List of usage examples for org.lwjgl.opengl GL11 glColor3f
public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue);
From source file:game.level.map.TileDefinition.java
License:Open Source License
/** * @return the basicFloorColors//w w w .j av a 2s .c o m */ private static void setBasicWallColor(int i) { Colour c = BasicWallColors[i - 1]; GL11.glColor3f(c.getR(), c.getG(), c.getB()); }
From source file:glvis.renderers.DemandingLightningTriangleStrip.java
@Override public void render() { if (initial) { GL11.glClear(16384);//from w w w . jav a2 s .c o m 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, 0.01f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(1280, 0); GL11.glVertex2f(1280, 720); GL11.glVertex2f(0, 720); short[] samp = provider.getCurrentSample(); int samplen = provider.getCurrentSampleLength(); GL11.glDisable(GL11.GL_BLEND); //Enable blending. GL11.glColor4f(1f, 1f, 1f, 1f); // GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); for (int ie = 0; ie < LIGHT_POINTS; ie++) { GL11.glBegin(GL11.GL_TRIANGLE_STRIP); //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); 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; 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; 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.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(); } for (int ie = 0; ie < LIGHT_POINTS; ie++) { 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); } // Display.sync(600); }
From source file:glvis.renderers.HighIntensityTriangleStrip.java
@Override public void render() { GL11.glClear(16384);/* w w w . java 2s. co m*/ int LIGHT_POINTS = 288; // 1152 // 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); 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.glBegin(GL11.GL_TRIANGLE_STRIP); //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); 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; 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; LIGHT_X = loc_x[ie] * 4 + 1280 / 2; LIGHT_Y = loc_y[ie] * 4 + 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.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(); } 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.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.HighIntensityTriangleStripEarly.java
@Override public void render() { GL11.glClear(16384);/*from ww w . j av a 2s. com*/ 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; 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); 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.glBegin(GL11.GL_TRIANGLE_STRIP); //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); 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; LIGHT_X = loc_x[ie] * 4 + 1280 / 2; LIGHT_Y = loc_y[ie] * 4 + 720 / 2; 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); 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; lR6[ie] = lR5[ie]; lG6[ie] = lG5[ie]; lB6[ie] = lB5[ie]; lR5[ie] = lR4[ie]; lG5[ie] = lG4[ie]; lB5[ie] = lB4[ie]; lR4[ie] = lR3[ie]; lG4[ie] = lG3[ie]; lB4[ie] = lB3[ie]; lR3[ie] = lR2[ie]; lG3[ie] = lG2[ie]; lB3[ie] = lB2[ie]; lR2[ie] = lR[ie]; lG2[ie] = lG[ie]; lB2[ie] = lB[ie]; lR[ie] = R[ie] * 2; lG[ie] = G[ie] * 2; lB[ie] = B[ie] * 2; GL11.glEnd(); } 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.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.LineTestNoLight.java
@Override public void render() { GL11.glClear(16384);/* w w w .j a va 2 s .co m*/ 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; 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.NeatSymmetrical.java
@Override public void render() { if (initial) { GL11.glClear(16384);//from w ww .j a va2s.co m initial = false; } 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:graphics.Graph.java
@Override public void draw() { //if (this.changed) { setMinMax();// w ww. j av a2s . c o m float margin = 20; // White backdrop... GL11.glColor3f(1, 1, 1); GL11.glBegin(GL11.GL_POLYGON); GL11.glVertex2f(this.xPos, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos + this.sizeY); GL11.glVertex2f(this.xPos, this.yPos + this.sizeY); GL11.glEnd(); // Black lines around... GL11.glColor3f(0, 0, 0); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex2f(this.xPos, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos); GL11.glVertex2f(this.xPos + this.sizeX, this.yPos + this.sizeY); GL11.glVertex2f(this.xPos, this.yPos + this.sizeY); GL11.glEnd(); // Moves origo where it should be, based on the dataset... GL11.glColor4f(0, 0, 0, 0.25f); float origo = this.yPos + 2 * margin; if (maxValue == 0 && minValue == 0) { origo += (this.sizeY - 3 * margin) / 2; } else if (maxValue <= 0 && minValue < 0) { origo += this.sizeY - 3 * margin; } else if (maxValue > 0 && minValue < 0) { origo += ((minValue * -1) / (maxValue + (minValue * -1))) * (this.sizeY - 3 * margin); } GL11.glBegin(GL11.GL_LINES); GL11.glVertex2f(this.xPos + margin, origo); GL11.glVertex2f(this.xPos + this.sizeX - margin, origo); GL11.glEnd(); // draws tabs on the origo-line where the values should be put... float tabs = 5; for (int i = 0; i < dataValues.length; i++) { GL11.glBegin(GL11.GL_LINES); GL11.glVertex2f(this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)), origo + tabs); GL11.glVertex2f(this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)), origo - tabs); GL11.glEnd(); } Line2D.Double[] lines = new Line2D.Double[dataValues.length - 1]; for (int i = 0; i < lines.length; i++) { if (dataValues[i] == null) { continue; } float x = this.xPos + margin + (i * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)); float y = (this.yPos + 2 * margin) + ((this.sizeY - 3 * margin) * ((this.dataValues[i].getValue() + Math.abs(minValue)) / (maxValue + Math.abs(minValue)))); float x2 = this.xPos + margin + ((i + 1) * (this.sizeX - 2 * margin) / (this.dataValues.length - 1)); float y2 = (this.yPos + 2 * margin) + ((this.sizeY - 3 * margin) * ((this.dataValues[i + 1].getValue() + Math.abs(minValue)) / (maxValue + Math.abs(minValue)))); lines[i] = new Line2D.Double(x, y, x2, y2); } // Draws the value-lines on the graph... Line2D.Double origLine = new Line2D.Double(this.xPos + margin, origo, this.xPos + margin + (this.sizeX - 2 * margin), origo); GL11.glLineWidth(2); GL11.glShadeModel(GL11.GL_FLAT); GL11.glBegin(GL11.GL_LINE_STRIP); for (Line2D.Double line : lines) { if (line == null) { continue; } if (line.intersectsLine(origLine)) { Point2D interSect = getIntersection(line, origLine); if (line.y1 > origo) { GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(interSect.getX(), interSect.getY()); GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x2, line.y2); } else { GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(interSect.getX(), interSect.getY()); GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x2, line.y2); } } else { if (line.y1 > origo) { GL11.glColor4f(0, 1, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(line.x2, line.y2); } else { GL11.glColor4f(1, 0, 0, 1); GL11.glVertex2d(line.x1, line.y1); GL11.glVertex2d(line.x2, line.y2); } } } GL11.glEnd(); GL11.glLineWidth(1); GL11.glShadeModel(GL11.GL_SMOOTH); // Black lines around box inside the graph... GL11.glColor4f(0, 0, 0, 1); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex2f(this.xPos + margin, this.yPos + 2 * margin); GL11.glVertex2f(this.xPos + this.sizeX - margin, this.yPos + 2 * margin); GL11.glVertex2f(this.xPos + this.sizeX - margin, this.yPos + this.sizeY - margin); GL11.glVertex2f(this.xPos + margin, this.yPos + this.sizeY - margin); GL11.glEnd(); //this.changed = false; origLine = null; //} }
From source file:group.project.unknown.level.entities.Particle.java
License:Apache License
public void render() { GL11.glBegin(GL11.GL_QUADS);//from w w w .j a v a 2s . c o m { GL11.glColor3f(color.x, color.y, color.z); GL11.glVertex2f(position.x - cwidth / 2 + cwidth, position.y - cheight / 2); GL11.glVertex2f(position.x - cwidth / 2 + cwidth, position.y - cheight / 2 + cheight); GL11.glVertex2f(position.x - cwidth / 2, position.y - cheight / 2 + cheight); GL11.glVertex2f(position.x - cwidth / 2, position.y - cheight / 2); } GL11.glEnd(); }
From source file:herzog3d.Game.java
License:Open Source License
/** * All rendering is done in here/*from www. j ava 2 s . c om*/ */ 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); }
From source file:im.bci.jnuit.lwjgl.LwjglNuitRenderer.java
License:Open Source License
private void drawString(Widget widget, String text, LwjglNuitFont.Align align) { TextColor c;/* w ww . j a v a2 s . c om*/ if (null == textColor) { c = widget.getTextColor(); } else { c = textColor; } GL11.glColor4f(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha()); font.drawString(text, align); GL11.glColor3f(1f, 1f, 1f); }