettings.getScreenX()); GL11.glLoadIdentity(); GL11.glOrtho( -GameData.zoom, GameSettings.getScreenX() + GameData.zoom, -GameData.zoom * (ratio), GameSettings.getScreenY() + GameData.zoom * (ratio), -1, 1); for (Button b : buttons) { b.render(); } }
private void init(boolean absolutePixels, boolean testModes) { // find out what the current bits per pixel of the desktop is int currentBpp = Display.getDisplayMode().getBitsPerPixel(); try { DisplayMode mode; if (testModes) mode = findDisplayMode(WINDOW_WIDTH, WINDOW_HEIGHT, currentBpp); else mode = new DisplayMode(WINDOW_WIDTH, WINDOW_HEIGHT); Display.setDisplayMode(mode); Display.setFullscreen(false); Display.setTitle("src"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); } glMatrixMode(GL_PROJECTION); glLoadIdentity(); double aspectRatio = (double) WINDOW_WIDTH / WINDOW_HEIGHT; if (absolutePixels) { glOrtho(0.0d, WINDOW_WIDTH, 0.0d, WINDOW_HEIGHT, 1.0d, -1.0d); } else { glOrtho(aspectRatio, -aspectRatio, -1.0d, 1.0d, 1.0d, -1.0d); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
public void render() { glPushMatrix(); glLoadIdentity(); glOrtho(0, Juego.obtenerAnchura(), Juego.obtenerAltura(), 0, 1, -1); uFont.drawString(x, y, texto); glLoadIdentity(); glOrtho(0, Juego.obtenerAnchura(), 0, Juego.obtenerAltura(), 1, -1); glPopMatrix(); }
public void start() { try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.create(); Display.setFullscreen(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glClearAccum(0f, 0f, 0f, 1f); GL11.glClear(GL11.GL_ACCUM_BUFFER_BIT); while (!Display.isCloseRequested() && !finished) { if (System.currentTimeMillis() - time > 1000) { System.out.println(framecount + " FPS"); time = System.currentTimeMillis(); framecount = 0; } GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GL11.glColor3f(1, 1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glOrtho(0, WIDTH, HEIGHT, 0, -10, 10); Manager.DrawBackground(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glOrtho(0, WIDTH, HEIGHT, 0, -10, 10); GL11.glTranslatef(-Camera.x, -Camera.y, 0); Display.sync(60); Manager.Draw(); Manager.Update(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glOrtho(0, WIDTH, HEIGHT, 0, -10, 10); Manager.DrawForeground(); Display.update(); framecount++; } }
public void start() { System.out.println("SplitMan starting..."); try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.setResizable(false); Display.setVSyncEnabled(true); Display.setTitle("SplitMan"); Display.create(); } catch (Exception e) { e.printStackTrace(); Display.destroy(); System.exit(1); } WIDTH = Display.getWidth(); HEIGHT = Display.getHeight(); System.out.println("Display: " + WIDTH + " x " + HEIGHT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); Resources.load(); setScreen(new GuiGame()); System.out.println("SplitMan started"); }
public static void resizedRefresh() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Resets any previous projection matrices GL11.glOrtho(0, Display.getWidth(), 0, Display.getHeight(), 1000, -1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); }
/** Update the display of the achievement window to match the game window. */ private void updateAchievementWindowScale() { GL11.glViewport(0, 0, this.theGame.displayWidth, this.theGame.displayHeight); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); this.achievementWindowWidth = this.theGame.displayWidth; this.achievementWindowHeight = this.theGame.displayHeight; ScaledResolution var1 = new ScaledResolution( this.theGame.gameSettings, this.theGame.displayWidth, this.theGame.displayHeight); this.achievementWindowWidth = var1.getScaledWidth(); this.achievementWindowHeight = var1.getScaledHeight(); GL11.glClear(256); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho( 0.0D, (double) this.achievementWindowWidth, (double) this.achievementWindowHeight, 0.0D, 1000.0D, 3000.0D); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000.0F); }
public static void initOrtho(int width, int height) { glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_CONSTANT_COLOR); // GL11.glDisable(GL_BLEND); // GL11.glDepthMask(true); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.1f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window glOrtho(0, width, 0, height, -99999, 99999); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); }
/** * Initialise the game * * @throws Exception if init fails */ private static void init() throws Exception { // Create a fullscreen window with 1:1 orthographic 2D projection, and with // mouse, keyboard, and gamepad inputs. Display.setTitle(GAME_TITLE); Display.setFullscreen(true); // Enable vsync if we can Display.setVSyncEnabled(true); Display.create(); // Start up the sound system AL.create(); // TODO: Load in your textures etc here // Put the window into orthographic projection mode with 1:1 pixel ratio. // We haven't used GLU here to do this to avoid an unnecessary dependency. glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( 0.0, Display.getDisplayMode().getWidth(), 0.0, Display.getDisplayMode().getHeight(), -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight()); }
protected void setupGLState() { GL11.glPushAttrib( GL11.GL_ENABLE_BIT | GL11.GL_TRANSFORM_BIT | GL11.GL_HINT_BIT | GL11.GL_COLOR_BUFFER_BIT | GL11.GL_SCISSOR_BIT | GL11.GL_LINE_BIT | GL11.GL_TEXTURE_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, -1.0, 1.0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_SCISSOR_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); }
public Render(Level level) { this.level = level; try { Display.setFullscreen(true); } catch (LWJGLException e) { e.printStackTrace(); } // Enable vsync if we can Display.setVSyncEnabled(true); try { Display.create(); } catch (LWJGLException e) { e.printStackTrace(); } // Put the window into orthographic projection mode with 1:1 pixel // ratio. // We haven't used GLU here to do this to avoid an unnecessary // dependency. glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( 0.0, Display.getDisplayMode().getWidth(), 0.0, Display.getDisplayMode().getHeight(), -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight()); }
private void initGL() { try { Display.setDisplayMode(new DisplayMode(GS.FRAMEWIDTH, GS.FRAMEHEIGHT)); Display.setFullscreen(true); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); Display.destroy(); System.exit(1); } GL11.glEnable(GL11.GL_TEXTURE_2D); // GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); // GL11.glEnable(GL11.GL_DEPTH_TEST); // GL11.glDepthFunc(GL11.GL_ADD); //Wenn nicht auskommentiert führt es zu Exception GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glViewport(0, 0, GS.FRAMEWIDTH, GS.FRAMEHEIGHT); GL11.glOrtho(0, GS.FRAMEWIDTH, GS.FRAMEHEIGHT, 0, 0, 128); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // GL11.glBlendEquation( BLENDING_EQUATIONS[blendingEquationIndex]); GL11.glShadeModel(GL11.GL_FLAT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0); GL11.glCullFace(GL11.GL_BACK); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); GL11.glLoadIdentity(); }
/** * Enter the orthographic mode * * @param xsize The size of the panel being used * @param ysize The size of the panel being used */ protected void enterOrtho(int xsize, int ysize) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glTranslatef((width - xsize) / 2, (height - ysize) / 2, 0); }
/** * Applies an orthographic projection matrix. The matrix mode will be returned it its previous * value. GL_MODELVIEW. */ public void applyOrthographicMatrix() { int previousMatrixMode = glGetInteger(GL_MATRIX_MODE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // TODO: Add aspect ratio handling for glOrtho glOrtho(-1, 1, -1, 1, 0, 10000); glMatrixMode(previousMatrixMode); }
private void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sets background to grey glClearDepth(1.0f); // clear depth buffer glEnable(GL_DEPTH_TEST); // Enables depth testing glDepthFunc(GL_LEQUAL); // sets the type of test to use for depth testing glMatrixMode(GL_PROJECTION); // sets the matrix mode to project // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + // COORD_HEIGHT / 2); float fovy = 90.0f; float aspect = DISPLAY_MODE.getWidth() / (float) DISPLAY_MODE.getHeight(); float zNear = 0.1f; float zFar = 20000.0f; GLU.gluPerspective(fovy, aspect, zNear, zFar); glViewport(0, 0, DISPLAY_MODE.getWidth(), DISPLAY_MODE.getHeight()); // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(-1, 1, -1, 1); glOrtho( 0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + COORD_HEIGHT / 2, zNear, zFar); System.out.println(COORD_WIDTH + ", " + COORD_HEIGHT); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // ----------- Variables & method calls added for Lighting Test -----------// initLightArrays(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, matSpecular); // sets specular material color glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); // sets shininess glLight(GL_LIGHT0, GL_POSITION, lightPosition); // sets light position glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); // sets specular light to white glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); // sets diffuse light to white glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); // global ambient light glEnable(GL_LIGHTING); // enables lighting glEnable(GL_LIGHT0); // enables light0 glEnable(GL_COLOR_MATERIAL); // enables opengl to use glColor3f to define material color glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // tell opengl glColor3f effects the ambient and diffuse properties // of material // ----------- END: Variables & method calls added for Lighting Test -----------// }
public static void orthoMode(Size size) { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glOrtho(0, size.getWidth(), 0, size.getHeight(), -10, 10); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); }
private void setupDisplay() { int width = Display.getWidth(); int height = Display.getHeight(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glScissor(0, 0, width, height); GL11.glViewport(0, 0, width, height); renderHandler.init(); }
/** @see GameState#render(clusterfun.ui.window.GameWindow, int) */ public void render(GameWindow window, boolean picking) { // CLEAR the screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 600, 0, -1, 1); // RENDER the loading image pleaseWait.render(); rendered = true; }
private void loadOrthogonal() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( -LWJGLSandbox.DISPLAY_WIDTH / FACTOR, LWJGLSandbox.DISPLAY_WIDTH / FACTOR, -LWJGLSandbox.DISPLAY_HEIGHT / FACTOR, LWJGLSandbox.DISPLAY_HEIGHT / FACTOR, CLIP_NEAR, CLIP_FAR); glMatrixMode(GL_MODELVIEW); }
private static void initGL() { // Allows texturing GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Sets up camera GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, zNear, -zFar); GL11.glMatrixMode(GL11.GL_MODELVIEW); }
private void globaldraw() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho( 0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight(), -1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); for (int i = 0; i < blocks.size(); i++) blocks.get(i).onDraw(xorig); player.onDraw(); Display.sync(120); setPoints(); }
/** R_SetGL2D */ void R_SetGL2D() { // set 2D virtual screen size GL11.glViewport(0, 0, vid.width, vid.height); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, vid.width, vid.height, 0, -99999, 99999); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); }
@Override protected void init() { glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // brak efektu na moim kompie glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); // chcemy zrobić coś na macierzy projekcji glLoadIdentity(); if (width > height) { glOrtho(-5 * (float) width / height, 5 * (float) width / height, -5, 5, -5, 5); } else { glOrtho(-5, 5, -5 * (float) height / width, 5 * (float) height / width, -5, 5); } // glTranslatef(-0.5f, -0.5f, 0); // glScalef(0.5f, 0.5f, 0.5f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(1, 1, 1, 0, 0, 0, 0, 1, 0); // glScalef(0.5f, 0.5f, 0.5f); buffer.rewind(); buffer.put(data); buffer.rewind(); brickIndices.rewind(); brickIndices.put(indidata); brickIndices.rewind(); paintedWall.rewind(); paintedWall.put(paintedWallindi); paintedWall.rewind(); glInterleavedArrays(GL_C3F_V3F, 0, buffer); }
public Game() { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.create(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); } catch (LWJGLException e) { gtest.util.Logger.exception(e); } }
private void loop() { GL.createCapabilities(); System.out.println("OPENGL VERSION " + glGetString(GL_VERSION)); glClearColor(0, 0, 0, 0); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WORLD_X, WORLD_Y, 0, -1, 1); while (!glfwWindowShouldClose(winID)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawMe(); glfwSwapBuffers(winID); glfwPollEvents(); } }
@Override public void init(int width, int height) { this.screenWidth = width; // init OpenGL GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, this.screenWidth, 0, height, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); System.out.println("OpenGL version: " + GL11.glGetString(GL11.GL_VERSION)); }
private void loadScreen() throws LWJGLException { ScaledResolution scaledresolution = new ScaledResolution(gameSettings, displayWidth, displayHeight); GL11.glClear(16640); GL11.glMatrixMode(5889 /*GL_PROJECTION*/); GL11.glLoadIdentity(); GL11.glOrtho( 0.0D, scaledresolution.field_25121_a, scaledresolution.field_25120_b, 0.0D, 1000D, 3000D); GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000F); GL11.glViewport(0, 0, displayWidth, displayHeight); GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; GL11.glDisable(2896 /*GL_LIGHTING*/); GL11.glEnable(3553 /*GL_TEXTURE_2D*/); GL11.glDisable(2912 /*GL_FOG*/); GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderEngine.getTexture("/title/mojang.png")); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(0xffffff); tessellator.addVertexWithUV(0.0D, displayHeight, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(displayWidth, displayHeight, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(displayWidth, 0.0D, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, 0.0D, 0.0D); tessellator.draw(); char c = '\u0100'; char c1 = '\u0100'; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); tessellator.setColorOpaque_I(0xffffff); func_6274_a( (scaledresolution.getScaledWidth() - c) / 2, (scaledresolution.getScaledHeight() - c1) / 2, 0, 0, c, c1); GL11.glDisable(2896 /*GL_LIGHTING*/); GL11.glDisable(2912 /*GL_FOG*/); GL11.glEnable(3008 /*GL_ALPHA_TEST*/); GL11.glAlphaFunc(516, 0.1F); Display.swapBuffers(); }
public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setTitle("Timer Demo"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); Display.destroy(); System.exit(1); } int x = 100; int y = 100; int dx = 1; int dy = 1; // Initialization code OpenGL glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 640, 480, 0, 1, -1); glMatrixMode(GL_MODELVIEW); lastFrame = getTime(); while (!Display.isCloseRequested()) { // Render glClear(GL_COLOR_BUFFER_BIT); double delta = getDelta(); x += delta * dx * 0.1; y += delta * dy * 0.1; glRecti(x, y, x + 30, y + 30); Display.update(); Display.sync(60); } Display.destroy(); System.exit(0); }
private void updateAchievementWindowScale() { GL11.glViewport(0, 0, theGame.displayWidth, theGame.displayHeight); GL11.glMatrixMode(5889 /*GL_PROJECTION*/); GL11.glLoadIdentity(); GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/); GL11.glLoadIdentity(); achievementWindowWidth = theGame.displayWidth; achievementWindowHeight = theGame.displayHeight; ScaledResolution scaledresolution = new ScaledResolution(theGame.gameSettings, theGame.displayWidth, theGame.displayHeight); achievementWindowWidth = scaledresolution.getScaledWidth(); achievementWindowHeight = scaledresolution.getScaledHeight(); GL11.glClear(256); GL11.glMatrixMode(5889 /*GL_PROJECTION*/); GL11.glLoadIdentity(); GL11.glOrtho(0.0D, achievementWindowWidth, achievementWindowHeight, 0.0D, 1000D, 3000D); GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000F); }
private static void renderHUDOverlayItem( Minecraft minecraft, EntityPlayer entityPlayer, ItemStack itemStack) { float overlayScale = 2f; float overlayOpacity = 1f; GL11.glPushMatrix(); ScaledResolution sr = new ScaledResolution(minecraft, minecraft.displayWidth, minecraft.displayHeight); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho( 0.0D, sr.getScaledWidth_double(), sr.getScaledHeight_double(), 0.0D, 1000.0D, 3000.0D); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000.0F); GL11.glPushMatrix(); RenderHelper.enableGUIStandardItemLighting(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.GL_LIGHTING); int hudOverlayX = 0; int hudOverlayY = 0; hudOverlayX = (int) (sr.getScaledWidth() - 16 * overlayScale); hudOverlayY = (int) (sr.getScaledHeight() - 16 * overlayScale); RenderUtils.renderItemIntoGUI( minecraft.fontRenderer, itemStack, hudOverlayX, hudOverlayY, overlayOpacity, overlayScale, -90); GL11.glDisable(GL11.GL_LIGHTING); GL11.glPopMatrix(); GL11.glPopMatrix(); }