List of usage examples for org.lwjgl.opengl GL11 GL_FLAT
int GL_FLAT
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From source file:org.jtrfp.mtmx.tools.internal.WorldViewerConfiguration.java
License:Open Source License
@Override public void initLight() { GL11.glEnable(GL11.GL_LIGHTING);/* w w w .j a va2s . co m*/ // XXX: FloatBuffer must have 4 additional floats free float[] amb = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f }; FloatBuffer ambientBuffer = EngineUtil.createFloatBuffer(amb); GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, ambientBuffer); // XXX: FloatBuffer must have 4 additional floats free float[] vec = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f }; FloatBuffer diffBuffer = EngineUtil.createFloatBuffer(vec); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, diffBuffer); GL11.glEnable(GL11.GL_LIGHT0); GL11.glShadeModel(GL11.GL_FLAT); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void drawCylinder(float l, float r, float zoffset) { int i;//from w w w. j a v a 2s . c o m float tmp, ny, nz, a, ca, sa; final int n = 24; // number of sides to the cylinder (divisible by 4) l *= 0.5; a = (float) (M_PI * 2.0 / n); sa = (float) Math.sin(a); ca = (float) Math.cos(a); // draw cylinder body ny = 1; nz = 0; // normal vector = (0,ny,nz) GL11.glBegin(GL11.GL_TRIANGLE_STRIP); for (i = 0; i <= n; i++) { GL11.glNormal3d(ny, nz, 0); GL11.glVertex3d(ny * r, nz * r, l + zoffset); GL11.glNormal3d(ny, nz, 0); GL11.glVertex3d(ny * r, nz * r, -l + zoffset); // rotate ny,nz tmp = ca * ny - sa * nz; nz = sa * ny + ca * nz; ny = tmp; } GL11.glEnd(); // draw top cap GL11.glShadeModel(GL11.GL_FLAT); ny = 1; nz = 0; // normal vector = (0,ny,nz) GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glNormal3d(0, 0, 1); GL11.glVertex3d(0, 0, l + zoffset); for (i = 0; i <= n; i++) { if (i == 1 || i == n / 2 + 1) setColor(color[0] * 0.75f, color[1] * 0.75f, color[2] * 0.75f, color[3]); GL11.glNormal3d(0, 0, 1); GL11.glVertex3d(ny * r, nz * r, l + zoffset); if (i == 1 || i == n / 2 + 1) setColor(color[0], color[1], color[2], color[3]); // rotate ny,nz tmp = ca * ny - sa * nz; nz = sa * ny + ca * nz; ny = tmp; } GL11.glEnd(); // draw bottom cap ny = 1; nz = 0; // normal vector = (0,ny,nz) GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glNormal3d(0, 0, -1); GL11.glVertex3d(0, 0, -l + zoffset); for (i = 0; i <= n; i++) { if (i == 1 || i == n / 2 + 1) setColor(color[0] * 0.75f, color[1] * 0.75f, color[2] * 0.75f, color[3]); GL11.glNormal3d(0, 0, -1); GL11.glVertex3d(ny * r, nz * r, -l + zoffset); if (i == 1 || i == n / 2 + 1) setColor(color[0], color[1], color[2], color[3]); // rotate ny,nz tmp = ca * ny + sa * nz; nz = -sa * ny + ca * nz; ny = tmp; } GL11.glEnd(); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void drawSky(float[] view_xyz) { GL11.glDisable(GL11.GL_LIGHTING);//www. j a v a2s . co m if (use_textures) { GL11.glEnable(GL11.GL_TEXTURE_2D); sky_texture.bind(false); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0f, 0.5f, 1.0f); } // make sure sky depth is as far back as possible GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDepthRange(1, 1); final float ssize = 1000.0f; float x = ssize * sky_scale; float y = view_xyz[1] + sky_height; GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, -1, 0); GL11.glTexCoord2f(x + offset, -x + offset); GL11.glVertex3f(ssize + view_xyz[0], y, -ssize + view_xyz[2]); GL11.glTexCoord2f(x + offset, x + offset); GL11.glVertex3f(ssize + view_xyz[0], y, ssize + view_xyz[2]); GL11.glTexCoord2f(-x + offset, x + offset); GL11.glVertex3f(-ssize + view_xyz[0], y, ssize + view_xyz[2]); GL11.glTexCoord2f(-x + offset, -x + offset); GL11.glVertex3f(-ssize + view_xyz[0], y, -ssize + view_xyz[2]); GL11.glEnd(); offset = offset + 0.002f; if (offset > 1) offset -= 1; GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthRange(0, 1); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void drawGround() { GL11.glDisable(GL11.GL_LIGHTING);//w w w . jav a 2 s .c o m GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); // GL11.glDepthRange (1,1); if (use_textures) { GL11.glEnable(GL11.GL_TEXTURE_2D); ground_texture.bind(false); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(GROUND_R, GROUND_G, GROUND_B); } // ground fog seems to cause problems with TNT2 under windows /* GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1}; GL11.glEnable (GL_FOG); GL11.glFogi (GL_FOG_MODE, GL_EXP2); GL11.glFogfv (GL_FOG_COLOR, fogColor); GL11.glFogf (GL_FOG_DENSITY, 0.05f); GL11.glHint (GL_FOG_HINT, GL_NICEST); // GL_DONT_CARE); GL11.glFogf (GL_FOG_START, 1.0); GL11.glFogf (GL_FOG_END, 5.0); */ final float gsize = 100.0f; final float offset = 0; // -0.001f; ... polygon offsetting doesn't work well GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, 1, 0); GL11.glTexCoord2f(-gsize * ground_scale + ground_ofsx, gsize * ground_scale + ground_ofsz); GL11.glVertex3f(-gsize, offset, gsize); GL11.glTexCoord2f(gsize * ground_scale + ground_ofsx, gsize * ground_scale + ground_ofsz); GL11.glVertex3f(gsize, offset, gsize); GL11.glTexCoord2f(gsize * ground_scale + ground_ofsx, -gsize * ground_scale + ground_ofsz); GL11.glVertex3f(gsize, offset, -gsize); GL11.glTexCoord2f(-gsize * ground_scale + ground_ofsx, -gsize * ground_scale + ground_ofsz); GL11.glVertex3f(-gsize, offset, -gsize); GL11.glEnd(); GL11.glDisable(GL11.GL_FOG); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void drawPyramidGrid() { // setup stuff GL11.glEnable(GL11.GL_LIGHTING);//from ww w .j av a 2s. c o m GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); // draw the pyramid grid for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { GL11.glPushMatrix(); GL11.glTranslatef(i, 0, j); if (i == 1 && j == 0) setColor(1, 0, 0, 1); else if (i == 0 && j == 1) setColor(0, 0, 1, 1); else setColor(1, 1, 0, 1); final float k = 0.03f; GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glNormal3f(0, 1, -1); GL11.glVertex3f(0, k, 0); GL11.glVertex3f(-k, 0, -k); GL11.glVertex3f(k, 0, -k); GL11.glNormal3f(1, 1, 0); GL11.glVertex3f(k, 0, k); GL11.glNormal3f(0, 1, 1); GL11.glVertex3f(-k, 0, k); GL11.glNormal3f(-1, 1, 0); GL11.glVertex3f(-k, 0, -k); GL11.glEnd(); GL11.glPopMatrix(); } } }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
@Override // void dsDrawFrame (int width, int height, dsFunctions *fn, int pause) void dsDrawFrame(int width, int height, dsFunctions fn, boolean pause) { if (current_state < 1) dsDebug("internal error"); current_state = 2;//from w w w. j av a 2 s .c o m // setup stuff GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glFrontFace(GL11.GL_CCW); // setup viewport GL11.glViewport(0, 0, width, height); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); final float vnear = 0.1f; final float vfar = 100.0f; final float k = 0.8f; // view scale, 1 = +/- 45 degrees if (width >= height) { float k2 = (float) height / (float) width; GL11.glFrustum(-vnear * k, vnear * k, -vnear * k * k2, vnear * k * k2, vnear, vfar); } else { float k2 = (float) width / (float) height; GL11.glFrustum(-vnear * k * k2, vnear * k * k2, -vnear * k, vnear * k, vnear, vfar); } // setup lights. it makes a difference whether this is done in the // GL_PROJECTION matrix mode (lights are scene relative) or the // GL_MODELVIEW matrix mode (lights are camera relative, bad!). // static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; // static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; // static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light_ambient); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light_diffuse); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, light_specular); GL11.glColor3f(1.0f, 1.0f, 1.0f); // clear the window GL11.glClearColor(0.5f, 0.5f, 0.5f, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // snapshot camera position (in MS Windows it is changed by the GUI thread) float[] view2_xyz = view_xyz.clone(); float[] view2_rxyz = view_rxyz.clone(); // memcpy (view2_xyz,view_xyz);//,sizeof(float)*3); // memcpy (view2_hpr,view_hpr);//,sizeof(float)*3); // go to GL_MODELVIEW matrix mode and set the camera GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); setCamera(view2_xyz[0], view2_xyz[1], view2_xyz[2], view2_rxyz[0], view2_rxyz[1], view2_rxyz[2]); // set the light position (for some reason we have to do this in model view. // static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 }; GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, light_position); // draw the background (ground, sky etc) drawSky(view2_xyz); drawGround(); // draw the little markers on the ground drawPyramidGrid(); // leave openGL in a known state - flat shaded white, no textures GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glColor3f(1, 1, 1); setColor(1, 1, 1, 1); // draw the rest of the objects. set drawing state first. color[0] = 1; color[1] = 1; color[2] = 1; color[3] = 1; tnum = DS_TEXTURE_NUMBER.DS_NONE; //if (fn.step) fn.step(pause); }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
@Override public void dsDrawBox(final float[] pos, final float[] R, final float[] sides) { if (current_state != 2) dsError("drawing function called outside simulation loop"); setupDrawingMode();/* www . j av a 2s. co m*/ GL11.glShadeModel(GL11.GL_FLAT); setTransform(pos, R); drawBox(sides); GL11.glPopMatrix(); if (use_shadows) { setShadowDrawingMode(); setShadowTransform(); setTransform(pos, R); drawBox(sides); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glDepthRange(0, 1); } }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
void dsDrawConvex(final float[] pos, final float[] R, float[] _planes, int _planecount, float[] _points, int _pointcount, int[] _polygons) { if (current_state != 2) dsError("drawing function called outside simulation loop"); setupDrawingMode();// w w w . j a v a2 s. c om GL11.glShadeModel(GL11.GL_FLAT); setTransform(pos, R); drawConvex(_planes, _planecount, _points, _pointcount, _polygons); GL11.glPopMatrix(); if (use_shadows) { setShadowDrawingMode(); setShadowTransform(); setTransform(pos, R); drawConvex(_planes, _planecount, _points, _pointcount, _polygons); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glDepthRange(0, 1); } }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
@Override public void dsDrawSphere(final float[] pos, final float[] R, float radius) { if (current_state != 2) dsError("drawing function called outside simulation loop"); setupDrawingMode();/*w ww .j a va 2 s . c om*/ GL11.glEnable(GL11.GL_NORMALIZE); GL11.glShadeModel(GL11.GL_SMOOTH); setTransform(pos, R); GL11.glScaled(radius, radius, radius); drawSphere(); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_NORMALIZE); // draw shadows if (use_shadows) { GL11.glDisable(GL11.GL_LIGHTING); if (use_textures) { ground_texture.bind(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glColor3f(SHADOW_INTENSITY, SHADOW_INTENSITY, SHADOW_INTENSITY); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(GROUND_R * SHADOW_INTENSITY, GROUND_G * SHADOW_INTENSITY, GROUND_B * SHADOW_INTENSITY); } GL11.glShadeModel(GL11.GL_FLAT); GL11.glDepthRange(0, 0.9999); drawSphereShadow(pos[0], pos[1], pos[2], radius); GL11.glDepthRange(0, 1); } }
From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
void dsDrawTriangle(final float[] pos, final float[] R, final float[] v0, final float[] v1, final float[] v2, boolean solid) { if (current_state != 2) dsError("drawing function called outside simulation loop"); setupDrawingMode();/* w w w . j a v a2 s.c o m*/ GL11.glShadeModel(GL11.GL_FLAT); setTransform(pos, R); drawTriangle(v0, v1, v2, solid); GL11.glPopMatrix(); }