List of usage examples for org.lwjgl.opengl GL11 glColorMask
public static void glColorMask(@NativeType("GLboolean") boolean red, @NativeType("GLboolean") boolean green, @NativeType("GLboolean") boolean blue, @NativeType("GLboolean") boolean alpha)
From source file:glvis.renderers.LightsOnlyBasicDangerous.java
@Override public void render() { GL11.glClear(16384);// w w w . j a va 2 s.c o 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++) { // LIGHT_X = ((float)ie)*LIGHT_POINT_SEPARATION; itra++; itra %= samplen; raw = samp[itra]; rraw = samp[samplen - (itra + 1)]; // fraw = ((float) raw) / 65535f; // calc = ((float) raw) / 256f; // disty = loc_y[ie] + calc/2f; // LIGHT_Y = disty + (720 / 2); // loc_y[ie] = disty * .94f; // loc_y[ie] = loc_y[ie]+raw/6; // phys_x[ie]/=1.929f; // phys_y[ie]/=1.929f; phys_x[ie] /= 2.2f; phys_y[ie] /= 2.2f; distx = -loc_x[ie]; disty = -loc_y[ie]; phys_x[ie] += distx + raw / 96f; phys_y[ie] += disty + rraw / 96f; 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; // LIGHT_X = rand[ie]*1280; // LIGHT_Y = rand[1023-ie]*720; ////////////// phys_x[ie]/=1.02f; ////////////// phys_y[ie]/=1.02f; ////////////// ////////////// loc_y[ie]/=1.02f; ////////////// loc_y[ie] +=raw/16 + phys_y[ie]; ////////////// loc_x[ie]/=1.02f; ////////////// loc_x[ie] +=rraw/16 + phys_x[ie]; ////////////// ////////////// distx = -loc_x[ie]; ////////////// disty = -loc_y[ie]; ////////////// ////////////// phys_x[ie] += distx; ////////////// phys_y[ie] += disty; ////////////// //////////////// loc_y[ie]/=1f+Math.abs(loc_y[ie]/548192f); ////////////// raw = (short) loc_y[ie]; ////////////// LIGHT_Y = 720/2+loc_y[ie]/16f; ////////////// LIGHT_X = 1280/2+loc_x[ie]/16f; // R[ie]*=.86f; // G[ie]*=.86f; // B[ie]*=.86f; // /*switch(itra%3){*/ // /*case 0: */R[ie]+=Math.abs(loc_y[ie]%4)/56f;/*break;*/ // /*case 1: */G[ie]+=Math.abs((4f+loc_y[ie])%4)/56f;/*break;*/ // /*case 2: */B[ie]+=Math.abs((8f+loc_y[ie])%4)/56f;/*break;*/ // /*}*/ // R[ie]=G[ie]=B[ie]=(Math.abs(loc_y[ie])+Math.abs(loc_x[ie]))/4432f; 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; // B[ie]/=2; // R[ie]=G[ie]=B[ie]=.1f; 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); GL11.glClear(1024); } Display.update(); Display.sync(60); }
From source file:glvis.renderers.LineTestNoLines.java
@Override public void render() { GL11.glClear(16384);//from w w w . ja v a 2 s. c o 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.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 . ja v a2s.com 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);//from w ww . ja v a 2 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, 0.05f); 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);//w ww.j a v a2s .c om 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:glvis.renderers.NeatSymmetricalTwo.java
@Override public void render() { Display.sync(60);//w w w . jav a 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, 0.1f); 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:hellfirepvp.astralsorcery.client.sky.RenderSkybox.java
License:Open Source License
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { if (!astralSky.isInitialized() && !AssetLibrary.reloading) { astralSky.setInitialized(world.getWorldInfo().getSeed()); }//from w w w.jav a 2 s .c om //if(true) return; if (Config.weakSkyRendersWhitelist.contains(world.provider.getDimension())) { if (otherSkyRenderer != null) { otherSkyRenderer.render(partialTicks, world, mc); } else { RenderGlobal rg = Minecraft.getMinecraft().renderGlobal; //Make vanilla guess if (world.provider.getDimensionType().getId() == 1) { rg.renderSkyEnd(); } else if (Minecraft.getMinecraft().world.provider.isSurfaceWorld()) { IRenderHandler render = world.provider.getSkyRenderer(); world.provider.setSkyRenderer(null); if (Minecraft.getMinecraft().gameSettings.anaglyph) { EntityRenderer.anaglyphField = 0; GL11.glColorMask(false, true, true, false); rg.renderSky(partialTicks, 0); EntityRenderer.anaglyphField = 1; GL11.glColorMask(true, false, false, false); rg.renderSky(partialTicks, 1); GL11.glColorMask(true, true, true, false); } else { rg.renderSky(partialTicks, 2); } world.provider.setSkyRenderer(render); } } RenderAstralSkybox.renderConstellationsWrapped(world, partialTicks); } else { astralSky.render(partialTicks, world, mc); } }
From source file:illarion.graphics.lwjgl.MaskUtilLWJGL.java
License:Open Source License
/** * Start defining a mask. After calling this you need to use the drawer * functions to mask out the needed areas. *///from w w w . j av a 2s . c o m @Override public void defineMask() { GL11.glDepthMask(true); GL11.glClearDepth(1); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glColorMask(false, false, false, false); }
From source file:illarion.graphics.lwjgl.MaskUtilLWJGL.java
License:Open Source License
/** * Finish defining the mask. After this all render actions become visible on * the screen again. The mask is finished after this operation. Its not * possible anymore to mask out more areas. */// w ww .ja va 2 s . c o m @Override public void finishDefineMask() { GL11.glDepthMask(false); GL11.glColorMask(true, true, true, true); }
From source file:io.flob.blackheart.Level.java
License:Open Source License
public void tick() throws Exception { if (display_list_dirty) { load_display_list();//from w w w . j a v a2 s .c o m } ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); float fog_colour[] = new float[] { 0f, 0f, 0f, 0f }; GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP); temp.asFloatBuffer().put(fog_colour).flip(); GL11.glFog(GL11.GL_FOG_COLOR, temp.asFloatBuffer()); GL11.glFogf(GL11.GL_FOG_DENSITY, 0.25f); GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE); GL11.glFogf(GL11.GL_FOG_START, 0); GL11.glFogf(GL11.GL_FOG_END, 200); _barry.tick(); try { Collections.sort(objects_dynamic, this.sort_objects); } catch (Exception ex) { Output.error(ex.getMessage()); } if (Debug.collision_boxs) { _game._core._display.flush_texture(); for (int count = 0; count < objects_static.size(); count++) { if (objects_static.get(count) instanceof ICollidable) { ICollidable objcet = (ICollidable) objects_static.get(count); objcet.collision_box().render(); } } for (int count = 0; count < objects_dynamic.size(); count++) { if (objects_dynamic.get(count) instanceof ICollidable) { ICollidable objcet = (ICollidable) objects_dynamic.get(count); objcet.collision_box().render(); } } _barry.collision_box().render(); _barry.ray_picker().collision_box().render(); } GL11.glPushMatrix(); _game._core._texture.game_atlas.bind(); if (_game.anaglyph()) { GL11.glTranslatef(1 * 0.03f, 0, 0); GL11.glColorMask(true, false, false, true); } GL11.glBegin(GL11.GL_QUADS); GL11.glCallList(display_list); for (int count = 0; count < objects_dynamic.size(); count++) { objects_dynamic.get(count).tick(); } GL11.glEnd(); if (_game.anaglyph()) { GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glColorMask(false, true, true, true); GL11.glTranslatef(-1 * 0.03f, 0, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glCallList(display_list); for (int count = 0; count < objects_dynamic.size(); count++) { objects_dynamic.get(count)._render(); } GL11.glEnd(); GL11.glColorMask(true, true, true, true); } GL11.glPopMatrix(); for (int count = 0; count < objects_dynamic.size(); count++) { if (objects_dynamic.get(count).IRemove()) { objects_dynamic.remove(count); } } _hud.tick(); if (_barry.health() <= 0) { _game._core.state(_game._core._game_dead); } }