List of usage examples for org.lwjgl.opengl GL11 glCullFace
public static void glCullFace(@NativeType("GLenum") int mode)
From source file:kuake2.render.lwjgl.Mesh.java
License:Open Source License
/** * R_DrawAliasModel//from ww w . j a v a 2s .co m */ void R_DrawAliasModel(entity_t e) { if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { if (R_CullAliasModel(e)) return; } if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { if (r_lefthand.value == 2.0f) return; } qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // int i; if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { Math3D.VectorClear(shadelight); if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { shadelight[0] = 0.56f; shadelight[1] = 0.59f; shadelight[2] = 0.45f; } if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { shadelight[0] = 0.9f; shadelight[1] = 0.7f; } if ((currententity.flags & Defines.RF_SHELL_RED) != 0) shadelight[0] = 1.0f; if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) shadelight[1] = 1.0f; if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) shadelight[2] = 1.0f; } else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { for (i = 0; i < 3; i++) shadelight[i] = 1.0f; } else { R_LightPoint(currententity.origin, shadelight); // player lighting hack for communication back to server // big hack! if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel.value = 150 * shadelight[0]; else r_lightlevel.value = 150 * shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel.value = 150 * shadelight[1]; else r_lightlevel.value = 150 * shadelight[2]; } } if (gl_monolightmap.string.charAt(0) != '0') { float s = shadelight[0]; if (s < shadelight[1]) s = shadelight[1]; if (s < shadelight[2]) s = shadelight[2]; shadelight[0] = s; shadelight[1] = s; shadelight[2] = s; } } if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { for (i = 0; i < 3; i++) if (shadelight[i] > 0.1f) break; if (i == 3) { shadelight[0] = 0.1f; shadelight[1] = 0.1f; shadelight[2] = 0.1f; } } if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time float scale; float min; scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); for (i = 0; i < 3; i++) { min = shadelight[i] * 0.8f; shadelight[i] += scale; if (shadelight[i] < min) shadelight[i] = min; } } // ================= // PGM ir goggles color override if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { shadelight[0] = 1.0f; shadelight[1] = 0.0f; shadelight[2] = 0.0f; } // PGM // ================= shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; float an = (float) (currententity.angles[1] / 180 * Math.PI); shadevector[0] = (float) Math.cos(-an); shadevector[1] = (float) Math.sin(-an); shadevector[2] = 1; Math3D.VectorNormalize(shadevector); // // locate the proper data // c_alias_polys += paliashdr.num_tris; // // draw all the triangles // if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glScalef(-1, 1, 1); MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glCullFace(GL11.GL_BACK); } GL11.glPushMatrix(); e.angles[PITCH] = -e.angles[PITCH]; // sigh. R_RotateForEntity(e); e.angles[PITCH] = -e.angles[PITCH]; // sigh. image_t skin; // select skin if (currententity.skin != null) skin = currententity.skin; // custom player skin else { if (currententity.skinnum >= qfiles.MAX_MD2SKINS) skin = currentmodel.skins[0]; else { skin = currentmodel.skins[currententity.skinnum]; if (skin == null) skin = currentmodel.skins[0]; } } if (skin == null) skin = r_notexture; // fallback... GL_Bind(skin.texnum); // draw it GL11.glShadeModel(GL11.GL_SMOOTH); GL_TexEnv(GL11.GL_MODULATE); if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { GL11.glEnable(GL11.GL_BLEND); } if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) { VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) { VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe " + currententity.oldframe + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if (r_lerpmodels.value == 0.0f) currententity.backlerp = 0; GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); GL_TexEnv(GL11.GL_REPLACE); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glCullFace(GL11.GL_FRONT); } if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { GL11.glDisable(GL11.GL_BLEND); } if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) GL11.glDepthRange(gldepthmin, gldepthmax); if (gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { GL11.glPushMatrix(); R_RotateForEntity(e); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(0, 0, 0, 0.5f); GL_DrawAliasShadow(paliashdr, currententity.frame); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } GL11.glColor4f(1, 1, 1, 1); }
From source file:kuake2.render.lwjgl.Misc.java
License:Open Source License
void GL_SetDefaultState() { GL11.glClearColor(1f, 0f, 0.5f, 0.5f); // original quake2 //GL11.glClearColor(0, 0, 0, 0); // replaced with black GL11.glCullFace(GL11.GL_FRONT); GL11.glEnable(GL11.GL_TEXTURE_2D);//from ww w.java 2 s.com GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.666f); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GL11.glShadeModel(GL11.GL_FLAT); GL_TextureMode(gl_texturemode.string); GL_TextureAlphaMode(gl_texturealphamode.string); GL_TextureSolidMode(gl_texturesolidmode.string); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, gl_filter_min); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, gl_filter_max); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv(GL11.GL_REPLACE); if (qglPointParameterfEXT) { // float[] attenuations = { gl_particle_att_a.value, gl_particle_att_b.value, gl_particle_att_c.value }; FloatBuffer att_buffer = BufferUtils.createFloatBuffer(4); att_buffer.put(0, gl_particle_att_a.value); att_buffer.put(1, gl_particle_att_b.value); att_buffer.put(2, gl_particle_att_c.value); GL11.glEnable(GL11.GL_POINT_SMOOTH); EXTPointParameters.glPointParameterfEXT(EXTPointParameters.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value); EXTPointParameters.glPointParameterfEXT(EXTPointParameters.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value); EXTPointParameters.glPointParameterEXT(EXTPointParameters.GL_DISTANCE_ATTENUATION_EXT, att_buffer); } if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { GL11.glEnable(EXTSharedTexturePalette.GL_SHARED_TEXTURE_PALETTE_EXT); GL_SetTexturePalette(d_8to24table); } GL_UpdateSwapInterval(); /* * vertex array extension */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE0); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); }
From source file:lwjake2.render.lwjgl.Mesh.java
License:Open Source License
/** * R_DrawAliasModel//from w ww . j a v a2 s.co m */ void R_DrawAliasModel(entity_t e) { if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { if (R_CullAliasModel(e)) return; } if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { if (r_lefthand.value == 2.0f) return; } qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // int i; if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { Math3D.VectorClear(shadelight); if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { shadelight[0] = 0.56f; shadelight[1] = 0.59f; shadelight[2] = 0.45f; } if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { shadelight[0] = 0.9f; shadelight[1] = 0.7f; } if ((currententity.flags & Defines.RF_SHELL_RED) != 0) shadelight[0] = 1.0f; if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) shadelight[1] = 1.0f; if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) shadelight[2] = 1.0f; } else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { for (i = 0; i < 3; i++) shadelight[i] = 1.0f; } else { R_LightPoint(currententity.origin, shadelight); // player lighting hack for communication back to server // big hack! if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel.value = 150 * shadelight[0]; else r_lightlevel.value = 150 * shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel.value = 150 * shadelight[1]; else r_lightlevel.value = 150 * shadelight[2]; } } if (gl_monolightmap.string.charAt(0) != '0') { float s = shadelight[0]; if (s < shadelight[1]) s = shadelight[1]; if (s < shadelight[2]) s = shadelight[2]; shadelight[0] = s; shadelight[1] = s; shadelight[2] = s; } } if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { for (i = 0; i < 3; i++) if (shadelight[i] > 0.1f) break; if (i == 3) { shadelight[0] = 0.1f; shadelight[1] = 0.1f; shadelight[2] = 0.1f; } } if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time float scale; float min; scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); for (i = 0; i < 3; i++) { min = shadelight[i] * 0.8f; shadelight[i] += scale; if (shadelight[i] < min) shadelight[i] = min; } } // ================= // PGM ir goggles color override if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { shadelight[0] = 1.0f; shadelight[1] = 0.0f; shadelight[2] = 0.0f; } // PGM // ================= shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; float an = (float) (currententity.angles[1] / 180 * Math.PI); shadevector[0] = (float) Math.cos(-an); shadevector[1] = (float) Math.sin(-an); shadevector[2] = 1; Math3D.VectorNormalize(shadevector); // // locate the proper data // c_alias_polys += paliashdr.num_tris; // // draw all the triangles // if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glScalef(-1, 1, 1); MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glCullFace(GL11.GL_BACK); } GL11.glPushMatrix(); e.angles[PITCH] = -e.angles[PITCH]; // sigh. R_RotateForEntity(e); e.angles[PITCH] = -e.angles[PITCH]; // sigh. image_t skin; // select skin if (currententity.skin != null) skin = currententity.skin; // custom player skin else { if (currententity.skinnum >= qfiles.MAX_MD2SKINS) skin = currentmodel.skins[0]; else { skin = currentmodel.skins[currententity.skinnum]; if (skin == null) skin = currentmodel.skins[0]; } } if (skin == null) skin = r_notexture; // fallback... GL_Bind(skin.texnum); // draw it GL11.glShadeModel(GL11.GL_SMOOTH); GL_TexEnv(GL11.GL_MODULATE); if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { GL11.glEnable(GL11.GL_BLEND); } if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) { VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) { VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe " + currententity.oldframe + '\n'); currententity.frame = 0; currententity.oldframe = 0; } if (r_lerpmodels.value == 0.0f) currententity.backlerp = 0; GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); GL_TexEnv(GL11.GL_REPLACE); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glCullFace(GL11.GL_FRONT); } if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { GL11.glDisable(GL11.GL_BLEND); } if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) GL11.glDepthRange(gldepthmin, gldepthmax); if (gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { GL11.glPushMatrix(); R_RotateForEntity(e); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(0, 0, 0, 0.5f); GL_DrawAliasShadow(paliashdr, currententity.frame); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } GL11.glColor4f(1, 1, 1, 1); }
From source file:main.MasterRenderer.java
public MasterRenderer() { GL11.glEnable(GL11.GL_CULL_FACE);/* w ww . ja va 2 s. c o m*/ GL11.glCullFace(GL11.GL_BACK); createProjetionMatrix(); render = new EntityRenderer(shader, projectionMatrix); terrainRenderer = new TerrainRenderer(terrainShader, projectionMatrix); }
From source file:matteroverdrive.gui.element.ElementStates.java
License:Open Source License
@Override public void drawForeground(int mouseX, int mouseY) { super.drawForeground(mouseX, mouseY); GL11.glColor4d(1, 1, 1, 1);//from w w w . j av a 2s .com GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.5f); GL11.glCullFace(GL11.GL_BACK); int width = getFontRenderer().getStringWidth(label); getFontRenderer().drawString(label, posX + sizeX + 4, posY - getFontRenderer().FONT_HEIGHT / 2 + sizeY / 2, getTextColor()); }
From source file:me.thehutch.fusion.engine.render.Renderer.java
License:Open Source License
@Override public void initialise() { // Enable depth testing GL11.glEnable(GL_DEPTH_TEST);//from www . j a va 2 s.c om GL11.glEnable(GL_DEPTH_CLAMP); // Enable face culling GL11.glEnable(GL_CULL_FACE); GL11.glCullFace(GL_BACK); // Create an example model for testing final RenderComponent render = new RenderComponent(getMaterial("ground.fmat"), getMesh("ground.obj")); final TransformComponent transform = new TransformComponent(); // Create a temporary entity final IEntity e = mSystem.createEntity(); // Add the render & transform components e.addComponent(render); e.addComponent(transform); // Add the entity to the system e.addToSystem(); }
From source file:net.awairo.mcmod.spawnchecker.client.marker.RenderingSupport.java
License:Minecraft Mod Public
/** * ????GL.//from w w w . jav a 2 s .c o m */ public static void beginRendering() { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glDepthMask(false); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); }
From source file:net.awairo.mcmod.spawnchecker.client.mode.information.Renderer.java
License:Minecraft Mod Public
/** * ?????.//from w w w.j a v a2 s . c o m */ void draw(int posX, int posY, Mode.Information info) { GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glDepthMask(false); final int rgb = rgbOf(info.intColor()); int a = alpha == 1.0f ? alphaOf(info.intColor()) : Math.max(Math.round(alphaOf(info.intColor()) * alpha), MIN_ALPHA); if (info.hasIcon()) drawIcon(posX, posY, info, rgb, a); drawString(posX, posY, info, rgb | a << 24); GL11.glDisable(GL11.GL_BLEND); }
From source file:net.BiggerOnTheInside.Binder.Binder.java
License:Open Source License
/** * <p>Sets up OpenGL.</p>// www . j a v a2s . c om */ public void initGL() { int width = displayMode.getWidth(); int height = displayMode.getHeight(); /* Enable 2D texturing. */ GL11.glEnable(GL11.GL_TEXTURE_2D); /* Make all models smoothly textured. */ GL11.glShadeModel(GL11.GL_SMOOTH); /* Set the background color to that signature blue. */ GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f); /* Set the clear depth to all-the-way */ GL11.glClearDepth(1.0); /* Enable the depth system. */ GL11.glEnable(GL11.GL_DEPTH_TEST); /* Set the function for depth to GL_LEQUAL. */ GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); /* Enable face culling, basically don't render this face relative to the camera's position. */ GL11.glEnable(GL11.GL_CULL_FACE); /* Set OpenGL to cull the back face of our spatials. */ GL11.glCullFace(GL11.GL_BACK); /* Set the matrix mode to projection. */ GL11.glMatrixMode(GL11.GL_PROJECTION); /* Reset the OpenGL configuration, loading our above prefrences. */ //GL11.glLoadIdentity(); /* Set the perspective. */ GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); /* Set the matrix mode to be model view. */ GL11.glMatrixMode(GL11.GL_MODELVIEW); /* Set the perspective correction hint to finest quality. */ GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
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);/* w ww . java 2 s. c o m*/ 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(); }