package com.callumcarmicheal.OpenGL;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
public class Util {
public static void make2D() {
GL11.glEnable(GL11.GL_BLEND);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0.0f, Display.getWidth() * 0.5, Display.getHeight() * 0.5, 0.0f, 0.0f, 1.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
public static void make3D() {
GL11.glDisable(GL11.GL_BLEND);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity(); // Reset The Projection Matrix
GLU.gluPerspective(0.0f,
((float) Display.getWidth() / (float) Display.getHeight()), 0.1f, 100.0f); // Calculate
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
//public static int groundRenderIndex = GL11.glGenLists(1);
public static void drawGround() { // OPENGL.... Y U NO WOK! ( I FORGOT TO CALL THE FUNCTION -_-)
GL11.glMatrixMode(GL11.GL_MODELVIEW);
float extent = 15.0f; // How far on the Z-Axis and X-Axis the ground extend
float stepSize = 2f; // The size of the separation between points
float groundLevel = -2f; // Where on the Y-Axis the ground is drawn
// Set colour to white
GL11.glColor4f(255, 255, 255, 5);
/*/ Draw our ground grid
GL11.glBegin(GL11.GL_LINES); {
for (float loop = -extent; loop < extent; loop += stepSize)
{
// Draw lines along Z-Axis
GL11.glVertex3f(loop, groundLevel, extent);
GL11.glVertex3f(loop, groundLevel, -extent);
// Draw lines across X-Axis
GL11.glVertex3f(-extent, groundLevel, loop);
GL11.glVertex3f(extent, groundLevel, loop);
}
} GL11.glEnd(); */
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glColor4f(1, 1, 1, 1);
}
public static void fixCamera() { // Fix camera (somehow)
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glColor4f(255, 255, 255, 5);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glColor4f(1, 1, 1, 1);
}
}