本文整理汇总了Java中org.lwjgl.opengl.GL11.glOrtho方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glOrtho方法的具体用法?Java GL11.glOrtho怎么用?Java GL11.glOrtho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类org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glOrtho方法的8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: enterOrtho
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.SGL#enterOrtho(int, int)
*/
public 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);
}
示例2: enterOrtho
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Enter the orthographic mode
*/
protected void enterOrtho() {
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, screenWidth, 0, screenHeight, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例3: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render()
{
//Make camera rotation matrix (no translation) to draw skybox.
GraphicsUtil.glLoadMatrix(camera.projMat, GL11.GL_PROJECTION);
GraphicsUtil.glLoadMatrix(Mat3.rotation(Quat.invert(camera.dir)), GL11.GL_MODELVIEW);
skybox.render();
//Load proper camera matrix to draw world.
GraphicsUtil.glLoadMatrix(camera.viewMat, GL11.GL_MODELVIEW);
floor.render();
space.render();
//Load screen matrix to draw HUD.
Vec2i res = getResolution();
if (res.x <= 0 || res.y <= 0) return;
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(-res.x*0.5f, res.x*0.5f, -res.y*0.5f, res.y*0.5f, -1.0f, 1.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
if (menu == null && !displayMouse && interactionState == defaultState)
crosshair.renderCrosshair();
if (menu != null) menu.render(1.0f);
}
示例4: initGL
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Initialise the GL display
*
* @param width The width of the display
* @param height The height of the display
*/
private void initGL(int width, int height) {
try {
Display.setDisplayMode(new DisplayMode(width,height));
Display.create();
Display.setVSyncEnabled(true);
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glViewport(0,0,width,height);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, width, height, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例5: ortho
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void ortho(double left, double right, double bottom, double top, double zNear, double zFar)
{
GL11.glOrtho(left, right, bottom, top, zNear, zFar);
}
示例6: runShader
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void runShader() {
Minecraft mc = Minecraft.getMinecraft();
//TODO remove
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD5)) {
destroyShader();
createShader();
}
//Use shader program
GL20.glUseProgram(shader.getShaderProgram());
//TODO third person view
Entity entity = mc.getRenderViewEntity();
float partialTicks = mc.getRenderPartialTicks();
double entityPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)partialTicks;
double entityPosY = entity.lastTickPosY + entity.getEyeHeight() + (entity.posY - entity.lastTickPosY) * (double)partialTicks;
double entityPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)partialTicks;
float fov = (float) Math.toRadians(mc.entityRenderer.getFOVModifier(partialTicks, true));
//Set uniform values
int texUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "tex");
GL20.glUniform1i(texUniform, 0);
int cameraPosUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraPos");
GL20.glUniform3f(cameraPosUniform, (float)entityPosX%16, (float)entityPosY%16, (float)entityPosZ%16);
int cameraDirUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraDir");
GL20.glUniform3f(cameraDirUniform, -(float)Math.toRadians(entity.rotationPitch), (float)Math.toRadians(180+entity.rotationYaw), 0);
int fovyUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovy");
GL20.glUniform1f(fovyUniform, fov);
int fovxUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovx");
GL20.glUniform1f(fovxUniform, fov*Display.getWidth()/(float)Display.getHeight());
int sphericalUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "spherical");
GL20.glUniform1i(sphericalUniform, RayTracerSettings.spherical ? 1 : 0);
int stereoscopicUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "stereoscopic3d");
GL20.glUniform1i(stereoscopicUniform, RayTracerSettings.stereoscopic ? 1 : 0);
int eyeWidthUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "eyeWidth");
GL20.glUniform1f(eyeWidthUniform, 0.063f); //TODO input eyeWidth option
if (!pauseRendering) {
if (worldLoader == null) {
worldLoader = new WorldLoader();
}
if (worldLoader.dimension != mc.world.provider.getDimension()) {
worldLoader.dimension = mc.world.provider.getDimension();
}
worldLoader.updateWorld(entityPosX, entityPosY, entityPosZ, shader);
//Setup view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(-1, 1, -1, 1, -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
//Bind vbo and texture
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, shader.getVbo());
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_BYTE, false, 0, 0L);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 8);
//Render
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6);
//Reset vbo and texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL20.glDisableVertexAttribArray(0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
//Reset view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
}
//Stop using shader program
GL20.glUseProgram(0);
}
示例7: prepRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void prepRender(){
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0.0, Window.instance.getWidth(), Window.instance.getHeight(), 0.0, -1.0, 1.0);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例8: setOrtho
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
Configures camera for GUI drawing
*/
public static void setOrtho(){
GL11.glOrtho(0.0D, ZWrapper.getScaledWidthD(), ZWrapper.getScaledHeightD(), 0.0D, 1000.0D, 3000.0D);
}