List of usage examples for org.lwjgl.opengl GL11 glCallLists
public static void glCallLists(@NativeType("void const *") IntBuffer lists)
From source file:com.ardor3d.renderer.lwjgl.LwjglFont.java
License:Open Source License
/** * <code>print</code> renders the specified string to a given (x,y) location. The x, y location is in terms of * screen coordinates. There are currently two sets of fonts supported: NORMAL and ITALICS. * //ww w . ja v a 2s . c om * @param r * * @param x * the x screen location to start the string render. * @param y * the y screen location to start the string render. * @param text * the String to render. * @param set * the mode of font: NORMAL or ITALICS. */ public void print(final Renderer r, final double x, final double y, final ReadOnlyVector3 scale, final StringBuffer text, int set) { final RendererRecord matRecord = ContextManager.getCurrentContext().getRendererRecord(); if (set > 1) { set = 1; } else if (set < 0) { set = 0; } final boolean alreadyOrtho = r.isInOrthoMode(); if (!alreadyOrtho) { r.setOrtho(); } else { LwjglRendererUtil.switchMode(matRecord, GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); } GL11.glTranslated(x, y, 0); GL11.glScaled(scale.getX(), scale.getY(), scale.getZ()); GL11.glListBase(base - 32 + (128 * set)); // Put the string into a "pointer" if (text.length() > scratch.capacity()) { scratch = BufferUtils.createByteBuffer(text.length()); } else { scratch.clear(); } final int charLen = text.length(); for (int z = 0; z < charLen; z++) { scratch.put((byte) text.charAt(z)); } scratch.flip(); GL11.glColor4f(fontColor.getRed(), fontColor.getGreen(), fontColor.getBlue(), fontColor.getAlpha()); // call the list for each letter in the string. GL11.glCallLists(scratch); // set color back to white GL11.glColor4f(1, 1, 1, 1); if (!alreadyOrtho) { r.unsetOrtho(); } else { LwjglRendererUtil.switchMode(matRecord, GL11.GL_MODELVIEW); GL11.glPopMatrix(); } }
From source file:net.kubin.rendering.GLFont.java
License:Apache License
/** * Render a text string in 2D over the scene, using the character set * created by this GLFont object./*from w ww . j ava 2 s . c o m*/ * * @see makeFont() */ public void print(int x, int y, String msg) { if (msg != null) { GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // enable the charset texture GL11.glEnable(GL11.GL_TEXTURE_2D); texture.bind(); // draw the text GL11.glTranslatef(x, y, 0); // Position The Text (in pixel coords) IntBuffer buffer = BufferUtils.createIntBuffer(msg.length()); for (int i = 0; i < msg.length(); i++) { buffer.put(fontListBase + (msg.charAt(i) - 32)); } buffer.flip(); GL11.glCallLists(buffer); GL11.glPopMatrix(); } }
From source file:org.craftmania.rendering.GLFont.java
License:Apache License
/** * Render a text string in 2D over the scene, using the character set * created by this GLFont object./*from ww w .j a v a 2 s. co m*/ * * @see makeFont() */ public void print(int x, int y, String msg) { if (msg != null) { GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // enable the charset texture GL11.glEnable(GL11.GL_TEXTURE_2D); texture.bind(); // draw the text GL11.glTranslatef(x, y, 0); // Position The Text (in pixel coords) IntBuffer buffer = BufferUtils.createIntBuffer(msg.length()); for (int i = 0; i < msg.length(); i++) { buffer.put(fontListBase + (msg.charAt(i) - 32)); } buffer.flip(); GL11.glCallLists(buffer); GL11.glPopMatrix(); } }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glCallLists(ShortBuffer a) { GL11.glCallLists(a); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glCallLists(IntBuffer a) { GL11.glCallLists(a); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glCallLists(ByteBuffer a) { GL11.glCallLists(a); }
From source file:yk.myengine.optiseq.states.LWJGLFont.java
/** * <code>print</code> renders the specified string to a given (x,y) * location. The x, y location is in terms of screen coordinates. There are * currently two sets of fonts supported: NORMAL and ITALICS. * * @param x the x screen location to start the string render. * @param y the y screen location to start the string render. * @param scale scale//from w w w.j av a 2 s . c om * @param text the String to render. * @param italic the mode of font: NORMAL or ITALICS. */ public void print(final int x, final int y, final Vector3f scale, final String text, int italic) { // RendererRecord matRecord = (RendererRecord) DisplaySystem.getDisplaySystem().getCurrentContext().getRendererRecord(); if (italic > 1) { italic = 1; } else if (italic < 0) { italic = 0; } // if (!alreadyOrtho){ //todo move to outer function GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluOrtho2D(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight()); // } GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glTranslatef(x, y, 0); GL11.glScalef(scale.x, scale.y, scale.z); //todo: make italic by matrix, instead of additional data!! (matter of principle) //also it must be realized in transformation state together with scale factor! GL11.glListBase(base - 32 + (128 * italic)); //Put the string into a "pointer" if (text.length() > scratch.capacity()) { scratch = BufferUtils.createByteBuffer(text.length()); } else { scratch.clear(); } final int charLen = text.length(); for (int z = 0; z < charLen; z++) { scratch.put((byte) text.charAt(z)); } scratch.flip(); GL11.glColor4f(fontColor.x, fontColor.y, fontColor.z, fontColor.w); //todo move to right place GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); //call the list for each letter in the string. GL11.glCallLists(scratch); GL11.glDisable(GL11.GL_BLEND); // set color back to white // GL11.glColor4f(fontColor.x, fontColor.y, fontColor.z, fontColor.w); // if (!alreadyOrtho) { //todo move to outer function GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); // } GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); }