List of usage examples for org.lwjgl.opengl GL14 GL_FUNC_ADD
int GL_FUNC_ADD
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From source file:fr.ign.cogit.geoxygene.appli.render.LwjglLayerRenderer.java
License:Open Source License
/** * Initialize layer FBO to receive GL primitives from a set of identical * symbolizers/* w w w .j a v a 2s . c om*/ * * @param primitive * @param opacity * @param currentSymbolizer * @throws GLException */ private void clearFBOLayer() throws GLException { GLTools.glCheckError("preparing next FBO Layer"); GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, this.getLayerViewPanel().getGLCanvas().getFboId()); GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0); GLTools.glCheckError("bind frame buffer"); // Blending mode in FBO drawing. GLTools.glCheckError("finalizing FBO initialization"); GL11.glClearColor(0f, 0f, 0f, 0f); GLTools.glCheckError("finalizing FBO initialization"); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GLTools.glCheckError("finalizing FBO initialization"); glEnable(GL11.GL_BLEND); GLTools.glCheckError("finalizing FBO initialization"); GL20.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_MAX); GLTools.glCheckError("finalizing FBO initialization"); GL14.glBlendFuncSeparate(GL11.GL_ONE, GL11.GL_ZERO, GL11.GL_ZERO, GL11.GL_ZERO); GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0); GLTools.glCheckError("finalizing FBO initialization"); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve./* w ww . jav a 2 s. co m*/ */ private RenderState startRender() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
From source file:se.angergard.engine.display.Display.java
License:Apache License
public static void create(DisplayDef def) { glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err)); if (glfwInit() != GL_TRUE) { throw new IllegalStateException("Unable to initialize GLFW"); }//from w ww .j av a 2s . c o m glfwDefaultWindowHints(); glfwWindowHint(GLFW_VISIBLE, GL_FALSE); glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); glfwWindowHint(GLFW_DECORATED, GL_TRUE); // TODO: Fix this, important to MAC OS // glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); window = glfwCreateWindow(def.width, def.height, def.title, NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } GLFW.glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() { @Override public void invoke(long window, int width, int height) { System.out.println("Hej " + width + ", " + height); Display.width = width; Display.height = height; } }); GLFW.glfwSetWindowCloseCallback(window, new GLFWWindowCloseCallback() { @Override public void invoke(long window) { RenderingEngine.dispose(); glfwSetWindowShouldClose(window, GL11.GL_TRUE); } }); glfwSetWindowPos(window, def.xPosition, def.yPosition); glfwMakeContextCurrent(window); glfwSwapInterval(1); glfwShowWindow(window); GLContext.createFromCurrent(); // Only enable depth test if using 3d. glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL14.glBlendEquation(GL14.GL_FUNC_ADD); // Not really neccessary RenderUtil.setClearColor(0.0f, 0.0f, 0.0f, 1.0f); Logger.log(Values.VERSION); Logger.log("Your OpenGL version is " + glGetString(GL_VERSION)); Logger.log("Created Display with the following settings : " + def.toString()); }