Java 类org.lwjgl.util.glu.GLU 实例源码

项目:DecompiledMinecraft    文件:ActiveRenderInfo.java   
/**
 * 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);
}
项目:DecompiledMinecraft    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GL11.glGenLists(range);

    if (i == 0)
    {
        int j = GL11.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:DecompiledMinecraft    文件:Minecraft.java   
/**
 * Checks for an OpenGL error. If there is one, prints the error ID and error string.
 */
private void checkGLError(String message)
{
    if (this.enableGLErrorChecking)
    {
        int i = GL11.glGetError();

        if (i != 0)
        {
            String s = GLU.gluErrorString(i);
            logger.error("########## GL ERROR ##########");
            logger.error("@ " + message);
            logger.error(i + ": " + s);
        }
    }
}
项目:BaseClient    文件:Shaders.java   
public static int checkGLError(String location)
{
    int i = GL11.glGetError();

    if (i != 0)
    {
        boolean flag = false;

        if (!flag)
        {
            if (i == 1286)
            {
                int j = EXTFramebufferObject.glCheckFramebufferStatusEXT(36160);
                System.err.format("GL error 0x%04X: %s (Fb status 0x%04X) at %s\n", new Object[] {Integer.valueOf(i), GLU.gluErrorString(i), Integer.valueOf(j), location});
            }
            else
            {
                System.err.format("GL error 0x%04X: %s at %s\n", new Object[] {Integer.valueOf(i), GLU.gluErrorString(i), location});
            }
        }
    }

    return i;
}
项目:BaseClient    文件:ActiveRenderInfo.java   
/**
 * 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);
}
项目:BaseClient    文件:EntityRenderer.java   
private void frameFinish()
{
    if (this.mc.theWorld != null)
    {
        long i = System.currentTimeMillis();

        if (i > this.lastErrorCheckTimeMs + 10000L)
        {
            this.lastErrorCheckTimeMs = i;
            int j = GL11.glGetError();

            if (j != 0)
            {
                String s = GLU.gluErrorString(j);
                ChatComponentText chatcomponenttext = new ChatComponentText(I18n.format("of.message.openglError", new Object[] {Integer.valueOf(j), s}));
                this.mc.ingameGUI.getChatGUI().printChatMessage(chatcomponenttext);
            }
        }
    }
}
项目:BaseClient    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GL11.glGenLists(range);

    if (i == 0)
    {
        int j = GL11.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:BaseClient    文件:Minecraft.java   
/**
 * Checks for an OpenGL error. If there is one, prints the error ID and error string.
 */
private void checkGLError(String message)
{
    if (this.enableGLErrorChecking)
    {
        int i = GL11.glGetError();

        if (i != 0)
        {
            String s = GLU.gluErrorString(i);
            logger.error("########## GL ERROR ##########");
            logger.error("@ " + message);
            logger.error(i + ": " + s);
        }
    }
}
项目:BaseClient    文件:ActiveRenderInfo.java   
/**
 * 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);
}
项目:BaseClient    文件:EntityRenderer.java   
private void frameFinish() {
    if (this.mc.theWorld != null) {
        long i = System.currentTimeMillis();

        if (i > this.lastErrorCheckTimeMs + 10000L) {
            this.lastErrorCheckTimeMs = i;
            int j = GL11.glGetError();

            if (j != 0) {
                String s = GLU.gluErrorString(j);
                ChatComponentText chatcomponenttext = new ChatComponentText(
                        "\u00a7eOpenGL Error\u00a7f: " + j + " (" + s + ")");
                this.mc.ingameGUI.getChatGUI().printChatMessage(chatcomponenttext);
            }
        }
    }
}
项目:BaseClient    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GL11.glGenLists(range);

    if (i == 0)
    {
        int j = GL11.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:Defier    文件:ClientProxy.java   
@Override
public void init(FMLInitializationEvent e) {
    super.init(e);
    {
        Sphere sphere = new Sphere();
        sphere.setDrawStyle(GLU.GLU_FILL);
        sphere.setNormals(GLU.GLU_SMOOTH);
        sphere.setOrientation(GLU.GLU_OUTSIDE);

        defierSphereIdOutside = GL11.glGenLists(1);
        GL11.glNewList(defierSphereIdOutside, GL11.GL_COMPILE);
        sphere.draw(0.5F, 30, 30);
        GL11.glEndList();

        sphere.setOrientation(GLU.GLU_INSIDE);
        defierSphereIdInside = GL11.glGenLists(1);
        GL11.glNewList(defierSphereIdInside, GL11.GL_COMPILE);
        sphere.draw(0.5F, 30, 30);
        GL11.glEndList();
    }
    ClientRegistry.bindTileEntitySpecialRenderer(DefierTileEntity.class, new DefierTESR());
    ClientRegistry.bindTileEntitySpecialRenderer(EnergyProviderTileEntity.class, new EnergyProviderTESR());
}
项目:Solar    文件:RenderHelper.java   
public static void bake() {
    //--------------------Sphere--------------------//
    sphere = addDraw(new Sphere(), GLU.GLU_FILL, GLU.GLU_FLAT, form -> form.draw(1F, 16, 16));

    //---------------------Cube---------------------//
    cube = addDraw(new Cube(), GLU.GLU_FILL, GLU.GLU_FLAT, Cube::draw);

    //-----------------Json Models-----------------//
    for(BlockBaker model : BlockBaker.values()) {
        try {
            model.bake();
        } catch(Exception e) {
            Solar.LOG.fatal("[Model Bakery] Failed to bake json model: " + model.getLocation().toString());
            e.printStackTrace();
        }
    }
    Solar.LOG.info("[PIE HAS BEEN SUCCESSFULLY BAKED!]");
}
项目:Backmemed    文件:Shaders.java   
public static int checkGLError(String location)
{
    int i = GL11.glGetError();

    if (i != 0)
    {
        boolean flag = false;

        if (!flag)
        {
            if (i == 1286)
            {
                int j = EXTFramebufferObject.glCheckFramebufferStatusEXT(36160);
                System.err.format("GL error 0x%04X: %s (Fb status 0x%04X) at %s\n", new Object[] {Integer.valueOf(i), GLU.gluErrorString(i), Integer.valueOf(j), location});
            }
            else
            {
                System.err.format("GL error 0x%04X: %s at %s\n", new Object[] {Integer.valueOf(i), GLU.gluErrorString(i), location});
            }
        }
    }

    return i;
}
项目:Backmemed    文件:RenderUtils.java   
public static void drawSphere(double x, double y, double z, float size, int slices, int stacks) {
    final Sphere s = new Sphere();
    GL11.glPushMatrix();
    GL11.glBlendFunc(770, 771);
    GL11.glEnable(GL_BLEND);
    GL11.glLineWidth(1.2F);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL_DEPTH_TEST);
    GL11.glDepthMask(false);
    s.setDrawStyle(GLU.GLU_SILHOUETTE);
    GL11.glTranslated(x - RenderManager.renderPosX, y - RenderManager.renderPosY, z - RenderManager.renderPosZ);
    s.draw(size, slices, stacks);
    GL11.glLineWidth(2.0F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    GL11.glDisable(GL_BLEND);
    GL11.glPopMatrix();
}
项目:Backmemed    文件:ActiveRenderInfo.java   
/**
 * 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);
    GlStateManager.glGetInteger(2978, 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 Vec3d((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 * 0.017453292F) * (float)(1 - i * 2);
    rotationZ = MathHelper.sin(f3 * 0.017453292F) * (float)(1 - i * 2);
    rotationYZ = -rotationZ * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXY = rotationX * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXZ = MathHelper.cos(f2 * 0.017453292F);
}
项目:Backmemed    文件:EntityRenderer.java   
private void frameFinish()
{
    if (this.mc.world != null)
    {
        long i = System.currentTimeMillis();

        if (i > this.lastErrorCheckTimeMs + 10000L)
        {
            this.lastErrorCheckTimeMs = i;
            int j = GlStateManager.glGetError();

            if (j != 0)
            {
                String s = GLU.gluErrorString(j);
                TextComponentString textcomponentstring = new TextComponentString(I18n.format("of.message.openglError", new Object[] {Integer.valueOf(j), s}));
                this.mc.ingameGUI.getChatGUI().printChatMessage(textcomponentstring);
            }
        }
    }
}
项目:Backmemed    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GlStateManager.glGenLists(range);

    if (i == 0)
    {
        int j = GlStateManager.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:CustomWorldGen    文件:ActiveRenderInfo.java   
/**
 * 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);
    GlStateManager.glGetInteger(2978, 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 Vec3d((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 * 0.017453292F) * (float)(1 - i * 2);
    rotationZ = MathHelper.sin(f3 * 0.017453292F) * (float)(1 - i * 2);
    rotationYZ = -rotationZ * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXY = rotationX * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXZ = MathHelper.cos(f2 * 0.017453292F);
}
项目:CustomWorldGen    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GlStateManager.glGenLists(range);

    if (i == 0)
    {
        int j = GlStateManager.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:PhET    文件:EarthTexture.java   
public static void begin() {
    glEnable( GL_TEXTURE_2D );

    // one-time only we bind the texture, create mip-maps so it can be nicely viewed at any distance, etc.
    if ( !textureInitialized ) {
        textureInitialized = true;
        textureId = glGenTextures();
        glBindTexture( GL_TEXTURE_2D, textureId );

        glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                         GL_LINEAR_MIPMAP_NEAREST );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

        // repeat
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );

        GLU.gluBuild2DMipmaps( GL_TEXTURE_2D, 4, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, buffer );
    }

    // from then on, we always use the bound texture ID to efficiently show the stored texture
    glBindTexture( GL_TEXTURE_2D, textureId );
}
项目:Gaalop    文件:LwJglRenderingEngine.java   
/**
 * Changes the size of the lwjgl window
 * @param w The new width of the lwjgl window
 * @param h The new height of the lwjgl window
 */
private void changeSize(float w, float h) {
    // Prevent a division by zero, when window is too short
    if (h == 0) {
        h = 1;
    }
    float wRatio = 1.0f * w / h;
    // Reset the coordinate system before modifying
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    // Set the viewport to be the entire window
    GL11.glViewport(0, 0, (int) w, (int) h);
    // Set the correct perspective.
    GLU.gluPerspective(45.0f, wRatio, (float) near, (float) far);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GLU.gluLookAt(camPos.x, camPos.y, camPos.z, // Position
            camPos.x + camDir.x, camPos.y + camDir.y, camPos.z + camDir.z, // Lookat
            camUp.x, camUp.y, camUp.z);               // Up-direction}
}
项目:It-s-About-Time-Minecraft-Mod    文件:ProxyClient.java   
public  void drawCircle(ResourceLocation texture) {
    Sphere sphere = new Sphere();
    sphere.setDrawStyle(GLU.GLU_FILL);
    sphere.setNormals(GLU.GLU_SMOOTH);
    sphere.setOrientation(GLU.GLU_OUTSIDE);
    sphereId = GL11.glGenLists(1);
    GL11.glNewList(sphereId, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();
    sphere.setDrawStyle(GLU.GLU_FILL);      
    sphere.setNormals(GLU.GLU_SMOOTH);
    sphere.setOrientation(GLU.GLU_INSIDE);
    secondSphereId = GL11.glGenLists(2);
    GL11.glNewList(secondSphereId, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
    sphere.draw(0.49F, 32, 32);
    GL11.glEndList();   
}
项目:It-s-About-Time-Minecraft-Mod    文件:ProxyClient.java   
public void drawCylinder(ResourceLocation texture) {
    Cylinder cylinder = new Cylinder();
    cylinder.setDrawStyle(GLU.GLU_FILL);
    cylinder.setNormals(GLU.GLU_SMOOTH);
    cylinder.setOrientation(GLU.GLU_OUTSIDE);
    cylinderId = GL11.glGenLists(1);
    GL11.glNewList(cylinderId, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
    cylinder.draw(0.5F, 0.5F, 10, 10, 2);
    GL11.glEndList();
    cylinder.setDrawStyle(GLU.GLU_FILL);        
    cylinder.setNormals(GLU.GLU_SMOOTH);
    cylinder.setOrientation(GLU.GLU_INSIDE);
    secondcylinderId = GL11.glGenLists(2);
    GL11.glNewList(secondcylinderId, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
    cylinder.draw(0.49F, 0.49F, 10, 10, 2);
    GL11.glEndList();   
}
项目:Resilience-Client-Source    文件:ActiveRenderInfo.java   
/**
 * Updates the current render info and camera location based on entity look angles and 1st/3rd person view mode
 */
public static void updateRenderInfo(EntityPlayer par0EntityPlayer, boolean par1)
{
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
    GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
    float var2 = (float)((viewport.get(0) + viewport.get(2)) / 2);
    float var3 = (float)((viewport.get(1) + viewport.get(3)) / 2);
    GLU.gluUnProject(var2, var3, 0.0F, modelview, projection, viewport, objectCoords);
    objectX = objectCoords.get(0);
    objectY = objectCoords.get(1);
    objectZ = objectCoords.get(2);
    int var4 = par1 ? 1 : 0;
    float var5 = par0EntityPlayer.rotationPitch;
    float var6 = par0EntityPlayer.rotationYaw;
    rotationX = MathHelper.cos(var6 * (float)Math.PI / 180.0F) * (float)(1 - var4 * 2);
    rotationZ = MathHelper.sin(var6 * (float)Math.PI / 180.0F) * (float)(1 - var4 * 2);
    rotationYZ = -rotationZ * MathHelper.sin(var5 * (float)Math.PI / 180.0F) * (float)(1 - var4 * 2);
    rotationXY = rotationX * MathHelper.sin(var5 * (float)Math.PI / 180.0F) * (float)(1 - var4 * 2);
    rotationXZ = MathHelper.cos(var5 * (float)Math.PI / 180.0F);
}
项目:NeoTextureEdit2    文件:OpenGLTextureRenderCanvas.java   
void initGLState() {
    GL11.glViewport(0, 0, getWidth(), getHeight());
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    //GL11.glClearColor(62.0f / 100.0f, 77.0f / 100.0f, 100.0f / 100.0f, 1.0f);
    GL11.glClearColor(64.0f / 255.0f, 64.0f / 255.0f, 64.0f / 255.0f, 1.0f);


    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GLU.gluPerspective(60.0f, (float)GLXres/(float)GLYres, 0.1f, 100.0f);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);


    previewProgram = getShaderProgram(previewVertexShader, previewFragmentShader);


    loadShaderLocations();

    // hmm: temp initialization here
    // create the empty textures (later they are updated from the channels)
    texidDiffuse = create2dTexture(0x7F7FFFFF);
    texidNormal = create2dTexture(0x7F7FFFFF);
    texidSpecWeight = create2dTexture(0xFFFFFFFF);
    texidHeightmap = create2dTexture(0xFFFFFFFF);

}
项目:NeoTextureEdit2    文件:OpenGLTextureRenderCanvas.java   
public int create2dTexture(int color) {
    int id = genTexID();

    IntBuffer ibuf = bbuf.asIntBuffer();
    for (int i = 0; i < ibuf.capacity(); i++) ibuf.put(i, color);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);
    int targetFormat = GL11.GL_RGBA;
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, targetFormat, TEXTURE_RESX, TEXTURE_RESY, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, bbuf.asIntBuffer());
    GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, targetFormat, TEXTURE_RESX, TEXTURE_RESY, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, bbuf);

    return id;
}
项目:SMEditClassic    文件:JGLCanvas.java   
private void doEye()
{
    int mouseX = Mouse.getX();
    int mouseY = Mouse.getY();
    FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    FloatBuffer projection = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
    IntBuffer viewport = BufferUtils.createIntBuffer(16);
    GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
    float winX = mouseX;
    float winY = viewport.get(3) - mouseY;
    FloatBuffer winZBuffer = BufferUtils.createFloatBuffer(1);
    GL11.glReadPixels(mouseX, mouseY, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, winZBuffer);
    float winZ = winZBuffer.get(0);
    FloatBuffer pos = BufferUtils.createFloatBuffer(3);
    GLU.gluUnProject(winX, winY, winZ, modelview, projection, viewport, pos);
    mEyeRay = new Point3f(pos.get(0), pos.get(1), pos.get(2));
}
项目:ExpandedRailsMod    文件:ActiveRenderInfo.java   
/**
 * 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);
    GlStateManager.glGetInteger(2978, 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 Vec3d((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 * 0.017453292F) * (float)(1 - i * 2);
    rotationZ = MathHelper.sin(f3 * 0.017453292F) * (float)(1 - i * 2);
    rotationYZ = -rotationZ * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXY = rotationX * MathHelper.sin(f2 * 0.017453292F) * (float)(1 - i * 2);
    rotationXZ = MathHelper.cos(f2 * 0.017453292F);
}
项目:ExpandedRailsMod    文件:GLAllocation.java   
/**
 * Generates the specified number of display lists and returns the first index.
 */
public static synchronized int generateDisplayLists(int range)
{
    int i = GlStateManager.glGenLists(range);

    if (i == 0)
    {
        int j = GlStateManager.glGetError();
        String s = "No error code reported";

        if (j != 0)
        {
            s = GLU.gluErrorString(j);
        }

        throw new IllegalStateException("glGenLists returned an ID of 0 for a count of " + range + ", GL error (" + j + "): " + s);
    }
    else
    {
        return i;
    }
}
项目:JediUtil-Deprecated    文件:Game.java   
public void perFrameGL()
{

    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glShadeModel(GL_SMOOTH);
    glMatrixMode(GL_PROJECTION);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glLoadIdentity();
    GLU.gluPerspective(50f, SX/ SY, 0.01f, 100f);
    GLU.gluLookAt(-10,0,0,0,0,0,0,0,0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glEnable(GL_DEPTH_TEST);

}
项目:tectonicus    文件:MatrixUtil.java   
public static void testLookAtMatrix(Vector3f eye, Vector3f center, Vector3f up)
{
    // Make a lookat matrix in opengl and pull it out into a Matrix4f
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GLU.gluLookAt(eye.x, eye.y, eye.z, center.x, center.y, center.z, up.x, up.y, up.z);

    FloatBuffer fromGlBuffer = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW, fromGlBuffer);
    Matrix4f fromGl = new Matrix4f();
    fromGl.load(fromGlBuffer);

    Matrix4f manual = createLookAt(eye, center, up);

    compare(fromGl, manual);
}
项目:Cauldron    文件:ActiveRenderInfo.java   
public static void updateRenderInfo(EntityPlayer p_74583_0_, boolean p_74583_1_)
{
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, 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);
    objectX = objectCoords.get(0);
    objectY = objectCoords.get(1);
    objectZ = objectCoords.get(2);
    int i = p_74583_1_ ? 1 : 0;
    float f2 = p_74583_0_.rotationPitch;
    float f3 = p_74583_0_.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);
}
项目:Cauldron    文件:ActiveRenderInfo.java   
public static void updateRenderInfo(EntityPlayer p_74583_0_, boolean p_74583_1_)
{
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, 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);
    objectX = objectCoords.get(0);
    objectY = objectCoords.get(1);
    objectZ = objectCoords.get(2);
    int i = p_74583_1_ ? 1 : 0;
    float f2 = p_74583_0_.rotationPitch;
    float f3 = p_74583_0_.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);
}
项目:RuneCraftery    文件:ActiveRenderInfo.java   
public static void func_74583_a(EntityPlayer p_74583_0_, boolean p_74583_1_) {
   GL11.glGetFloat(2982, field_74594_j);
   GL11.glGetFloat(2983, field_74595_k);
   GL11.glGetInteger(2978, field_74597_i);
   float var2 = (float)((field_74597_i.get(0) + field_74597_i.get(2)) / 2);
   float var3 = (float)((field_74597_i.get(1) + field_74597_i.get(3)) / 2);
   GLU.gluUnProject(var2, var3, 0.0F, field_74594_j, field_74595_k, field_74597_i, field_74593_l);
   field_74592_a = field_74593_l.get(0);
   field_74590_b = field_74593_l.get(1);
   field_74591_c = field_74593_l.get(2);
   int var4 = p_74583_1_?1:0;
   float var5 = p_74583_0_.field_70125_A;
   float var6 = p_74583_0_.field_70177_z;
   field_74588_d = MathHelper.func_76134_b(var6 * 3.1415927F / 180.0F) * (float)(1 - var4 * 2);
   field_74586_f = MathHelper.func_76126_a(var6 * 3.1415927F / 180.0F) * (float)(1 - var4 * 2);
   field_74587_g = -field_74586_f * MathHelper.func_76126_a(var5 * 3.1415927F / 180.0F) * (float)(1 - var4 * 2);
   field_74596_h = field_74588_d * MathHelper.func_76126_a(var5 * 3.1415927F / 180.0F) * (float)(1 - var4 * 2);
   field_74589_e = MathHelper.func_76134_b(var5 * 3.1415927F / 180.0F);
}
项目:RuneCraftery    文件:ActiveRenderInfo.java   
/**
 * Updates the current render info and camera location based on entity look angles and 1st/3rd person view mode
 */
public static void updateRenderInfo(EntityPlayer par0EntityPlayer, boolean par1)
{
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, 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);
    objectX = objectCoords.get(0);
    objectY = objectCoords.get(1);
    objectZ = objectCoords.get(2);
    int i = par1 ? 1 : 0;
    float f2 = par0EntityPlayer.rotationPitch;
    float f3 = par0EntityPlayer.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);
}
项目:SMEdit    文件:JGLCanvas.java   
private void doEye() {
    int mouseX = Mouse.getX();
    int mouseY = Mouse.getY();
    FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    FloatBuffer projection = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
    IntBuffer viewport = BufferUtils.createIntBuffer(16);
    GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
    float winX = mouseX;
    float winY = viewport.get(3) - mouseY;
    FloatBuffer winZBuffer = BufferUtils.createFloatBuffer(1);
    GL11.glReadPixels(mouseX, mouseY, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, winZBuffer);
    float winZ = winZBuffer.get(0);
    FloatBuffer pos = BufferUtils.createFloatBuffer(3);
    GLU.gluUnProject(winX, winY, winZ, modelview, projection, viewport, pos);
    mEyeRay = new Point3f(pos.get(0), pos.get(1), pos.get(2));
}
项目:VoxelDungeon    文件:Game.java   
public void initialize3D() {
    //GL11.glEnable(GL11.GL_TEXTURE_2D); // Allows 2D textures.
    GL11.glShadeModel(GL11.GL_SMOOTH); // Smoother textures.
    GL11.glClearColor(0.4f,0.6f,1.0f,0.0f); // BG color. 6698FF
    GL11.glClearDepth(1.0); // Buffer depth, allows objects to draw over things behind them.
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Depth testing (see above).
    GL11.glDepthFunc(GL11.GL_LEQUAL); // Type of depth testing.

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);

    GL11.glMatrixMode(GL11.GL_PROJECTION); // Sets matrix mode to displaying pixels.
    GL11.glLoadIdentity(); // Loads the above matrix mode.

    // Sets default perspective location.                       Render Distances: Min   Max
    GLU.gluPerspective(45.0f,(float)Display.getWidth()/(float)Display.getHeight(),0.1f,300.0f);

    GL11.glMatrixMode(GL11.GL_MODELVIEW); // Sets the matrix to displaying objects.
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT,GL11.GL_NICEST); // Something unimportant for quality.
    GL11.glEnable(GL11.GL_CULL_FACE);
}
项目:cnctools    文件:View3D.java   
@Override
public void begin() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    if (camera.isOrtho()) {
        GL11.glOrtho(-camera.getX(), camera.getX(), -camera.getY(), camera.getY(), -NEAR, FAR);
    } else {
        GLU.gluPerspective(camera.getFOVY(), camera.getWidth() / camera.getHeight(), NEAR, FAR);
    }

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
}
项目:BetterNutritionMod    文件:ActiveRenderInfo.java   
/**
 * Updates the current render info and camera location based on entity look angles and 1st/3rd person view mode
 */
public static void updateRenderInfo(EntityPlayer par0EntityPlayer, boolean par1)
{
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, 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);
    objectX = objectCoords.get(0);
    objectY = objectCoords.get(1);
    objectZ = objectCoords.get(2);
    int i = par1 ? 1 : 0;
    float f2 = par0EntityPlayer.rotationPitch;
    float f3 = par0EntityPlayer.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);
}