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:zildo.fwk.gfx.filter.CloudFilter.java
License:Open Source License
@Override public boolean renderFilter() { super.startInitialization(); updateTile(0, 0, u, v, Reverse.NOTHING); this.endInitialization(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//from w w w. ja v a2 s. c o m GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); GL11.glColor3f(1.0f, 1.0f, 1.0f); float colorFactor = 0.2f; GL11.glColor4f(colorFactor, colorFactor, colorFactor, 0.1f); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ZERO, GL11.GL_ONE_MINUS_SRC_COLOR); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ClientEngineZildo.tileEngine.texCloudId); super.render(); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); return true; }
From source file:zildo.fwk.gfx.Ortho.java
License:Open Source License
public void drawText(int p_x, int p_y, String p_txt, Vector3f p_color) { // Center text int x = p_x;//from w ww . ja v a2 s. c om if (x == -1) { x = (Zildo.viewPortX - p_txt.length() * 6) / 2; } GL11.glDisable(GL11.GL_TEXTURE_2D); float factor = 0.2f; GL11.glColor3f(p_color.x * factor, p_color.y * factor, p_color.z * factor); drawText(x + 1, p_y + 1, p_txt); GL11.glColor3f(p_color.x, p_color.y, p_color.z); drawText(x, p_y, p_txt); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:zildo.fwk.gfx.Ortho.java
License:Open Source License
/** * Get back the original matrix, and go a glEnd. *///from ww w . j a v a2s. c om public void endDraw() { GL11.glEnd(); // On se remet o on tait et on ractive le texturing GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor3f(1.0f, 1.0f, 1.0f); // , 1.0f); GL11.glPopMatrix(); }
From source file:zildo.platform.engine.LwjglTileEngine.java
License:Open Source License
@Override public void render(int floor, boolean backGround) { if (initialized) { Vector3f ambient = ClientEngineZildo.ortho.getAmbientColor(); if (ambient != null) { GL11.glColor3f(ambient.x, ambient.y, ambient.z); }//w w w . j a v a 2s . c o m Point p = ClientEngineZildo.mapDisplay.getCamera(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glTranslatef(-p.x, -p.y, 0f); if (backGround) { // Display BACKGROUND GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); meshBACK.render(floor, texBinder); meshBACK2.render(floor, texBinder); GL11.glDisable(GL11.GL_BLEND); } else { // Display FOREGROUND GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); meshFORE.render(floor, texBinder); GL11.glDisable(GL11.GL_BLEND); } // GL11.glColor3f(1f, 1f, 1f); GL11.glPopMatrix(); } }
From source file:zildo.platform.filter.LwjglBilinearFilter.java
License:Open Source License
@Override public boolean renderFilter() { graphicStuff.fbo.endRendering();//from w ww. j av a 2s .c om // Select right texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); // Disable blend GL11.glDisable(GL11.GL_BLEND); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); // This filter is in charge to alter all screen colors Vector3f v = ClientEngineZildo.ortho.getFilteredColor(); GL11.glColor3f(v.x, v.y, v.z); // Draw texture with depth super.render(); // Reset full color GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); return true; }
From source file:zildo.platform.filter.LwjglBlendFilter.java
License:Open Source License
@Override public boolean renderFilter() { int currentSquareSize = getCurrentSquareSize(); graphicStuff.fbo.endRendering();/* w ww . j ava 2 s . c om*/ // Get on top of screen and disable blending GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 0); Vector3f v = ClientEngineZildo.ortho.getFilteredColor(); GL11.glColor3f(v.x, v.y, v.z); // Draw squares int nSquareX = Zildo.viewPortX / currentSquareSize; int nSquareY = Zildo.viewPortY / currentSquareSize; GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); if (currentSquareSize == 1) { // Square size=1 means this effect is useless ! super.render(); } else { GL11.glBegin(GL11.GL_QUADS); for (int i = 0; i < nSquareY + 1; i++) { for (int j = 0; j < nSquareX + 1; j++) { ClientEngineZildo.ortho.boxTexturedOpti(j * currentSquareSize, i * currentSquareSize, currentSquareSize, currentSquareSize, (j * currentSquareSize) / (float) ScreenFilter.realX, (i * currentSquareSize) / (float) ScreenFilter.realY, 0, 0); } } GL11.glEnd(); } GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); return true; }
From source file:zildo.platform.filter.LwjglCircleFilter.java
License:Open Source License
@Override public boolean renderFilter() { graphicStuff.fbo.endRendering();//from w w w . j ava2s .c o m // Get on top of screen and disable blending GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); Vector3f curColor = ClientEngineZildo.ortho.getFilteredColor(); GL11.glColor3f(curColor.x, curColor.y, curColor.z); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); super.render(); GL11.glBegin(GL11.GL_QUADS); int radius = (int) (coeffLevel * (255 - getFadeLevel())); // + 20; int radiusSquare = (int) Math.pow(radius, 2); int col = 0; int sizeA = center.y - radius; int sizeB = Zildo.viewPortY - (center.y + radius); // 1) Draw the two areas outside the circle if (sizeA > 0) { ClientEngineZildo.ortho.boxOpti(0, 0, Zildo.viewPortX, sizeA, col, null); } if (sizeB > 0) { ClientEngineZildo.ortho.boxOpti(0, center.y + radius, Zildo.viewPortX, sizeB, col, null); } // 2) Draw the circle area int startI = Math.max(0, sizeA); int endI = Math.min(Zildo.viewPortY, center.y + radius); for (int i = startI; i < endI; i++) { int start = (int) Math.pow(i - center.y, 2); // Calculate DELTA and 2 roots x1 & x2 double delta = 4 * (radiusSquare - start); double squareRootDelta = Math.sqrt(delta); int x1 = (int) (center.x - squareRootDelta / 2); int x2 = (int) (center.x + squareRootDelta / 2); ClientEngineZildo.ortho.boxOpti(0, i, x1, 1, col, null); ClientEngineZildo.ortho.boxOpti(x2, i, Zildo.viewPortX - x2, 1, col, null); } GL11.glEnd(); GL11.glPopMatrix(); // Reset full color GL11.glColor3f(1, 1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); return true; }
From source file:zildo.platform.filter.LwjglFitToScreenFilter.java
License:Open Source License
@Override public boolean renderFilter() { // Select right texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, ClientEngineZildo.tileEngine.texBackMenuId); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//from w w w . j a va 2s. c o m GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (!resized) { startInitialization(); updateQuad(0, 0, 1, 0.1f, Reverse.HORIZONTAL); endInitialization(); startInitialization(); updateTextureCoordinates(0, 0, textureSizeX, -textureSizeY, false); endInitialization(); resized = true; } // This filter is in charge to alter all screen colors Vector3f v = ClientEngineZildo.ortho.getFilteredColor(); GL11.glColor3f(v.x, v.y, v.z); // Draw texture with depth super.render(); GL11.glDisable(GL11.GL_BLEND); // Reset full color GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); return true; }
From source file:zildo.platform.opengl.LwjglOrtho.java
License:Open Source License
@Override public void setColor(float r, float g, float b) { GL11.glColor3f(r, g, b); }
From source file:zildo.platform.opengl.LwjglOrtho.java
License:Open Source License
/** * Get back the original matrix, and go a glEnd. *//*w w w .j av a 2s .co m*/ @Override public void endDraw() { GL11.glEnd(); // On se remet o on tait et on ractive le texturing GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor3f(1.0f, 1.0f, 1.0f); // , 1.0f); GL11.glPopMatrix(); }