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Java GL11.glPopMatrix方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glPopMatrix方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glPopMatrix方法的具体用法?Java GL11.glPopMatrix怎么用?Java GL11.glPopMatrix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.glPopMatrix方法的15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: leaveSafeBlock

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Leave a safe block ensuring that all of Slick's OpenGL state is
 * restored since the last enter.
 */
public static void leaveSafeBlock() 
{
	if (!inSafe) {
		return;
	}

	GL11.glMatrixMode(GL11.GL_PROJECTION);
	GL11.glPopMatrix();
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
	GL11.glPopMatrix();
	GL11.glPopClientAttrib();
	GL11.glPopAttrib();
	
	if (lastUsed != null) {
		lastUsed.bind();
	} else {
		TextureImpl.bindNone();
	}
	
	inSafe = false;
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:26,代码来源:SlickCallable.java

示例2: rotateLocal

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void rotateLocal(float delta, int dim)
{
	GL11.glPushMatrix();
	GL11.glLoadIdentity();
	rotate();
	switch(dim)
	{
	case 0: GL11.glRotated(delta,1,0,0); break;
	case 1: GL11.glRotated(delta,0,1,0); break;
	case 2: GL11.glRotated(delta,0,0,1); break;
	}

	GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, rotationMatrix);
	updateRotationAnglesFromMatrix();
	GL11.glPopMatrix();
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:17,代码来源:PartRotation.java

示例3: drawRect

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawRect(final float x1, final float y1, final float x2,
                            final float y2, final int colour) {
    final float f = (colour >> 24 & 0xFF) / 255F;
    final float f1 = (colour >> 16 & 0xFF) / 255F;
    final float f2 = (colour >> 8 & 0xFF) / 255F;
    final float f3 = (colour & 0xFF) / 255F;

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);

    GL11.glPushMatrix();
    GL11.glColor4f(f1, f2, f3, f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2d(x2, y1);
    GL11.glVertex2d(x1, y1);
    GL11.glVertex2d(x1, y2);
    GL11.glVertex2d(x2, y2);
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
开发者ID:SerenityEnterprises,项目名称:SerenityCE,代码行数:27,代码来源:RenderUtilities.java

示例4: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(float alpha)
{
    GL11.glPushMatrix();
    GL11.glTranslatef(pos.x, pos.y, 0.0F);
    GL11.glLineWidth(1.0F);
    float color = Main.instance().getFocus() == this ? 0.75F : 1.0F;
    GL11.glColor4f(color, color, 1.0F, alpha);
    GL11.glBegin(value ? GL11.GL_TRIANGLE_FAN : GL11.GL_LINE_LOOP);
    for (float t = 0.0F; t < T_END; t += DT)
    {
        Vec2 p = Util.squareDir(t).normalize().mult(radius);
        GL11.glVertex2f(p.x, p.y);
    }
    GL11.glEnd();
    GL11.glPopMatrix();
}
 
开发者ID:SmashMaster,项目名称:KraftigAudio,代码行数:18,代码来源:RadioButtons.java

示例5: drawCircle

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawCircle(int xx, int yy, int radius, int col) {
	float f = (col >> 24 & 0xFF) / 255.0F;
	float f2 = (col >> 16 & 0xFF) / 255.0F;
	float f3 = (col >> 8 & 0xFF) / 255.0F;
	float f4 = (col & 0xFF) / 255.0F;
	GL11.glPushMatrix();
	GL11.glEnable(3042);
	GL11.glDisable(3553);
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(2848);
	GL11.glShadeModel(7425);
	GL11.glBegin(2);
	for (int i = 0; i < 70; i++) {
		float x = (float) (radius * Math.cos(i * 0.08975979010256552D));
		float y = (float) (radius * Math.sin(i * 0.08975979010256552D));
		GL11.glColor4f(f2, f3, f4, f);
		GL11.glVertex2f(xx + x, yy + y);
	}
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glEnd();
	GL11.glEnable(3553);
	GL11.glDisable(3042);
	GL11.glDisable(2848);
	GL11.glPopMatrix();
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:26,代码来源:RenderUtils.java

示例6: testRayParent

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Test to see if a ray insects with the parent part of the bend.
 */
public Double testRayParent()
{
    GL11.glPushMatrix();
    move();
    Double t = testRay(RayTrace.getRayTrace(), getParentBendParts());
    GL11.glPopMatrix();
    return t;
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:12,代码来源:Bend_Animator.java

示例7: drawFilledCircle

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawFilledCircle(int xx, int yy, float radius, int col) {
	float f = (col >> 24 & 0xFF) / 255.0F;
	float f2 = (col >> 16 & 0xFF) / 255.0F;
	float f3 = (col >> 8 & 0xFF) / 255.0F;
	float f4 = (col & 0xFF) / 255.0F;
	GL11.glPushMatrix();
	GL11.glEnable(3042);
	GL11.glDisable(3553);
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(2848);
	GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
	GL11.glBegin(6);

	for (int i = 0; i < 50; i++) {
		float x = (float) (radius * Math.sin(i * 0.12566370614359174D));
		float y = (float) (radius * Math.cos(i * 0.12566370614359174D));
		GL11.glColor4f(f2, f3, f4, f);
		GL11.glVertex2f(xx + x, yy + y);
	}

	GL11.glEnd();
	GL11.glEnable(3553);
	GL11.glDisable(3042);
	GL11.glDisable(2848);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glPopMatrix();
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:28,代码来源:RenderUtils.java

示例8: drawPlayerESP

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawPlayerESP(double d, double d1, double d2, EntityPlayer ep, double e, double f)
{
	if(!(ep instanceof EntityPlayerSP))
	{
        GL11.glPushMatrix();
        GL11.glEnable(3042);
        if(Wrapper.getFriends().isFriend(ep.getName())) {
        	GL11.glColor4f(0.0F, 1F, 0.0F, 0.15F);
        }else{
        	GL11.glColor4f(0.7F, 0.0F, 0.0F, 0.15F);
        }
        GL11.glPushMatrix();
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(false);
        GL11.glLineWidth(1.0F);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);
        drawBoundingBox(new AxisAlignedBB(d - f, d1 + 0.1, d2 - f, d + f, d1 + e + 0.25, d2 + f));
        if(Wrapper.getFriends().isFriend(ep.getName())) {
        	GL11.glColor4f(0.0F, 1F, 0.0F, 1F);
        }else{
        	GL11.glColor4f(0.7F, 0.0F, 0.0F, 1F);
        }
        drawOutlinedBoundingBox(new AxisAlignedBB(d - f, d1 + 0.1, d2 - f, d + f, d1 + e + 0.25, d2 + f));
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_LINE_SMOOTH);
        GL11.glDisable(3042);
        GL11.glPopMatrix();
	}
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:36,代码来源:RenderUtils.java

示例9: renderItem

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderItem(ItemStack stack, TransformType transformType) {
	GL11.glPushMatrix();
	GL11.glTranslated(0.5, .5, .5);
	GL11.glScalef(0.7F, 0.7F, 0.7F);
	GL11.glColor4f(0f, 0f, 0f, 1f);
	ResourceLocation rL = new ResourceLocation(Defier.MODID + ":textures/blocks/blank.png");
	Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
	GL11.glCallList(ClientProxy.defierSphereIdOutside);
	GL11.glCallList(ClientProxy.defierSphereIdInside);
	GL11.glPopMatrix();
	GL11.glColor4f(1f, 1f, 1f, 1f);
}
 
开发者ID:tiffit,项目名称:Defier,代码行数:14,代码来源:RenderDefierItem.java

示例10: drawBorder

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void drawBorder(IProgWidget widget, int color) {
    GL11.glPushMatrix();
    GL11.glTranslated(widget.getX() + guiLeft, widget.getY() + guiTop, 0);
    GL11.glScaled(0.5, 0.5, 1);
    drawVerticalLine(0, 0, widget.getHeight(), color);
    drawVerticalLine(widget.getWidth(), 0, widget.getHeight(), color);
    drawHorizontalLine(widget.getWidth(), 0, 0, color);
    drawHorizontalLine(widget.getWidth(), 0, widget.getHeight(), color);
    GL11.glPopMatrix();
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:11,代码来源:GuiUnitProgrammer.java

示例11: processRay

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void processRay()
{
    GL11.glPushMatrix();
    super.processRay();
    GL11.glPopMatrix();
    controller.checkFramePartHighlighting();
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:9,代码来源:TimelineGui.java

示例12: doRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void doRender(EntityBall entity, double x, double y, double z, float yaw, float partialTick) {
	GL11.glPushMatrix();
	GL11.glTranslatef((float) x, (float) y + entity.height / 2, (float) z);
	GL11.glColor4f(0.7F, 0.7F, 0.7F, 1F);
	GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick - 90.0F,
			0.0F, 1.0F, 0.0F);
	GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F,
			0.0F, 1.0F);

	bindEntityTexture(entity);

	// GL11.glTranslatef((float)entity.posX, (float)entity.posY,
	// entity.posZ);
	if (entity.getCritical() == 2) {
		// GlStateManager.disableTexture2D();
		GlStateManager.disableLighting();
		// GL11.glColor4f(0.0F, 0.0F, 1.0F, 1F);
		model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
		// GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F);
		// GlStateManager.enableTexture2D();
		GlStateManager.enableLighting();
	} else
		model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);

	/*
	 * GL11.glScalef(1.5f, 1.5f, 1.5f); GL11.glEnable(GL11.GL_BLEND);
	 * //GL11.glDisable(GL11.GL_ALPHA_TEST); OpenGlHelper.glBlendFunc(770,
	 * 771, 1, 0);
	 * 
	 * char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536;
	 * OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
	 * (float)j / 1.0F, (float)k / 1.0F);
	 * 
	 * model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
	 * GL11.glDisable(GL11.GL_BLEND); // GL11.glEnable(GL11.GL_ALPHA_TEST);
	 */
	GL11.glColor4f(1F, 1F, 1F, 1F);
	GL11.glPopMatrix();
	/*
	 * IIcon iicon = TF2EventBusListener.pelletIcon;
	 * 
	 * if (iicon != null) { GL11.glPushMatrix();
	 * GL11.glTranslatef((float)x,(float) y,(float) z);
	 * GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F,
	 * 0.5F); this.bindTexture(TextureMap.locationItemsTexture); Tessellator
	 * tessellator = Tessellator.instance;
	 * 
	 * float f = iicon.getMinU(); float f1 = iicon.getMaxU(); float f2 =
	 * iicon.getMinV(); float f3 = iicon.getMaxV(); float f4 = 1.0F; float
	 * f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180.0F -
	 * this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
	 * GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
	 * tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F,
	 * 0.0F); tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F
	 * - f6), 0.0D, (double)f, (double)f3);
	 * tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6),
	 * 0.0D, (double)f1, (double)f3);
	 * tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6),
	 * 0.0D, (double)f1, (double)f2);
	 * tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6),
	 * 0.0D, (double)f, (double)f2); tessellator.draw();
	 * GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix();
	 * 
	 * }
	 */

}
 
开发者ID:rafradek,项目名称:Mods,代码行数:69,代码来源:RenderBall.java

示例13: renderEntityOnFire

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderEntityOnFire(Entity entity, double d, double d1, double d2, 
        float f)
{
    GL11.glDisable(2896 /*GL_LIGHTING*/);
    int i = Block.fire.blockIndexInTexture;
    int j = (i & 0xf) << 4;
    int k = i & 0xf0;
    float f1 = (float)j / 256F;
    float f3 = ((float)j + 15.99F) / 256F;
    float f5 = (float)k / 256F;
    float f7 = ((float)k + 15.99F) / 256F;
    GL11.glPushMatrix();
    GL11.glTranslatef((float)d, (float)d1, (float)d2);
    float f9 = entity.width * 1.4F;
    GL11.glScalef(f9, f9, f9);
    loadTexture("/terrain.png");
    Tessellator tessellator = Tessellator.instance;
    float f10 = 0.5F;
    float f11 = 0.0F;
    float f12 = entity.height / f9;
    float f13 = (float)(entity.posY - entity.boundingBox.minY);
    GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)(int)f12 * 0.02F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    float f14 = 0.0F;
    int l = 0;
    tessellator.startDrawingQuads();
    while(f12 > 0.0F) 
    {
        float f2;
        float f4;
        float f6;
        float f8;
        if(l % 2 == 0)
        {
            f2 = (float)j / 256F;
            f4 = ((float)j + 15.99F) / 256F;
            f6 = (float)k / 256F;
            f8 = ((float)k + 15.99F) / 256F;
        } else
        {
            f2 = (float)j / 256F;
            f4 = ((float)j + 15.99F) / 256F;
            f6 = (float)(k + 16) / 256F;
            f8 = ((float)(k + 16) + 15.99F) / 256F;
        }
        if((l / 2) % 2 == 0)
        {
            float f15 = f4;
            f4 = f2;
            f2 = f15;
        }
        tessellator.addVertexWithUV(f10 - f11, 0.0F - f13, f14, f4, f8);
        tessellator.addVertexWithUV(-f10 - f11, 0.0F - f13, f14, f2, f8);
        tessellator.addVertexWithUV(-f10 - f11, 1.4F - f13, f14, f2, f6);
        tessellator.addVertexWithUV(f10 - f11, 1.4F - f13, f14, f4, f6);
        f12 -= 0.45F;
        f13 -= 0.45F;
        f10 *= 0.9F;
        f14 += 0.03F;
        l++;
    }
    tessellator.draw();
    GL11.glPopMatrix();
    GL11.glEnable(2896 /*GL_LIGHTING*/);
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:67,代码来源:Render.java

示例14: onRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
	// check hitResult
	if(mc.objectMouseOver == null)
		return;
	
	// check position
	BlockPos pos = mc.objectMouseOver.getBlockPos();
	if(pos == null)
		return;
	
	// check if hitting block
	if(!mc.playerController.getIsHittingBlock())
		return;
	
	// GL settings
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	GL11.glLineWidth(2);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	
	GL11.glPushMatrix();
	GL11.glTranslated(-mc.getRenderManager().renderPosX,
		-mc.getRenderManager().renderPosY,
		-mc.getRenderManager().renderPosZ);
	
	// set position
	GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ());
	
	// get progress
	float progress = mc.playerController.curBlockDamageMP;
	
	// set size
	GL11.glTranslated(0.5, 0.5, 0.5);
	GL11.glScaled(progress, progress, progress);
	GL11.glTranslated(-0.5, -0.5, -0.5);
	
	// get color
	float red = progress * 2F;
	float green = 2 - red;
	
	// draw box
	GL11.glColor4f(red, green, 0, 0.25F);
	RenderUtils.drawSolidBox();
	GL11.glColor4f(red, green, 0, 0.5F);
	RenderUtils.drawOutlinedBox();
	
	GL11.glPopMatrix();
	
	// GL resets
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
开发者ID:Wurst-Imperium,项目名称:Wurst-MC-1.12,代码行数:60,代码来源:OverlayMod.java

示例15: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(float alpha)
{
    GL11.glPushMatrix();
    GL11.glTranslatef(pos.x, pos.y, 0.0f);
    GL11.glScalef(radius.x, radius.y, 1.0f);
    
    //Draw outline.
    GL11.glLineWidth(1.0f);
    float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
    GL11.glColor4f(color, color, 1.0f, alpha);
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(1.0f, -1.0f);
    GL11.glEnd();
    
    //Enable stencil writing, disable color writing.
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glColorMask(false, false, false, false);
    GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE);

    //Draw stencil mask.
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(1.0f, -1.0f);
    GL11.glEnd();
    
    //Disable stencil writing, enable color writing.
    GL11.glColorMask(true, true, true, true);
    GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
    
    //Draw masked stuff here.
    
    //Return to normal stencil state.
    GL11.glDisable(GL11.GL_STENCIL_TEST);
    GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);
    
    GL11.glPopMatrix();
}
 
开发者ID:SmashMaster,项目名称:KraftigAudio,代码行数:46,代码来源:MidiSeqTimeline.java


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