Example usage for org.lwjgl.opengl GL11 glCallList

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

Introduction

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

Prototype

public static native void glCallList(@NativeType("GLuint") int list);

Source Link

Document

Executes a display list.

Usage

From source file:fable.framework.ui.views.chiPlotView.java

License:Open Source License

/**
 * Display list (glCallList )created and compiled previously in
 * drawReliefList.//w  w  w  .  ja  va 2  s .c o m
 * 
 */
static void drawRelief() {
    canvas.setCurrent();
    try {
        GLContext.useContext(canvas);
    } catch (LWJGLException e) {
        e.printStackTrace();
    }
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    if (!freeze)
        grip.adjust();
    if (image != null) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glDisable(GL11.GL_LIGHTING);
        // Execute a display list here
        GL11.glCallList(reliefList);
        GL11.glEnable(GL11.GL_LIGHTING);
    }
}

From source file:fable.imageviewer.views.ReliefView.java

License:Open Source License

private void drawRelief() {
    canvas.setCurrent();/* ww w .  j  a  v a 2  s .  co m*/
    try {
        GLContext.useContext(canvas);
    } catch (LWJGLException ex) {
        FableUtils.excMsg(ReliefView.class, "Error in drawRelief using GLContext.useContext", ex);
    }
    // context.makeCurrent();
    // gl = context.getGL ();
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    if (!freeze)
        grip.adjust();
    if (image != null) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glCallList(reliefList);
        GL11.glEnable(GL11.GL_LIGHTING);
    }
}

From source file:fexcraft.tmt.slim.ModelRendererTurbo.java

private void callDisplayList(float f) {
    if (displayList == null) {
        compileDisplayList(f);//for the optimized models we actually gotta do stuff backwards.
    } else if (useLegacyCompiler) {
        GL11.glCallList(displayList);
    } else {/*ww  w .j a va 2s . c  om*/
        TextureManager renderEngine = Minecraft.getMinecraft().renderEngine;
        Collection<TextureGroup> textures = textureGroup.values();
        Iterator<TextureGroup> itr = textures.iterator();
        for (int i = 0; itr.hasNext(); i++) {
            TextureGroup curTexGroup = itr.next();
            curTexGroup.loadTexture();
            GL11.glCallList(displayListArray[i]);
            if (!defaultTexture.equals("")) {
                renderEngine.bindTexture(new ResourceLocation("", defaultTexture));
            }
        }
    }
}

From source file:hellfirepvp.astralsorcery.client.render.tile.TESRCelestialCrystals.java

License:Open Source License

private void renderCelestialCrystals(int stage) {
    GL11.glPushMatrix();/*from   w  ww .  jav a  2s .c o  m*/
    texCelestialCrystals.bind();
    int dlSelected;
    WavefrontObject obj;
    switch (stage) {
    case 0:
        dlSelected = dlC0;
        obj = OBJModelLibrary.crystalsStage0;
        break;
    case 1:
        dlSelected = dlC1;
        obj = OBJModelLibrary.crystalsStage1;
        break;
    case 2:
        dlSelected = dlC2;
        obj = OBJModelLibrary.crystalsStage2;
        break;
    case 3:
        dlSelected = dlC3;
        obj = OBJModelLibrary.crystalsStage3;
        break;
    case 4:
        dlSelected = dlC4;
        obj = OBJModelLibrary.crystalsStage4;
        break;
    default:
        dlSelected = dlC0;
        obj = OBJModelLibrary.crystalsStage0;
        break;
    }
    if (dlSelected == -1) {
        dlSelected = GLAllocation.generateDisplayLists(1);
        switch (stage) {
        case 0:
            dlC0 = dlSelected;
            break;
        case 1:
            dlC1 = dlSelected;
            break;
        case 2:
            dlC2 = dlSelected;
            break;
        case 3:
            dlC3 = dlSelected;
            break;
        case 4:
            dlC4 = dlSelected;
            break;
        default:
            dlC0 = dlSelected;
            break;
        }
        GL11.glNewList(dlSelected, GL11.GL_COMPILE);
        obj.renderAll(true);
        GL11.glEndList();
    }
    GL11.glCallList(dlSelected);

    GL11.glPopMatrix();
}

From source file:hellfirepvp.astralsorcery.client.render.tile.TESRCollectorCrystal.java

License:Open Source License

private static void renderTile(BindableResource tex) {
    GL11.glPushMatrix();//from   w  ww .  j a  va 2  s . c o m
    GL11.glScalef(0.13F, 0.13F, 0.13F);
    tex.bind();
    if (dlCrystal == -1) {
        dlCrystal = GLAllocation.generateDisplayLists(1);
        GL11.glNewList(dlCrystal, GL11.GL_COMPILE);
        OBJModelLibrary.bigCrystal.renderAll(true);
        GL11.glEndList();
    }
    GL11.glCallList(dlCrystal);

    GL11.glPopMatrix();
}

From source file:hellfirepvp.astralsorcery.client.render.tile.TESRTranslucentBlock.java

License:Open Source License

public static void renderTranslucentBlocks() {
    TextureHelper.refreshTextureBindState();
    TextureHelper.setActiveTextureToAtlasSprite();
    GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
    GL11.glPushMatrix();//from ww  w. j a v a  2  s .  co m
    RenderingUtils.removeStandartTranslationFromTESRMatrix(Minecraft.getMinecraft().getRenderPartialTicks());
    GlStateManager.color(1F, 1F, 1F, 1F);

    if (batchDList == -1) {
        batchBlocks();
        hash = hashBlocks();
        blocks.clear();
    } else {
        int currentHash = hashBlocks();
        if (hash != currentHash) {
            GLAllocation.deleteDisplayLists(batchDList);
            batchBlocks();
            hash = currentHash;
            blocks.clear();
        }
    }
    GL11.glEnable(GL11.GL_BLEND);
    Blending.ADDITIVEDARK.apply();
    GL11.glCallList(batchDList);
    blocks.clear();
    Blending.DEFAULT.apply();
    GL11.glPopMatrix();
    GL11.glPopAttrib();
}

From source file:illarion.graphics.lwjgl.render.TextureRenderDisplaylist.java

License:Open Source License

/**
 * Draw a texture using display lists at a specified location.
 * //from  w  w w  .j  a v  a2  s  .c  o  m
 * @param x the x coordinate of the texture
 * @param y the y coordinate of the texture
 * @param z the z coordinate (so the layer) of the texture
 * @param width the width of the area the texture shall be rendered on
 * @param height the height of the area the texture shall be rendered on
 * @param texture the texture that shall be drawn
 * @param color the color that is supposed to be used with that texture
 * @param mirror mirror the texture horizontal
 * @param rotation the value the texture is rotated by
 */
@Override
public void drawTexture(final float x, final float y, final float z, final float width, final float height,
        final TextureLWJGL texture, final SpriteColor color, final boolean mirror, final float rotation) {

    DriverSettingsLWJGL.getInstance().enableTexture(texture.getTextureID());
    color.setActiveColor();
    GL11.glPushMatrix();

    int xmod = 1;
    if (mirror) {
        xmod = -1;
        GL11.glTranslatef(x + width, y, z);
    } else {
        GL11.glTranslatef(x, y, z);
    }
    if (rotation != 0.f) {
        GL11.glRotatef(rotation, 0, 0, 1);
    }
    GL11.glScalef(width * xmod, height, 1.f);
    GL11.glTranslatef(0.5f, 0.5f, 0);

    GL11.glCallList(texture.getDisplayListID());

    GL11.glPopMatrix();
}

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void tick() throws Exception {

    if (display_list_dirty) {
        load_display_list();/*from w ww  . ja  v  a2 s .  c om*/
    }

    ByteBuffer temp = ByteBuffer.allocateDirect(16);
    temp.order(ByteOrder.nativeOrder());
    float fog_colour[] = new float[] { 0f, 0f, 0f, 0f };
    GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
    temp.asFloatBuffer().put(fog_colour).flip();
    GL11.glFog(GL11.GL_FOG_COLOR, temp.asFloatBuffer());
    GL11.glFogf(GL11.GL_FOG_DENSITY, 0.25f);
    GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE);
    GL11.glFogf(GL11.GL_FOG_START, 0);
    GL11.glFogf(GL11.GL_FOG_END, 200);

    _barry.tick();

    try {
        Collections.sort(objects_dynamic, this.sort_objects);
    } catch (Exception ex) {
        Output.error(ex.getMessage());
    }

    if (Debug.collision_boxs) {
        _game._core._display.flush_texture();
        for (int count = 0; count < objects_static.size(); count++) {
            if (objects_static.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_static.get(count);
                objcet.collision_box().render();
            }
        }
        for (int count = 0; count < objects_dynamic.size(); count++) {
            if (objects_dynamic.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_dynamic.get(count);
                objcet.collision_box().render();
            }
        }
        _barry.collision_box().render();
        _barry.ray_picker().collision_box().render();
    }

    GL11.glPushMatrix();
    _game._core._texture.game_atlas.bind();
    if (_game.anaglyph()) {
        GL11.glTranslatef(1 * 0.03f, 0, 0);
        GL11.glColorMask(true, false, false, true);
    }
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count).tick();
    }
    GL11.glEnd();
    if (_game.anaglyph()) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glColorMask(false, true, true, true);
        GL11.glTranslatef(-1 * 0.03f, 0, 0);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glCallList(display_list);
        for (int count = 0; count < objects_dynamic.size(); count++) {
            objects_dynamic.get(count)._render();
        }
        GL11.glEnd();
        GL11.glColorMask(true, true, true, true);
    }
    GL11.glPopMatrix();

    for (int count = 0; count < objects_dynamic.size(); count++) {
        if (objects_dynamic.get(count).IRemove()) {
            objects_dynamic.remove(count);
        }
    }

    _hud.tick();

    if (_barry.health() <= 0) {
        _game._core.state(_game._core._game_dead);
    }
}

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void _render() throws Exception {
    // assume the texture is already bound
    _barry._look_through();/*  w w  w.j ava  2 s .co  m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count)._render();
    }
    GL11.glEnd();
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glCallList(int id) {
    GL11.glCallList(id);
}