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: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();
}