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Java GL11.glGetInteger方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glGetInteger方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glGetInteger方法的具体用法?Java GL11.glGetInteger怎么用?Java GL11.glGetInteger使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glGetInteger方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: updateRenderInfo

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Updates the current render info and camera location based on entity look angles and 1st/3rd person view mode
 */
public static void updateRenderInfo(EntityPlayer entityplayerIn, boolean p_74583_1_)
{
    GlStateManager.getFloat(2982, MODELVIEW);
    GlStateManager.getFloat(2983, PROJECTION);
    GL11.glGetInteger(GL11.GL_VIEWPORT, VIEWPORT);
    float f = (float)((VIEWPORT.get(0) + VIEWPORT.get(2)) / 2);
    float f1 = (float)((VIEWPORT.get(1) + VIEWPORT.get(3)) / 2);
    GLU.gluUnProject(f, f1, 0.0F, MODELVIEW, PROJECTION, VIEWPORT, OBJECTCOORDS);
    position = new Vec3((double)OBJECTCOORDS.get(0), (double)OBJECTCOORDS.get(1), (double)OBJECTCOORDS.get(2));
    int i = p_74583_1_ ? 1 : 0;
    float f2 = entityplayerIn.rotationPitch;
    float f3 = entityplayerIn.rotationYaw;
    rotationX = MathHelper.cos(f3 * (float)Math.PI / 180.0F) * (float)(1 - i * 2);
    rotationZ = MathHelper.sin(f3 * (float)Math.PI / 180.0F) * (float)(1 - i * 2);
    rotationYZ = -rotationZ * MathHelper.sin(f2 * (float)Math.PI / 180.0F) * (float)(1 - i * 2);
    rotationXY = rotationX * MathHelper.sin(f2 * (float)Math.PI / 180.0F) * (float)(1 - i * 2);
    rotationXZ = MathHelper.cos(f2 * (float)Math.PI / 180.0F);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:22,代码来源:ActiveRenderInfo.java

示例2: checkBoundTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void checkBoundTexture()
{
    if (Config.isMinecraftThread())
    {
        int i = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE);
        int j = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
        int k = getActiveTextureUnit();
        int l = getBoundTexture();

        if (l > 0)
        {
            if (i != k || j != l)
            {
                Config.dbg("checkTexture: act: " + k + ", glAct: " + i + ", tex: " + l + ", glTex: " + j);
            }
        }
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:19,代码来源:GlStateManager.java

示例3: getRayTrace

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static RayTrace getRayTrace() 
	{
		FloatBuffer model = BufferUtils.createFloatBuffer(16);
		FloatBuffer projection = BufferUtils.createFloatBuffer(16);
		IntBuffer viewport = BufferUtils.createIntBuffer(16);

		GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, model);
		GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
		GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
		
		FloatBuffer posNearBuffer = BufferUtils.createFloatBuffer(3);
		FloatBuffer posFarBuffer = BufferUtils.createFloatBuffer(3);

		GLU.gluUnProject(Mouse.getX(), Mouse.getY(), 0.0F, model, projection, viewport, posNearBuffer);
		GLU.gluUnProject(Mouse.getX(), Mouse.getY(), 1.0F, model, projection, viewport, posFarBuffer);

		float[] posNear = new float[3];
		float[] posFar = new float[3];
		
		for(int i = 0; i < 3; i++)
		{
			posNear[i] = posNearBuffer.get(i);
			posFar[i] = posFarBuffer.get(i);
		}

		Vec3d v = new Vec3d(posNear[0], posNear[1], posNear[2]);
		Vec3d w = new Vec3d(posFar[0], posFar[1], posFar[2]);
		
		return new RayTrace(v,w);
		
//		entityModel.clearHighlights();
//		PartObj p = entityModel.testRay(new RayTrace(v,w));
//		if(p != null)
//			hoveredPart = p.getName();
//		else
//			hoveredPart = null;
	}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:38,代码来源:RayTrace.java

示例4: call

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void call(RenderWorld event) {
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, MODELVIEW_BUFFER);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, PROJECTION_BUFFER);
    GL11.glGetInteger(GL11.GL_VIEWPORT, VIEWPORT_BUFFER);

    ScaledResolution scaledResolution = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight);
    GLUProjection.getInstance().updateMatrices(VIEWPORT_BUFFER, MODELVIEW_BUFFER, PROJECTION_BUFFER,
            scaledResolution.getScaledWidth() / (double) mc.displayWidth,
            scaledResolution.getScaledHeight() / (double) mc.displayHeight);
}
 
开发者ID:SerenityEnterprises,项目名称:SerenityCE,代码行数:12,代码来源:GLUProjectionUpdater.java

示例5: detectOpenGlExtensions

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static String[] detectOpenGlExtensions()
{
    try
    {
        GlVersion glversion = getGlVersion();

        if (glversion.getMajor() >= 3)
        {
            int i = GL11.glGetInteger(33309);

            if (i > 0)
            {
                String[] astring = new String[i];

                for (int j = 0; j < i; ++j)
                {
                    astring[j] = GL30.glGetStringi(7939, j);
                }

                return astring;
            }
        }
    }
    catch (Exception exception1)
    {
        exception1.printStackTrace();
    }

    try
    {
        String s = GL11.glGetString(GL11.GL_EXTENSIONS);
        String[] astring1 = s.split(" ");
        return astring1;
    }
    catch (Exception exception)
    {
        exception.printStackTrace();
        return new String[0];
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:41,代码来源:Config.java

示例6: glGetInteger

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#glGetInteger(int, java.nio.IntBuffer)
 */
public void glGetInteger(int id, IntBuffer ret) {
	GL11.glGetInteger(id, ret);
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:7,代码来源:ImmediateModeOGLRenderer.java

示例7: drawRailEndCaps

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Draws the end caps of rails.
 * 
 * @param texPoint - Position to render the caps at.
 * @param vertices - Rail shape vertices, as returned by {@link openflextrack.api.IRailType#getRailVertices() getRailVertices()}.
 * @param texScale - {@link openflextrack.api.IRailType#getTextureScale() Texture scale} of the rail segment.
 * @param holographic - {@code true} if the track is a hologram.
 */
private static void drawRailEndCaps(float[] texPoint, Vec3f[][] vertices, float texScale, boolean holographic) {

	/* Backup face mode. */
	final int glFaceMode = GL11.glGetInteger(GL11.GL_FRONT_FACE);

	for (byte b = 1; b > -2; b-=2)
	{
		GL11.glPushMatrix();
		GL11.glScalef(texPoint[4], 1.0F, texPoint[3]);

		/* If we're rendering the second cap, invert front face mode and scale.
		 * This will mirror the cap without the need to render vertices in different order. */
		if (b == -1) {
			GL11.glScalef(-1, 1, -1);
			if (glFaceMode == GL11.GL_CCW) {
				GL11.glFrontFace(GL11.GL_CW);
			}
			else {
				GL11.glFrontFace(GL11.GL_CCW);
			}
		}

		/* Actually render face. */
		GL11.glBegin(GL11.GL_QUADS);
		{
			if (!holographic) {
				OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, texPoint[6]%65536, texPoint[6]/65536);
			}

			for (Vec3f[] verts : vertices)
			{
				/* The fourth vertex (index 3; bottom left of texture)
				 * defines x offset and minumum y value,
				 * and is the first point of the rectangle. */
				final float xOff = (verts[3].x-verts[0].x);
				final float yMin = verts[3].z;

				GL11.glTexCoord2d(0.0F, yMin + (verts[0].y-verts[3].y)*texScale);
				GL11.glVertex3d(verts[3].x, verts[3].y, verts[3].x);

				GL11.glTexCoord2d((verts[3].x-verts[2].x), yMin - (verts[3].y-verts[2].y)*texScale + (verts[1].y-verts[2].y)*texScale);
				GL11.glVertex3d(verts[2].x, verts[2].y, verts[2].x);

				GL11.glTexCoord2d(xOff + (verts[0].x-verts[1].x), yMin + (verts[0].y-verts[1].y)*texScale);
				GL11.glVertex3d(verts[1].x, verts[1].y, verts[1].x);

				GL11.glTexCoord2d(xOff, yMin);
				GL11.glVertex3d(verts[0].x, verts[0].y, verts[0].x);
			}
		}
		GL11.glEnd();
		GL11.glPopMatrix();
	}

	/* Reset face mode. */
	GL11.glFrontFace(glFaceMode);
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:66,代码来源:RenderRails.java

示例8: drawRailSegment

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Draws a rail segment with the given coordinates.
 * 
 * @param texPoints
 * @param w1 - X-coordinate of first vertex.
 * @param w2 - X-coordinate of second vertex.
 * @param h1 - Y-coordinate of first vertex.
 * @param h2 - Y-coordinate of second vertex.
 * @param t1 - Y-texture offset of first vertex.
 * @param texScale - {@link openflextrack.api.IRailType#getTextureScale() Texture scale} of the rail segment.
 * @param holographic - {@code true} if the track is holographic.
 */
private static void drawRailSegment(List<float[]> texPoints, float w1, float w2, float h1, float h2, float t1, float texScale, boolean holographic) {

	/* Backup face mode. */
	final int glFaceMode = GL11.glGetInteger(GL11.GL_FRONT_FACE);
	final float t2 = t1 + (Math.abs(w2-w1) + Math.abs(h2-h1)) * texScale;

	for (byte b = 1; b > -2; b-=2)
	{
		GL11.glPushMatrix();

		/* If we're rendering the second rail, invert front face mode and scale.
		 * This will mirror the rail without the need to render vertices in different order. */
		if (b == -1) {
			if (glFaceMode == GL11.GL_CCW) {
				GL11.glFrontFace(GL11.GL_CW);
			}
			else {
				GL11.glFrontFace(GL11.GL_CCW);
			}
		}

		/* Actually render the rail. */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		{
			for (float[] point : texPoints) {

				if (!holographic) {
					OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, point[6]%65536, point[6]/65536);
				}

				GL11.glTexCoord2d(point[5], t2);
				GL11.glNormal3f(0, 1, 0);
				GL11.glVertex3d(point[0] + b*w1*point[4], point[1] + h1, point[2] + b*w1*point[3]);

				GL11.glTexCoord2d(point[5], t1);
				GL11.glNormal3f(0, 1, 0);
				GL11.glVertex3d(point[0] + b*w2*point[4], point[1] + h2, point[2] + b*w2*point[3]);
			}
		}
		GL11.glEnd();
		GL11.glPopMatrix();
	}

	/* Reset face mode. */
	GL11.glFrontFace(glFaceMode);
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:59,代码来源:RenderRails.java

示例9: onWorldLastRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SubscribeEvent
public void onWorldLastRender(RenderWorldLastEvent evt)
{
	World world = Minecraft.getMinecraft().theWorld;
	EntityPlayer player = Minecraft.getMinecraft().thePlayer;
	
   double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * evt.partialTicks;
   double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * evt.partialTicks;
   double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * evt.partialTicks;
	
	GlStateManager.pushMatrix();
	GlStateManager.pushAttrib();
	
	GL11.glTranslated(-x, -y, -z);

	GlStateManager.disableTexture2D();
	GlStateManager.disableLighting();
	
	int shade_model = GL11.glGetInteger(GL11.GL_SHADE_MODEL);
	GlStateManager.shadeModel(GL11.GL_SMOOTH);
	
	GL11.glLineWidth(3);

	GL11.glBegin(GL11.GL_LINES);
	
	//display link process
	PlayerProperties props = (PlayerProperties)player.getExtendedProperties(PlayerProperties.ID);

	if(props != null && props.p_link != null 
			&& props.p_link.distanceSq(x,y+1,z) <= FundamentalChemistry.MAX_RELAY_DISTANCE-1f){ //distance check with some margin
		GlStateManager.color(0f,1f,0.5f,1f);
		GL11.glVertex3d(props.p_link.getX()+0.5, props.p_link.getY()+FundamentalChemistry.LASER_HEIGHT, props.p_link.getZ()+0.5);
		GlStateManager.color(0f,0.5f,1f,1f);
		GL11.glVertex3d(x, y+1, z);
	}

	for(TileEntity te : world.loadedTileEntityList){
		if(te instanceof TileLaserRelay){
			TileLaserRelay ent = (TileLaserRelay)te;
			
			// change matrix for absolute coordinates
			BlockPos cpos = ent.getPos();

			for(BlockPos pos : ent.inputs){
				TileEntity ce = te.getWorld().getTileEntity(pos);
				if(ce != null && ce instanceof TileLaserRelay && (player.getPosition().distanceSq(pos.getX(),pos.getY(),pos.getZ()) <= 500 
						|| player.getPosition().distanceSq(cpos.getX(),cpos.getY(),cpos.getZ()) <= 500)){
					//add height shift if it is a circular connections
					TileLaserRelay cent = (TileLaserRelay)ce;
					float shift = 0;
					if(cent.inputs.contains(cpos) && cpos.hashCode() < pos.hashCode())
						shift = 1/16.0f*2;
					
					//draw connection
					GlStateManager.color(0f,0.5f,1f,1f);
					GL11.glVertex3d(cpos.getX()+0.5, cpos.getY()+FundamentalChemistry.LASER_HEIGHT-shift, cpos.getZ()+0.5);
					GlStateManager.color(0f,1f,0.5f,1f);
					GL11.glVertex3d(pos.getX()+0.5, pos.getY()+FundamentalChemistry.LASER_HEIGHT-shift, pos.getZ()+0.5);
				}
			}
		}
	}
	
	GL11.glEnd();
	
	GlStateManager.shadeModel(shade_model);
	
	GlStateManager.enableTexture2D();
	GlStateManager.enableLighting();
	
	GlStateManager.popMatrix();
	GlStateManager.popAttrib();
}
 
开发者ID:ImagicTheCat,项目名称:FundamentalChemistry,代码行数:74,代码来源:ClientEventHandler.java

示例10: isInUse

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public boolean isInUse()
{
	return GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM) == this.handle;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:5,代码来源:Program.java

示例11: glGetInteger

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glGetInteger(int p_187445_0_, IntBuffer p_187445_1_)
{
    GL11.glGetInteger(p_187445_0_, p_187445_1_);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:5,代码来源:GlStateManager.java


注:本文中的org.lwjgl.opengl.GL11.glGetInteger方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。