Example usage for org.lwjgl.opengl GL11 glClear

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

Introduction

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

Prototype

public static void glClear(@NativeType("GLbitfield") int mask) 

Source Link

Document

Sets portions of every pixel in a particular buffer to the same value.

Usage

From source file:glvis.renderers.LineTestNoLight.java

@Override
public void render() {

    GL11.glClear(16384);

    int LIGHT_POINTS = 288; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;/*from  w w w  .j  a v  a  2  s .  c o m*/

    short rraw = 0;

    float vdist = 0f;
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    boolean chswch = false;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {

        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        phys_x[ie] /= 2f;
        phys_y[ie] /= 2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        phys_x[ie] += distx + raw / 64f;
        phys_y[ie] += disty + rraw / 64f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;

        LIGHT_X = loc_x[ie] * 4 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 4 + 720 / 2;

        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;

    }
    GL11.glColor3f(1f, 1f, 1f);
    ;
    GL11.glBegin(GL11.GL_LINES);
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        LIGHT_X = loc_x[ie] * 4 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 4 + 720 / 2;
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);
    }
    GL11.glEnd();

}

From source file:glvis.renderers.LineTestNoLines.java

@Override
public void render() {

    GL11.glClear(16384);

    int LIGHT_POINTS = 288; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;/*from w  w w  .j a  v a2 s  .com*/

    short rraw = 0;

    float vdist = 0f;
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    boolean chswch = false;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {

        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        phys_x[ie] /= 2f;
        phys_y[ie] /= 2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        phys_x[ie] += distx + raw / 64f;
        phys_y[ie] += disty + rraw / 64f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;

        LIGHT_X = loc_x[ie] * 4 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 4 + 720 / 2;

        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;

        GL11.glColorMask(true, true, true, true);
        GL20.glUseProgram(this.shaderProgram);
        GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X,
                720.0F - LIGHT_Y);
        GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie], G[ie],
                B[ie]);
        GL11.glEnable(3042);
        GL11.glBlendFunc(1, 1);
        GL11.glBegin(7);
        GL11.glVertex2f(0.0F, 0.0F);
        GL11.glVertex2f(0.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 0.0F);
        GL11.glEnd();
        GL11.glDisable(3042);
        GL20.glUseProgram(0);

    }
}

From source file:glvis.renderers.LowIntensityTriangleStrip.java

@Override
public void render() {
    Display.sync(120);//from w  w  w. j ava 2s .co  m
    if (initial) {
        GL11.glClear(16384);
        initial = false;
    }

    int LIGHT_POINTS = 288; // 1152
    LIGHT_POINTS = 2;
    //        int LIGHT_POINTS = 1152; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;

    short rraw = 0;

    float vdist = 0f;

    boolean chswch = false;

    GL11.glEnable(GL11.GL_BLEND); //Enable blending.
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    if (initial) {
        initial = false;
        GL11.glColor4f(0f, 0f, 0f, 1f);
    } else
        GL11.glColor4f(0f, 0f, 0f, 0.05f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, 0);
    GL11.glVertex2f(1280, 0);
    GL11.glVertex2f(1280, 720);
    GL11.glVertex2f(0, 720);
    GL11.glEnd();
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    GL11.glColor4f(1f, 1f, 1f, 1f);
    //        GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE );
    float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f);
        //            this.skip = false;
        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        //            itra ++;
        //            itra %= samplen;
        //            raw = samp[itra];
        //            rraw = samp[samplen-(itra+1)];
        //            itra ++;
        //            itra %= samplen;
        //            raw += samp[itra];
        //            rraw += samp[samplen-(itra+1)];
        //            raw/=2;
        //            rraw/=2;

        //            
        phys_x[ie] /= 1.2f;
        phys_y[ie] /= 1.2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        phys_x[ie] += distx + raw / 96f;
        phys_y[ie] += disty + rraw / 96f;
        //            phys_x[ie] += distx + raw/128f;
        //            phys_y[ie] += disty + rraw/128f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;
        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        a1 = (R[ie] + G[ie] + B[ie]) / 3f;
        a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f;
        a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f;
        a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f;
        a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f;
        a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f;
        a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f;

        GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7);
        GL11.glVertex2f(lastx6[ie], lasty6[ie]);
        GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6);
        GL11.glVertex2f(lastx5[ie], lasty5[ie]);
        GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5);
        GL11.glVertex2f(lastx4[ie], lasty4[ie]);
        GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4);
        GL11.glVertex2f(lastx3[ie], lasty3[ie]);
        GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3);
        GL11.glVertex2f(lastx2[ie], lasty2[ie]);
        GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2);
        GL11.glVertex2f(lastx[ie], lasty[ie]);
        GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1);
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);

        lastx9[ie] = lastx8[ie];
        lasty9[ie] = lasty8[ie];
        lastx8[ie] = lastx7[ie];
        lasty8[ie] = lasty7[ie];
        lastx7[ie] = lastx6[ie];
        lasty7[ie] = lasty6[ie];

        lastx6[ie] = lastx5[ie];
        lasty6[ie] = lasty5[ie];
        lastx5[ie] = lastx4[ie];
        lasty5[ie] = lasty4[ie];
        lastx4[ie] = lastx3[ie];
        lasty4[ie] = lasty3[ie];
        lastx3[ie] = lastx2[ie];
        lasty3[ie] = lasty2[ie];
        lastx2[ie] = lastx[ie];
        lasty2[ie] = lasty[ie];
        //            lastx[ie] = LIGHT_X;
        //            lasty[ie] = LIGHT_Y;
        lastx[ie] = LIGHT_X;
        lasty[ie] = LIGHT_Y;

        lR9[ie] = lR8[ie];
        lG9[ie] = lG8[ie];
        lB9[ie] = lB8[ie];
        lR8[ie] = lR7[ie];
        lG8[ie] = lG7[ie];
        lB8[ie] = lB7[ie];
        lR7[ie] = lR6[ie];
        lG7[ie] = lG6[ie];
        lB7[ie] = lB6[ie];

        lR6[ie] = lR5[ie] / 1.2f;
        lG6[ie] = lG5[ie] / 1.2f;
        lB6[ie] = lB5[ie] / 1.2f;
        lR5[ie] = lR4[ie] / 1.2f;
        lG5[ie] = lG4[ie] / 1.2f;
        lB5[ie] = lB4[ie] / 1.2f;
        lR4[ie] = lR3[ie] / 1.2f;
        lG4[ie] = lG3[ie] / 1.2f;
        lB4[ie] = lB3[ie] / 1.2f;
        lR3[ie] = lR2[ie] / 1.2f;
        lG3[ie] = lG2[ie] / 1.2f;
        lB3[ie] = lB2[ie] / 1.2f;
        lR2[ie] = lR[ie] / 1.2f;
        lG2[ie] = lG[ie] / 1.2f;
        lB2[ie] = lB[ie] / 1.2f;
        lR[ie] = R[ie] * 2;
        lG[ie] = G[ie] * 2;
        lB[ie] = B[ie] * 2;
        GL11.glEnd();

    }
    GL11.glDisable(GL11.GL_BLEND); //Enable blending.
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //            LIGHT_X = loc_x[ie]*4+1280/2;
        //            LIGHT_Y = loc_y[ie]*4+720/2;

        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;

        GL11.glColorMask(true, true, true, true);
        GL20.glUseProgram(this.shaderProgram);
        GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X,
                720.0F - LIGHT_Y);
        GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 2,
                G[ie] / 2, B[ie] / 2);
        GL11.glEnable(3042);
        GL11.glBlendFunc(1, 1);
        GL11.glBegin(7);
        GL11.glVertex2f(0.0F, 0.0F);
        GL11.glVertex2f(0.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 0.0F);
        GL11.glEnd();
        GL11.glDisable(3042);
        GL20.glUseProgram(0);
        //            GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]);
        //            GL11.glVertex2f(lastx9[ie], lasty9[ie]);
        //            GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]);
        //            GL11.glVertex2f(lastx8[ie], lasty8[ie]);
        //            GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]);
        //            GL11.glVertex2f(lastx7[ie], lasty7[ie]);

    }
    //
}

From source file:glvis.renderers.LowIntensityTriangleStripGlitch.java

@Override
public void render() {
    if (initial) {
        GL11.glClear(16384);
        initial = false;/*from   w w w . j av  a  2s . c  o m*/
    }

    int LIGHT_POINTS = 288; // 1152
    LIGHT_POINTS = 2;
    //        int LIGHT_POINTS = 1152; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;

    short rraw = 0;

    float vdist = 0f;

    boolean chswch = false;

    GL11.glEnable(GL11.GL_BLEND); //Enable blending.
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    if (initial) {
        initial = false;
        GL11.glColor4f(0f, 0f, 0f, 1f);
    } else
        GL11.glColor4f(0f, 0f, 0f, 0.05f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, 0);
    GL11.glVertex2f(1280, 0);
    GL11.glVertex2f(1280, 720);
    GL11.glVertex2f(0, 720);
    GL11.glEnd();
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    GL11.glColor4f(1f, 1f, 1f, 1f);
    //        GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE );
    float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f);
        //            this.skip = false;
        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        //            itra ++;
        //            itra %= samplen;
        //            raw = samp[itra];
        //            rraw = samp[samplen-(itra+1)];
        //            itra ++;
        //            itra %= samplen;
        //            raw += samp[itra];
        //            rraw += samp[samplen-(itra+1)];
        //            raw/=2;
        //            rraw/=2;

        //            
        phys_x[ie] /= 1.2f;
        phys_y[ie] /= 1.2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        phys_x[ie] += distx + raw / 96f;
        phys_y[ie] += disty + rraw / 96f;
        //            phys_x[ie] += distx + raw/128f;
        //            phys_y[ie] += disty + rraw/128f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;
        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        a1 = (R[ie] + G[ie] + B[ie]) / 3f;
        a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f;
        a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f;
        a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f;
        a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f;
        a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f;
        a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f;

        GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7);
        GL11.glVertex2f(lastx6[ie], lasty6[ie]);
        GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6);
        GL11.glVertex2f(lastx5[ie], lasty5[ie]);
        GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5);
        GL11.glVertex2f(lastx4[ie], lasty4[ie]);
        GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4);
        GL11.glVertex2f(lastx3[ie], lasty3[ie]);
        GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3);
        GL11.glVertex2f(lastx2[ie], lasty2[ie]);
        GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2);
        GL11.glVertex2f(lastx[ie], lasty[ie]);
        GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1);
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);

        lastx9[ie] = lastx8[ie];
        lasty9[ie] = lasty8[ie];
        lastx8[ie] = lastx7[ie];
        lasty8[ie] = lasty7[ie];
        lastx7[ie] = lastx6[ie];
        lasty7[ie] = lasty6[ie];

        lastx6[ie] = lastx5[ie];
        lasty6[ie] = lasty5[ie];
        lastx5[ie] = lastx4[ie];
        lasty5[ie] = lasty4[ie];
        lastx4[ie] = lastx3[ie];
        lasty4[ie] = lasty3[ie];
        lastx3[ie] = lastx2[ie];
        lasty3[ie] = lasty2[ie];
        lastx2[ie] = lastx[ie];
        lasty2[ie] = lasty[ie];
        //            lastx[ie] = LIGHT_X;
        //            lasty[ie] = LIGHT_Y;
        lastx[ie] = LIGHT_X;
        lasty[ie] = LIGHT_Y;

        lR9[ie] = lR8[ie];
        lG9[ie] = lG8[ie];
        lB9[ie] = lB8[ie];
        lR8[ie] = lR7[ie];
        lG8[ie] = lG7[ie];
        lB8[ie] = lB7[ie];
        lR7[ie] = lR6[ie];
        lG7[ie] = lG6[ie];
        lB7[ie] = lB6[ie];

        lR6[ie] = lR5[ie] / 1.2f;
        lG6[ie] = lG5[ie] / 1.2f;
        lB6[ie] = lB5[ie] / 1.2f;
        lR5[ie] = lR4[ie] / 1.2f;
        lG5[ie] = lG4[ie] / 1.2f;
        lB5[ie] = lB4[ie] / 1.2f;
        lR4[ie] = lR3[ie] / 1.2f;
        lG4[ie] = lG3[ie] / 1.2f;
        lB4[ie] = lB3[ie] / 1.2f;
        lR3[ie] = lR2[ie] / 1.2f;
        lG3[ie] = lG2[ie] / 1.2f;
        lB3[ie] = lB2[ie] / 1.2f;
        lR2[ie] = lR[ie] / 1.2f;
        lG2[ie] = lG[ie] / 1.2f;
        lB2[ie] = lB[ie] / 1.2f;
        lR[ie] = R[ie] * 2;
        lG[ie] = G[ie] * 2;
        lB[ie] = B[ie] * 2;
        GL11.glEnd();

    }
    GL11.glDisable(GL11.GL_BLEND); //Enable blending.
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //            LIGHT_X = loc_x[ie]*4+1280/2;
        //            LIGHT_Y = loc_y[ie]*4+720/2;

        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;

        GL11.glColorMask(true, true, true, true);
        GL20.glUseProgram(this.shaderProgram);
        GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X,
                720.0F - LIGHT_Y);
        GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 2,
                G[ie] / 2, B[ie] / 2);
        GL11.glEnable(3042);
        GL11.glBlendFunc(1, 1);
        GL11.glBegin(7);
        GL11.glVertex2f(0.0F, 0.0F);
        GL11.glVertex2f(0.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 0.0F);
        GL11.glEnd();
        GL11.glDisable(3042);
        GL20.glUseProgram(0);
        //            GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]);
        //            GL11.glVertex2f(lastx9[ie], lasty9[ie]);
        //            GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]);
        //            GL11.glVertex2f(lastx8[ie], lasty8[ie]);
        //            GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]);
        //            GL11.glVertex2f(lastx7[ie], lasty7[ie]);

    }
    //
}

From source file:glvis.renderers.LowIntensityTriangleStripNoLight.java

@Override
public void render() {
    Display.sync(120);/* w  w w. java  2  s  . c  o m*/
    if (initial) {
        GL11.glClear(16384);
        initial = false;
    }

    int LIGHT_POINTS = 288; // 1152
    LIGHT_POINTS = 2;
    //        int LIGHT_POINTS = 1152; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;

    short rraw = 0;

    float vdist = 0f;

    boolean chswch = false;

    GL11.glEnable(GL11.GL_BLEND); //Enable blending.
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    if (initial) {
        initial = false;
        GL11.glColor4f(0f, 0f, 0f, 1f);
    } else
        GL11.glColor4f(0f, 0f, 0f, 0.05f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, 0);
    GL11.glVertex2f(1280, 0);
    GL11.glVertex2f(1280, 720);
    GL11.glVertex2f(0, 720);
    GL11.glEnd();
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    GL11.glColor4f(1f, 1f, 1f, 1f);
    //        GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE );
    float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f);
        //            this.skip = false;
        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        //            itra ++;
        //            itra %= samplen;
        //            raw = samp[itra];
        //            rraw = samp[samplen-(itra+1)];
        //            itra ++;
        //            itra %= samplen;
        //            raw += samp[itra];
        //            rraw += samp[samplen-(itra+1)];
        //            raw/=2;
        //            rraw/=2;

        //            
        phys_x[ie] /= 1.2f;
        phys_y[ie] /= 1.2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        phys_x[ie] += distx + raw / 96f;
        phys_y[ie] += disty + rraw / 96f;
        //            phys_x[ie] += distx + raw/128f;
        //            phys_y[ie] += disty + rraw/128f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;
        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        a1 = (R[ie] + G[ie] + B[ie]) / 3f;
        a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f;
        a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f;
        a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f;
        a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f;
        a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f;
        a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f;

        GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7);
        GL11.glVertex2f(lastx6[ie], lasty6[ie]);
        GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6);
        GL11.glVertex2f(lastx5[ie], lasty5[ie]);
        GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5);
        GL11.glVertex2f(lastx4[ie], lasty4[ie]);
        GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4);
        GL11.glVertex2f(lastx3[ie], lasty3[ie]);
        GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3);
        GL11.glVertex2f(lastx2[ie], lasty2[ie]);
        GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2);
        GL11.glVertex2f(lastx[ie], lasty[ie]);
        GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1);
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);

        lastx9[ie] = lastx8[ie];
        lasty9[ie] = lasty8[ie];
        lastx8[ie] = lastx7[ie];
        lasty8[ie] = lasty7[ie];
        lastx7[ie] = lastx6[ie];
        lasty7[ie] = lasty6[ie];

        lastx6[ie] = lastx5[ie];
        lasty6[ie] = lasty5[ie];
        lastx5[ie] = lastx4[ie];
        lasty5[ie] = lasty4[ie];
        lastx4[ie] = lastx3[ie];
        lasty4[ie] = lasty3[ie];
        lastx3[ie] = lastx2[ie];
        lasty3[ie] = lasty2[ie];
        lastx2[ie] = lastx[ie];
        lasty2[ie] = lasty[ie];
        //            lastx[ie] = LIGHT_X;
        //            lasty[ie] = LIGHT_Y;
        lastx[ie] = LIGHT_X;
        lasty[ie] = LIGHT_Y;

        lR9[ie] = lR8[ie];
        lG9[ie] = lG8[ie];
        lB9[ie] = lB8[ie];
        lR8[ie] = lR7[ie];
        lG8[ie] = lG7[ie];
        lB8[ie] = lB7[ie];
        lR7[ie] = lR6[ie];
        lG7[ie] = lG6[ie];
        lB7[ie] = lB6[ie];

        lR6[ie] = lR5[ie] / 1.2f;
        lG6[ie] = lG5[ie] / 1.2f;
        lB6[ie] = lB5[ie] / 1.2f;
        lR5[ie] = lR4[ie] / 1.2f;
        lG5[ie] = lG4[ie] / 1.2f;
        lB5[ie] = lB4[ie] / 1.2f;
        lR4[ie] = lR3[ie] / 1.2f;
        lG4[ie] = lG3[ie] / 1.2f;
        lB4[ie] = lB3[ie] / 1.2f;
        lR3[ie] = lR2[ie] / 1.2f;
        lG3[ie] = lG2[ie] / 1.2f;
        lB3[ie] = lB2[ie] / 1.2f;
        lR2[ie] = lR[ie] / 1.2f;
        lG2[ie] = lG[ie] / 1.2f;
        lB2[ie] = lB[ie] / 1.2f;
        lR[ie] = R[ie] * 2;
        lG[ie] = G[ie] * 2;
        lB[ie] = B[ie] * 2;
        GL11.glEnd();

    }
    GL11.glDisable(GL11.GL_BLEND); //Enable blending.
    //        for (int ie = 0; ie < LIGHT_POINTS; ie++) {
    ////            LIGHT_X = loc_x[ie]*4+1280/2;
    ////            LIGHT_Y = loc_y[ie]*4+720/2;
    //            
    //
    //            LIGHT_X = loc_x[ie]*2+1280/2;
    //            LIGHT_Y = loc_y[ie]*2+720/2;
    //            
    //                        
    //            GL11.glColorMask(true, true, true, true);
    //            GL20.glUseProgram(this.shaderProgram);
    //            GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X, 720.0F - LIGHT_Y);
    //            GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie]/2, G[ie]/2, B[ie]/2);
    //            GL11.glEnable(3042);
    //            GL11.glBlendFunc(1, 1);
    //            GL11.glBegin(7);
    //            GL11.glVertex2f(0.0F, 0.0F);
    //            GL11.glVertex2f(0.0F, 720.0F);
    //            GL11.glVertex2f(1280.0F, 720.0F);
    //            GL11.glVertex2f(1280.0F, 0.0F);
    //            GL11.glEnd();
    //            GL11.glDisable(3042);
    //            GL20.glUseProgram(0);
    ////            GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]);
    ////            GL11.glVertex2f(lastx9[ie], lasty9[ie]);
    ////            GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]);
    ////            GL11.glVertex2f(lastx8[ie], lasty8[ie]);
    ////            GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]);
    ////            GL11.glVertex2f(lastx7[ie], lasty7[ie]);
    //           
    //
    //        }
    //
}

From source file:glvis.renderers.NeatSymmetrical.java

@Override
public void render() {
    if (initial) {
        GL11.glClear(16384);
        initial = false;/*from w  ww. j a v a 2  s  .c  o m*/
    }

    int LIGHT_POINTS = 288 * 2; // 1152
    //        LIGHT_POINTS = 2;
    //        int LIGHT_POINTS = 1152; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;

    short rraw = 0;

    float vdist = 0f;

    boolean chswch = false;

    GL11.glEnable(GL11.GL_BLEND); //Enable blending.
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    if (initial) {
        initial = false;
        GL11.glColor4f(0f, 0f, 0f, 1f);
    } else
        GL11.glColor4f(0f, 0f, 0f, 0.1f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, 0);
    GL11.glVertex2f(1280, 0);
    GL11.glVertex2f(1280, 720);
    GL11.glVertex2f(0, 720);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_BLEND); //Enable blending.
    GL11.glColor4f(1f, 1f, 1f, 1f);
    //        GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE );
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();

    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f);

        //            itra ++;
        //            itra %= Player.samplen;
        //            raw = Player.samp[itra];
        //            rraw = Player.samp[Player.samplen-(itra+1)];

        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];
        itra++;
        itra %= samplen;
        raw += samp[itra];
        rraw += samp[samplen - (itra + 1)];
        raw /= 2;
        rraw /= 2;

        //            
        phys_x[ie] /= 2f;
        phys_y[ie] /= 2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        //            phys_x[ie] += distx + raw/64f;
        //            phys_y[ie] += disty + rraw/64f;
        phys_x[ie] += distx + raw / 64f;
        phys_y[ie] += disty + rraw / 64f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;

        GL11.glColorMask(true, true, true, true);
        GL20.glUseProgram(this.shaderProgram);
        GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X,
                720.0F - LIGHT_Y);
        GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 14,
                G[ie] / 14, B[ie] / 14);
        GL11.glEnable(3042);
        GL11.glBlendFunc(1, 1);
        GL11.glBegin(7);
        GL11.glVertex2f(0.0F, 0.0F);
        GL11.glVertex2f(0.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 0.0F);
        GL11.glEnd();
        GL11.glDisable(3042);
        GL20.glUseProgram(0);

    }

    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        LIGHT_X = loc_x[ie] * 4 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 4 + 720 / 2;

        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 512f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 256f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 256f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;
        //            GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]);
        //            GL11.glVertex2f(lastx9[ie], lasty9[ie]);
        //            GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]);
        //            GL11.glVertex2f(lastx8[ie], lasty8[ie]);
        //            GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]);
        //            GL11.glVertex2f(lastx7[ie], lasty7[ie]);
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        GL11.glColor3f(lR6[ie], lG6[ie], lB6[ie]);
        GL11.glVertex2f(lastx6[ie], lasty6[ie]);
        GL11.glColor3f(lR5[ie], lG5[ie], lB5[ie]);
        GL11.glVertex2f(lastx5[ie], lasty5[ie]);
        GL11.glColor3f(lR4[ie], lG4[ie], lB4[ie]);
        GL11.glVertex2f(lastx4[ie], lasty4[ie]);
        GL11.glColor3f(lR3[ie], lG3[ie], lB3[ie]);
        GL11.glVertex2f(lastx3[ie], lasty3[ie]);
        GL11.glColor3f(lR2[ie], lG2[ie], lB2[ie]);
        GL11.glVertex2f(lastx2[ie], lasty2[ie]);
        GL11.glColor3f(lR[ie], lG[ie], lB[ie]);
        GL11.glVertex2f(lastx[ie], lasty[ie]);
        GL11.glColor3f(R[ie] * 2, G[ie] * 2, B[ie] * 2);
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);

        lastx9[ie] = lastx8[ie];
        lasty9[ie] = lasty8[ie];
        lastx8[ie] = lastx7[ie];
        lasty8[ie] = lasty7[ie];
        lastx7[ie] = lastx6[ie];
        lasty7[ie] = lasty6[ie];

        lastx6[ie] = lastx5[ie];
        lasty6[ie] = lasty5[ie];
        lastx5[ie] = lastx4[ie];
        lasty5[ie] = lasty4[ie];
        lastx4[ie] = lastx3[ie];
        lasty4[ie] = lasty3[ie];
        lastx3[ie] = lastx2[ie];
        lasty3[ie] = lasty2[ie];
        lastx2[ie] = lastx[ie];
        lasty2[ie] = lasty[ie];
        //            lastx[ie] = LIGHT_X;
        //            lasty[ie] = LIGHT_Y;
        lastx[ie] = LIGHT_X;
        lasty[ie] = LIGHT_Y;

        lR9[ie] = lR8[ie];
        lG9[ie] = lG8[ie];
        lB9[ie] = lB8[ie];
        lR8[ie] = lR7[ie];
        lG8[ie] = lG7[ie];
        lB8[ie] = lB7[ie];
        lR7[ie] = lR6[ie];
        lG7[ie] = lG6[ie];
        lB7[ie] = lB6[ie];

        lR6[ie] = lR5[ie] / 1.2f;
        lG6[ie] = lG5[ie] / 1.2f;
        lB6[ie] = lB5[ie] / 1.2f;
        lR5[ie] = lR4[ie] / 1.2f;
        lG5[ie] = lG4[ie] / 1.2f;
        lB5[ie] = lB4[ie] / 1.2f;
        lR4[ie] = lR3[ie] / 1.2f;
        lG4[ie] = lG3[ie] / 1.2f;
        lB4[ie] = lB3[ie] / 1.2f;
        lR3[ie] = lR2[ie] / 1.2f;
        lG3[ie] = lG2[ie] / 1.2f;
        lB3[ie] = lB2[ie] / 1.2f;
        lR2[ie] = lR[ie] / 1.2f;
        lG2[ie] = lG[ie] / 1.2f;
        lB2[ie] = lB[ie] / 1.2f;
        lR[ie] = R[ie] * 2;
        lG[ie] = G[ie] * 2;
        lB[ie] = B[ie] * 2;
        GL11.glEnd();

    }
    //
}

From source file:glvis.renderers.NeatSymmetricalTwo.java

@Override
public void render() {
    Display.sync(60);/*from   ww w  . java2s  .c  o  m*/
    if (initial) {
        GL11.glClear(16384);
        initial = false;
    }

    int LIGHT_POINTS = 288; // 1152
    //        LIGHT_POINTS = 2;
    //        int LIGHT_POINTS = 1152; // 1152
    float LIGHT_POINT_SEPARATION = 4.42f;

    float LIGHT_Y = 256f;
    float LIGHT_X = 0f;

    short raw = 0;
    float fraw = 0;
    float calc = 0;

    float distx = 0;
    float disty = 0;
    boolean swch = false;
    int hak = 0;

    short rraw = 0;

    float vdist = 0f;

    boolean chswch = false;

    GL11.glEnable(GL11.GL_BLEND); //Enable blending.
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    if (initial) {
        initial = false;
        GL11.glColor4f(0f, 0f, 0f, 1f);
    } else
        GL11.glColor4f(0f, 0f, 0f, 0.1f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, 0);
    GL11.glVertex2f(1280, 0);
    GL11.glVertex2f(1280, 720);
    GL11.glVertex2f(0, 720);
    GL11.glEnd();
    short[] samp = provider.getCurrentSample();
    int samplen = provider.getCurrentSampleLength();
    GL11.glColor4f(1f, 1f, 1f, 1f);
    //        GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE );
    float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f;
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f);
        //            this.skip = false;
        itra++;
        itra %= samplen;
        raw = samp[itra];
        rraw = samp[samplen - (itra + 1)];

        //            itra ++;
        //            itra %= samplen;
        //            raw = samp[itra];
        //            rraw = samp[samplen-(itra+1)];
        //            itra ++;
        //            itra %= samplen;
        //            raw += samp[itra];
        //            rraw += samp[samplen-(itra+1)];
        //            raw/=2;
        //            rraw/=2;

        //            
        phys_x[ie] /= 2f;
        phys_y[ie] /= 2f;

        distx = -loc_x[ie];
        disty = -loc_y[ie];
        //            phys_x[ie] += distx + raw/64f;
        //            phys_y[ie] += disty + rraw/64f;
        phys_x[ie] += distx + raw / 64f;
        phys_y[ie] += disty + rraw / 64f;

        loc_x[ie] += phys_x[ie] / 16f;
        loc_y[ie] += phys_y[ie] / 16f;
        vdist = Math.abs(distx) + Math.abs(disty);
        vdist /= 4f;

        R[ie] /= 1.08;
        G[ie] /= 1.08;
        B[ie] /= 1.08;
        R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f;
        G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f;
        B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f;
        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        a1 = (R[ie] + G[ie] + B[ie]) / 3f;
        a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f;
        a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f;
        a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f;
        a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f;
        a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f;
        a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f;

        GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7);
        GL11.glVertex2f(lastx6[ie], lasty6[ie]);
        GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6);
        GL11.glVertex2f(lastx5[ie], lasty5[ie]);
        GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5);
        GL11.glVertex2f(lastx4[ie], lasty4[ie]);
        GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4);
        GL11.glVertex2f(lastx3[ie], lasty3[ie]);
        GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3);
        GL11.glVertex2f(lastx2[ie], lasty2[ie]);
        GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2);
        GL11.glVertex2f(lastx[ie], lasty[ie]);
        GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1);
        GL11.glVertex2f(LIGHT_X, LIGHT_Y);

        lastx9[ie] = lastx8[ie];
        lasty9[ie] = lasty8[ie];
        lastx8[ie] = lastx7[ie];
        lasty8[ie] = lasty7[ie];
        lastx7[ie] = lastx6[ie];
        lasty7[ie] = lasty6[ie];

        lastx6[ie] = lastx5[ie];
        lasty6[ie] = lasty5[ie];
        lastx5[ie] = lastx4[ie];
        lasty5[ie] = lasty4[ie];
        lastx4[ie] = lastx3[ie];
        lasty4[ie] = lasty3[ie];
        lastx3[ie] = lastx2[ie];
        lasty3[ie] = lasty2[ie];
        lastx2[ie] = lastx[ie];
        lasty2[ie] = lasty[ie];
        //            lastx[ie] = LIGHT_X;
        //            lasty[ie] = LIGHT_Y;
        lastx[ie] = LIGHT_X;
        lasty[ie] = LIGHT_Y;

        lR9[ie] = lR8[ie];
        lG9[ie] = lG8[ie];
        lB9[ie] = lB8[ie];
        lR8[ie] = lR7[ie];
        lG8[ie] = lG7[ie];
        lB8[ie] = lB7[ie];
        lR7[ie] = lR6[ie];
        lG7[ie] = lG6[ie];
        lB7[ie] = lB6[ie];

        lR6[ie] = lR5[ie] / 1.2f;
        lG6[ie] = lG5[ie] / 1.2f;
        lB6[ie] = lB5[ie] / 1.2f;
        lR5[ie] = lR4[ie] / 1.2f;
        lG5[ie] = lG4[ie] / 1.2f;
        lB5[ie] = lB4[ie] / 1.2f;
        lR4[ie] = lR3[ie] / 1.2f;
        lG4[ie] = lG3[ie] / 1.2f;
        lB4[ie] = lB3[ie] / 1.2f;
        lR3[ie] = lR2[ie] / 1.2f;
        lG3[ie] = lG2[ie] / 1.2f;
        lB3[ie] = lB2[ie] / 1.2f;
        lR2[ie] = lR[ie] / 1.2f;
        lG2[ie] = lG[ie] / 1.2f;
        lB2[ie] = lB[ie] / 1.2f;
        lR[ie] = R[ie] * 2;
        lG[ie] = G[ie] * 2;
        lB[ie] = B[ie] * 2;
        GL11.glEnd();

    }
    GL11.glDisable(GL11.GL_BLEND); //Enable blending.
    for (int ie = 0; ie < LIGHT_POINTS; ie++) {
        //            LIGHT_X = loc_x[ie]*4+1280/2;
        //            LIGHT_Y = loc_y[ie]*4+720/2;

        LIGHT_X = loc_x[ie] * 2 + 1280 / 2;
        LIGHT_Y = loc_y[ie] * 2 + 720 / 2;

        GL11.glColorMask(true, true, true, true);
        GL20.glUseProgram(this.shaderProgram);
        GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X,
                720.0F - LIGHT_Y);
        GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 5,
                G[ie] / 5, B[ie] / 5);
        GL11.glEnable(3042);
        GL11.glBlendFunc(1, 1);
        GL11.glBegin(7);
        GL11.glVertex2f(0.0F, 0.0F);
        GL11.glVertex2f(0.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 720.0F);
        GL11.glVertex2f(1280.0F, 0.0F);
        GL11.glEnd();
        GL11.glDisable(3042);
        GL20.glUseProgram(0);
        //            GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]);
        //            GL11.glVertex2f(lastx9[ie], lasty9[ie]);
        //            GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]);
        //            GL11.glVertex2f(lastx8[ie], lasty8[ie]);
        //            GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]);
        //            GL11.glVertex2f(lastx7[ie], lasty7[ie]);

    }
    //

}

From source file:go.graphics.swing.contextcreator.AsyncContextCreator.java

License:Open Source License

@Override
public void run() {
    async_init();/* www  . ja  va2 s . co  m*/

    parent.init();

    while (continue_run) {
        if (change_res) {
            if (!ignore_resize) {
                width = new_width;
                height = new_height;
                async_set_size(width, height);

                parent.resize_gl(width, height);

                bi = new BufferedImage(width, height, BufferedImage.TYPE_4BYTE_ABGR);
                pixels = BufferUtils.createIntBuffer(width * height);
            }
            ignore_resize = false;
            change_res = false;
        }

        async_refresh();

        parent.draw();

        if (offscreen) {
            synchronized (wnd_lock) {
                GL11.glReadPixels(0, 0, width, height, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
                for (int x = 0; x != width; x++) {
                    for (int y = 0; y != height; y++) {
                        bi.setRGB(x, height - y - 1, pixels.get(y * width + x));
                    }
                }
            }
        }

        if (!offscreen || clear_offscreen) {
            if (clear_offscreen) {
                GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
                clear_offscreen = false;
            }
            async_swapbuffers();
        }
    }

    async_stop();
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

public void startFrame() {
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
}

From source file:herzog3d.Game.java

License:Open Source License

/**
 * All rendering is done in here// w w  w  .  ja  v  a2 s . co  m
 */
public void draw() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    cam.transform();
    GLUtils.glLightPos(1.0f, 1.0f, 1.0f);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);
    getMap().draw(cam);

    for (Unit unit : units) {
        if (unit.isActive()) {
            unit.draw();
        }
    }

    for (Base base : bases) {
        base.draw(map);
    }
    for (Effect effect : effects) {
        effect.draw();
    }

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, 800, 600, 0, 0, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
    Material.DEFAULT_WHITE.bind();
    for (HZWidget overlay : overlays) {
        if (overlay.isVisible()) {
            overlay.draw();
        }
    }
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

}