Example usage for org.lwjgl.opengl GL11 GL_COMPILE

List of usage examples for org.lwjgl.opengl GL11 GL_COMPILE

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_COMPILE.

Prototype

int GL_COMPILE

To view the source code for org.lwjgl.opengl GL11 GL_COMPILE.

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ListMode

Usage

From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java

License:Open Source License

/**
 * Start a new display list. All further renderer commands that can be stored in a display list are part of this new
 * list until {@link #endDisplayList()} is called.
 * /*from w  ww  .  ja  v a 2s. c om*/
 * @return id of new display list
 */
public int startDisplayList() {
    final int id = GL11.glGenLists(1);

    GL11.glNewList(id, GL11.GL_COMPILE);

    return id;
}

From source file:com.blogspot.jabelarminecraft.blocksmith.proxy.ClientProxy.java

License:Open Source License

public void createSphereCallList() {
    Sphere sphere = new Sphere();
    //GLU_POINT will render it as dots.
    //GLU_LINE will render as wireframe
    //GLU_SILHOUETTE will render as ?shadowed? wireframe
    //GLU_FILL as a solid.
    sphere.setDrawStyle(GLU.GLU_FILL);/*from www  .j a  v a 2 s.  c  o m*/
    //GLU_SMOOTH will try to smoothly apply lighting
    //GLU_FLAT will have a solid brightness per face, and will not shade.
    //GLU_NONE will be completely solid, and probably will have no depth to it's appearance.
    sphere.setNormals(GLU.GLU_SMOOTH);
    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_OUTSIDE);
    sphereIdOutside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE);
    //binds the texture 
    ResourceLocation rL = new ResourceLocation(BlockSmith.MODID + ":textures/entities/sphere.png");
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();

    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_INSIDE);
    sphereIdInside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdInside, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();
}

From source file:com.blogspot.jabelarminecraft.magicbeans.proxy.ClientProxy.java

License:Open Source License

public void createSphereCallList() {
    Sphere sphere = new Sphere();
    //GLU_POINT will render it as dots.
    //GLU_LINE will render as wireframe
    //GLU_SILHOUETTE will render as ?shadowed? wireframe
    //GLU_FILL as a solid.
    sphere.setDrawStyle(GLU.GLU_FILL);//from   w  w w.j  a v a  2  s.  c o m
    //GLU_SMOOTH will try to smoothly apply lighting
    //GLU_FLAT will have a solid brightness per face, and will not shade.
    //GLU_NONE will be completely solid, and probably will have no depth to it's appearance.
    sphere.setNormals(GLU.GLU_SMOOTH);
    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_OUTSIDE);
    sphereIdOutside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE);
    //binds the texture 
    ResourceLocation rL = new ResourceLocation(MagicBeans.MODID + ":textures/entities/sphere.png");
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();

    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_INSIDE);
    sphereIdInside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdInside, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();
}

From source file:com.blogspot.jabelarminecraft.movinglightsource.proxy.ClientProxy.java

License:Open Source License

public void createSphereCallList() {
    Sphere sphere = new Sphere();
    //GLU_POINT will render it as dots.
    //GLU_LINE will render as wireframe
    //GLU_SILHOUETTE will render as ?shadowed? wireframe
    //GLU_FILL as a solid.
    sphere.setDrawStyle(GLU.GLU_FILL);//from  ww w .j  a  v a 2  s  . c  o m
    //GLU_SMOOTH will try to smoothly apply lighting
    //GLU_FLAT will have a solid brightness per face, and will not shade.
    //GLU_NONE will be completely solid, and probably will have no depth to it's appearance.
    sphere.setNormals(GLU.GLU_SMOOTH);
    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_OUTSIDE);
    sphereIdOutside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE);
    //binds the texture 
    ResourceLocation rL = new ResourceLocation(MovingLightSource.MODID + ":textures/entities/sphere.png");
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();

    //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered)
    sphere.setOrientation(GLU.GLU_INSIDE);
    sphereIdInside = GL11.glGenLists(1);
    //Create a new list to hold our sphere data.
    GL11.glNewList(sphereIdInside, GL11.GL_COMPILE);
    Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
    //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables
    //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s
    sphere.draw(0.5F, 32, 32);
    GL11.glEndList();
}

From source file:com.blogspot.jabelarminecraft.wildanimals.models.ModelRendererWildAnimals.java

License:Open Source License

/**
 * Compiles a GL display list for this model
 *//*from w  w  w. j  a  v a  2s.c o m*/
@SideOnly(Side.CLIENT)
private void compileDisplayList(float par1) {
    this.displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(this.displayList, GL11.GL_COMPILE);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < this.cubeList.size(); ++i) {
        ((ModelBoxWildAnimals) this.cubeList.get(i)).render(tessellator, par1);
    }

    GL11.glEndList();
    this.compiled = true;
}

From source file:com.github.begla.blockmania.blocks.Block.java

License:Apache License

/**
 * Generates the display list used for rendering the block.
 *
 * @return The id of the display list/* www. j  a  va  2 s  . com*/
 */
private int generateDisplayList() {
    int id = glGenLists(1);

    glNewList(id, GL11.GL_COMPILE);
    glBegin(GL_QUADS);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // TOP
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.TOP).x, calcTextureOffsetFor(SIDE.TOP).y);
    GL11.glVertex3f(-0.5f, 0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.TOP).x + 0.0624f, calcTextureOffsetFor(SIDE.TOP).y);
    GL11.glVertex3f(0.5f, 0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.TOP).x + 0.0624f, calcTextureOffsetFor(SIDE.TOP).y + 0.0624f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.TOP).x, calcTextureOffsetFor(SIDE.TOP).y + 0.0624f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    // LEFT
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.LEFT).x, calcTextureOffsetFor(SIDE.LEFT).y + 0.0624f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.LEFT).x + 0.0624f, calcTextureOffsetFor(SIDE.LEFT).y + 0.0624f);
    GL11.glVertex3f(-0.5f, -0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.LEFT).x + 0.0624f, calcTextureOffsetFor(SIDE.LEFT).y);
    GL11.glVertex3f(-0.5f, 0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.LEFT).x, calcTextureOffsetFor(SIDE.LEFT).y);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    // BACK
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BACK).x, calcTextureOffsetFor(SIDE.BACK).y + 0.0624f);
    GL11.glVertex3f(-0.5f, -0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BACK).x + 0.0624f, calcTextureOffsetFor(SIDE.BACK).y + 0.0624f);
    GL11.glVertex3f(0.5f, -0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BACK).x + 0.0624f, calcTextureOffsetFor(SIDE.BACK).y);
    GL11.glVertex3f(0.5f, 0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BACK).x, calcTextureOffsetFor(SIDE.BACK).y);
    GL11.glVertex3f(-0.5f, 0.5f, 0.5f);

    // RIGHT
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.RIGHT).x, calcTextureOffsetFor(SIDE.RIGHT).y);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.RIGHT).x + 0.0624f, calcTextureOffsetFor(SIDE.RIGHT).y);
    GL11.glVertex3f(0.5f, 0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.RIGHT).x + 0.0624f,
            calcTextureOffsetFor(SIDE.RIGHT).y + 0.0624f);
    GL11.glVertex3f(0.5f, -0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.RIGHT).x, calcTextureOffsetFor(SIDE.RIGHT).y + 0.0624f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);

    GL11.glColor3f(0.5f, 0.5f, 0.5f);

    // FRONT
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.FRONT).x, calcTextureOffsetFor(SIDE.FRONT).y);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.FRONT).x + 0.0624f, calcTextureOffsetFor(SIDE.FRONT).y);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.FRONT).x + 0.0624f,
            calcTextureOffsetFor(SIDE.FRONT).y + 0.0624f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.FRONT).x, calcTextureOffsetFor(SIDE.FRONT).y + 0.0624f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    // BOTTOM
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BOTTOM).x, calcTextureOffsetFor(SIDE.BOTTOM).y);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BOTTOM).x + 0.0624f, calcTextureOffsetFor(SIDE.BOTTOM).y);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BOTTOM).x + 0.0624f,
            calcTextureOffsetFor(SIDE.BOTTOM).y + 0.0624f);
    GL11.glVertex3f(0.5f, -0.5f, 0.5f);
    GL11.glTexCoord2f(calcTextureOffsetFor(SIDE.BOTTOM).x, calcTextureOffsetFor(SIDE.BOTTOM).y + 0.0624f);
    GL11.glVertex3f(-0.5f, -0.5f, 0.5f);

    GL11.glEnd();
    glEndList();

    return id;
}

From source file:com.github.begla.blockmania.rendering.helper.Primitives.java

License:Apache License

public static int generateColoredBlock(Vector4f color, float size) {
    int id = glGenLists(1);

    GL11.glNewList(id, GL11.GL_COMPILE);
    GL11.glBegin(GL11.GL_QUADS);//from   ww  w.j a va2s . co  m

    GL11.glColor4f(color.x, color.y, color.z, color.w);

    float sHalf = size / 2;

    // TOP
    GL11.glVertex3f(-sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);

    // LEFT
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);

    // RIGHT
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);

    GL11.glColor4f(0.85f * color.x, 0.85f * color.y, 0.85f * color.z, color.w);

    // FRONT
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);

    // BACK
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, sHalf);

    // BOTTOM
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);

    GL11.glEnd();
    GL11.glEndList();

    return id;
}

From source file:com.github.begla.blockmania.rendering.particles.BlockParticle.java

License:Apache License

protected void renderParticle() {
    if (_displayLists[_blockType] == 0) {
        _displayLists[_blockType] = glGenLists(1);
        glNewList(_displayLists[_blockType], GL11.GL_COMPILE);
        drawParticle();/* www.  j  a  v  a2  s  .co  m*/
        glEndList();
    }

    BlockParticleEmitter pE = (BlockParticleEmitter) getParent();
    double lightValueSun = ((double) pE.getParent().getWorldProvider().getLightAtPosition(_position,
            Chunk.LIGHT_TYPE.SUN));
    lightValueSun = (lightValueSun / 15.0) * pE.getParent().getDaylight();
    double lightValueBlock = pE.getParent().getWorldProvider().getLightAtPosition(_position,
            Chunk.LIGHT_TYPE.BLOCK);
    lightValueBlock = lightValueBlock / 15.0;

    float lightValue = (float) Math.max(lightValueSun, lightValueBlock) * _lightOffset;

    int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "light");
    int texOffsetX = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "texOffsetX");
    int texOffsetY = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "texOffsetY");
    GL20.glUniform1f(light, lightValue);
    GL20.glUniform1f(texOffsetX, _texOffsetX);
    GL20.glUniform1f(texOffsetY, _texOffsetY);

    glCallList(_displayLists[_blockType]);
}

From source file:com.github.begla.blockmania.world.horizon.Skysphere.java

License:Apache License

private void drawSphere() {
    if (_displayListSphere == -1) {
        _displayListSphere = glGenLists(1);

        Sphere sphere = new Sphere();
        glNewList(_displayListSphere, GL11.GL_COMPILE);

        sphere.draw(16, 16, 128);/*ww w . j  av a  2 s  .  c o  m*/

        glEndList();
    }

    glCallList(_displayListSphere);
}

From source file:com.kegare.frozenland.client.renderer.FrozenlandSkyRenderer.java

License:Minecraft Mod Public

public FrozenlandSkyRenderer() {
    this.starGLCallList = GLAllocation.generateDisplayLists(3);
    GL11.glPushMatrix();/*from   ww w  .  ja v a 2  s.  c om*/
    GL11.glNewList(starGLCallList, GL11.GL_COMPILE);
    renderStars();
    GL11.glEndList();
    GL11.glPopMatrix();
}