Example usage for org.lwjgl.opengl GL11 glColor3f

List of usage examples for org.lwjgl.opengl GL11 glColor3f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glColor3f.

Prototype

public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green,
        @NativeType("GLfloat") float blue);

Source Link

Document

Float version of #glColor3b Color3b

Usage

From source file:net.BiggerOnTheInside.Binder.engine.BlockRenderer.java

License:Open Source License

public static void renderWireframeBlock(Block b, float x, float y, float z) {
    GL11.glTranslatef(x * 2f, y * 2f, z * 2f);

    GL11.glBegin(GL11.GL_LINE_LOOP);/*w w  w. jav a 2 s.  co  m*/
    GL11.glColor3f(0.0f, 1.0f, 0.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.5f, 0.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glColor3f(1.0f, 1.0f, 0.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glColor3f(0.0f, 0.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glEnd();

    GL11.glTranslatef(0f, 0f, 0f);
}

From source file:net.BiggerOnTheInside.Binder.engine.world.World.java

License:Open Source License

private void Render() {
    // GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    //GL11.glLoadIdentity();  

    GL11.glTranslatef(0f, 0.0f, -7f);/*from w  ww.  j a  va  2  s. c o  m*/
    // GL11.glRotatef(45f,0.0f,1.0f,0.0f);               
    GL11.glColor3f(0.5f, 0.5f, 1.0f);

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glColor3f(1.0f, 1.0f, 0.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.5f, 0.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glColor3f(1.0f, 1.0f, 0.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glColor3f(0.0f, 0.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glEnd();
    GL11.glTranslatef(0, 0, 0);
}

From source file:net.bryanbergen.lwjgl.test.Main.java

public static void main(String... args) {
    Dimension d = new Dimension(0, 0, 960, 600);
    Window.Builder builder = new Window.Builder(d);
    builder.setTitle("Test Window");
    builder.setFullscreen(false);/*from w  w w  .  java  2  s.co m*/
    builder.setResizable(true);
    builder.setVisible(true);
    builder.setVsync(true);
    builder.setBackground(Color.BLUE);

    Window window = builder.build();
    window.addKeyListener(new KeyAdapter() {
        @Override
        public void KeyPressed(KeyEvent event) {
            if (event.getKeycode() == KeyCode.KEY_ESCAPE) {
                window.close();
            }
        }
    });
    window.addKeyListener(new ColorSwapper());
    window.addMouseListener(new ColorClicker(window));
    while (!window.shouldClose()) {
        window.clear();
        // immediate mode for testing only
        GL11.glColor3f((float) color.getRed(), (float) color.getGreen(), (float) color.getBlue());
        GL11.glBegin(GL_QUADS);
        GL11.glVertex2f(-.5f, -.5f);
        GL11.glVertex2f(-.5f, .5f);
        GL11.glVertex2f(.5f, .5f);
        GL11.glVertex2f(.5f, -.5f);
        GL11.glEnd();
        window.update();
    }
    window.dispose();
}

From source file:net.codepixl.GLCraft.GLCraft.java

License:Open Source License

private void initSplashText() {
    glCullFace(GL_BACK);/* w  ww .j  ava 2  s . c o m*/
    glClearDepth(1);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glViewport(0, 0, Constants.getWidth(), Constants.getHeight());
    glOrtho(0, Constants.getWidth(), Constants.getHeight(), 0, -200, 200);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glEnable(GL_CULL_FACE);
    GL11.glColor3f(1f, 1f, 1f);
}

From source file:net.kubin.inventory.InventoryItem.java

License:Apache License

public void renderHoldableObject(LightBuffer lightBuffer) {
    GL11.glPushMatrix();/*w  w w.j  a  v  a 2 s  .c  om*/
    float scale = 0.1f / 16.0f;
    float light = lightBuffer.get(1, 1, 1) / 30.001f;
    GL11.glScalef(scale, scale, scale);
    GL11.glColor3f(0.5f * light, 0.5f * light, 0.5f * light);

    /* Render the texture */
    for (float i = 0.0f; i < 0.02f; i += 0.002f) {
        if (i > 0.016f) {
            GL11.glColor3f(1.0f * light, 1.0f * light, 1.0f * light);
        }

        renderInventoryItem();
        GL11.glTranslatef(0, 0, 0.002f / scale);
    }

    GL11.glPopMatrix();
}

From source file:net.kubin.world.Sky.java

License:Apache License

private void drawShpere(float x, float y, float z) {
    GL11.glPushMatrix();/*from   w w  w . ja v  a  2 s  .com*/
    GL11.glTranslatef(x, y, z);
    GL11.glColor3f(_color.x(), _color.y(), _color.z());

    if (_sphereCallList == 0) {
        _sphereCallList = GL11.glGenLists(1);
        GL11.glNewList(_sphereCallList, GL11.GL_COMPILE_AND_EXECUTE);
        GL11.glBegin(GL11.GL_TRIANGLE_FAN);
        GL11.glVertex3f(0, 0, 0);

        for (int i = 0; i <= _vertices; ++i) {
            float angle = MathHelper.f_2PI / _vertices * i;
            float xx = MathHelper.cos(angle) * _radius;
            float zz = MathHelper.sin(angle) * _radius;
            GL11.glVertex3f(xx, -_bend, zz);
        }

        GL11.glEnd();
        GL11.glEndList();
    } else {
        GL11.glCallList(_sphereCallList);
    }

    GL11.glPopMatrix();
}

From source file:net.kubin.world.World.java

License:Apache License

private void renderOverlay() {
    Configuration conf = Kubin.getConfiguration();

    Game.getInstance().initOverlayRendering();

    GL11.glColor3f(1, 1, 1);

    if (Game.RENDER_INFORMATION_OVERLAY) {
        GLFont infoFont = FontStorage.getFont("Monospaced_20");

        /* Down Left Info */
        infoFont.print(4, 30, _player.coordinatesToString());
        infoFont.print(4, 45, "Visible Chunks:      " + _visibleChunks.size());
        infoFont.print(4, 60, "Updading Blocks:     " + _updatingBlocks);
        infoFont.print(4, 75, "Total Chunks in RAM: " + _chunkManager.getTotalChunkCount());
        infoFont.print(4, 90, "Local Chunks:        " + _localChunks.size());
        infoFont.print(4, 105, "Total Local Blocks:  " + _localBlockCount);
        infoFont.print(4, 120, "Time:  " + _time);
        infoFont.print(4, 135, "Sunlight:  " + _sunlight);

    }//  ww  w. jav  a 2  s  . com

    /** RENDER **/
    if (_activatedInventory != null) {
        Game.getInstance().renderTransculentOverlayLayer();
        _activatedInventory.renderInventory();
    } else {
        int width = conf.getWidth();
        int height = conf.getHeight();
        // Center Cross
        GL11.glDisable(GL11.GL_TEXTURE_2D);

        if (CENTER_CROSS_CALL_LIST == 0) {
            CENTER_CROSS_CALL_LIST = GL11.glGenLists(1);
            GL11.glNewList(CENTER_CROSS_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE);

            int crossSize = 7;
            int crossHole = 4;

            GL11.glLineWidth(2.5f);

            GL11.glColor3f(255, 255, 255);
            GL11.glBegin(GL11.GL_LINES);
            GL11.glVertex3f(width / 2f - crossSize - crossHole, height / 2f, 0);
            GL11.glVertex3f(width / 2f - crossHole, height / 2f, 0);

            GL11.glVertex3f(width / 2f + crossSize + crossHole, height / 2f, 0);
            GL11.glVertex3f(width / 2f + crossHole, height / 2f, 0);

            GL11.glVertex3f(width / 2f, height / 2f - crossSize - crossHole, 0);
            GL11.glVertex3f(width / 2f, height / 2f - crossHole, 0);

            GL11.glVertex3f(width / 2f, height / 2f + crossSize + crossHole, 0);
            GL11.glVertex3f(width / 2f, height / 2f + crossHole, 0);

            GL11.glEnd();
            GL11.glEndList();
        } else {
            GL11.glCallList(CENTER_CROSS_CALL_LIST);
        }

        GL11.glEnable(GL11.GL_TEXTURE_2D);

        // Inventory bar
        GL11.glPushMatrix();
        Texture texGui = TextureStorage.getTexture("gui.gui");
        texGui.bind();
        float tileSize = 20.0f / texGui.getImageWidth();

        if (INVENTORY_BAR_CALL_LIST == 0) {
            INVENTORY_BAR_CALL_LIST = GL11.glGenLists(2);

            /* Bar */
            GL11.glNewList(INVENTORY_BAR_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE);

            GL11.glTranslatef(width / 2.0f - 9 * 20, 0, 0);
            GL11.glColor3f(1.0f, 1.0f, 1.0f);
            GL11.glBegin(GL11.GL_QUADS);

            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(0, 40);

            GL11.glTexCoord2f(tileSize * 9, 0);
            GL11.glVertex2f(9 * 40, 40);

            GL11.glTexCoord2f(tileSize * 9, tileSize);
            GL11.glVertex2f(9 * 40, 0);

            GL11.glTexCoord2f(0, tileSize);
            GL11.glVertex2f(0, 0);

            GL11.glEnd();
            GL11.glEndList();

            /* Little frame around selected item */
            float frameTileSize = 24.0f / texGui.getImageWidth();
            float frameTileY = 22.0f / texGui.getImageHeight();

            GL11.glNewList(INVENTORY_BAR_CALL_LIST + 1, GL11.GL_COMPILE);
            GL11.glBegin(GL11.GL_QUADS);

            GL11.glTexCoord2f(0, frameTileY);
            GL11.glVertex2f(0, 48);

            GL11.glTexCoord2f(frameTileSize, frameTileY);
            GL11.glVertex2f(48, 48);

            GL11.glTexCoord2f(frameTileSize, frameTileY + frameTileSize);
            GL11.glVertex2f(48, 0);

            GL11.glTexCoord2f(0, frameTileY + frameTileSize);
            GL11.glVertex2f(0, 0);

            GL11.glEnd();
            GL11.glEndList();
        } else {
            GL11.glCallList(INVENTORY_BAR_CALL_LIST);
        }

        /* Content */
        GL11.glPushMatrix();
        GL11.glTranslatef(20, 20, 0);

        for (int i = 0; i < 9; ++i) {
            InventoryPlace place = getActivePlayer().getInventory().getInventoryPlace(i);

            if (place != null) {
                place.render();
            }

            GL11.glTranslatef(40, 0, 0);
        }

        texGui.bind();
        GL11.glPopMatrix();
        GL11.glTranslatef(getActivePlayer().getSelectedInventoryItemIndex() * 40.0f - 4, -4, 0);
        GL11.glCallList(INVENTORY_BAR_CALL_LIST + 1);

        GL11.glPopMatrix();
    }
}

From source file:net.lyonlancer5.mcmp.karasu.client.renderer.tileentity.TileEntityEndRodRenderer.java

License:Apache License

private static void colour(int colour) {
    float r = (colour >> 16 & 255) / 255F;
    float g = (colour >> 8 & 255) / 255F;
    float b = (colour & 255) / 255F;

    GL11.glColor3f(r, g, b);
}

From source file:net.mechanicalcat.pycode.obj.Model.java

License:Open Source License

public void genList() {
    this.glList = GL11.glGenLists(1);
    GL11.glNewList(this.glList, GL11.GL_COMPILE);
    //        if use_texture: glEnable(GL_TEXTURE_2D)
    GL11.glFrontFace(GL11.GL_CCW);//from  w  ww  .  j  ava  2 s  . c om
    GL11.glEnable(GL11.GL_CULL_FACE);

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glCullFace(GL11.GL_BACK);
    String currentMaterial = "";
    Material mtl;
    for (Face face : this.faces) {
        if (!face.material.equals(currentMaterial)) {
            currentMaterial = face.material;
            mtl = this.materials.get(face.material);
            if (mtl == null) {
                GL11.glColor3f(1, 1, 1);
            } else {
                //                    if 'texture_Kd' in mtl:
                //                    # use diffuse texmap
                //                    glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
                GL11.glColor3f(mtl.diffuse.x, mtl.diffuse.y, mtl.diffuse.z);
            }
        }

        GL11.glBegin(GL11.GL_POLYGON);
        for (int i = 0; i < face.vertexes.size(); i++) {
            if (face.normals.get(i) != 0) {
                Vector3f n = this.normals.get(face.normals.get(i));
                GL11.glNormal3f(n.x, n.y, n.z);
            }
            //                if texture_coords[i]:
            //                    glTexCoord2fv(self.texcoords[texture_coords[i] - 1])
            Vector3f v = this.vertices.get(face.vertexes.get(i));
            GL11.glVertex3f(v.x, v.y, v.z);
        }
        GL11.glEnd();
    }

    GL11.glCullFace(GL11.GL_BACK);
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);

    GL11.glDisable(GL11.GL_CULL_FACE);

    //      if use_texture: glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEndList();
}

From source file:nz.co.crookedhill.ggutils.renderer.GGURenderCreeperMite.java

License:Mozilla Public License

/**
 * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
 * entityLiving, partialTickTime/*from w  w w.j  a  v a 2 s.  c  om*/
 */
@Override
protected void preRenderCallback(EntityLivingBase p_77041_1_, float p_77041_2_) {
    GL11.glColor3f(0, 255, 0);
}