Example usage for org.lwjgl.opengl GL11 glEnd

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

Introduction

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

Prototype

public static native void glEnd();

Source Link

Document

Ends the definition of vertex attributes of a sequence of primitives to be transferred to the GL.

Usage

From source file:com.telinc1.rpjg.util.DrawingUtils.java

License:Apache License

/**
 * Stops drawing.//from w  w w .ja  va2s. co  m
 */
public static void stopDrawing() {
    if (DrawingUtils.drawMode != -1) {
        GL11.glEnd();
        DrawingUtils.drawMode = -1;
    }
}

From source file:com.timvisee.voxeltex.architecture.component.drawable.line.AxisDrawComponent.java

License:Open Source License

@Override
public synchronized void onDraw() {
    // Set the thickness of the axis drawn
    GL11.glLineWidth(this.lineWidth);

    // Enable line drawing mode
    GL11.glBegin(GL11.GL_LINES);/*from ww w.ja v a 2  s  .  co  m*/

    // Green for X
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(1.0f, 0.0f, 0.0f);

    // Green for Y
    GL11.glColor3f(0.0f, 1.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 1.0f, 0.0f);

    // Green for Z
    GL11.glColor3f(0.0f, 0.0f, 1.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 1.0f);

    // Finish drawing
    GL11.glEnd();
}

From source file:com.timvisee.voxeltex.architecture.component.drawable.line.GridDrawComponent.java

License:Open Source License

@Override
public synchronized void onDraw() {
    // Set the thickness of the axis drawn
    GL11.glLineWidth(this.lineWidth);

    // Enable line drawing mode
    GL11.glBegin(GL11.GL_LINES);//  w  ww .j a  v  a  2  s .  c  o m

    // Set the grid color
    GL11.glColor3f(0.2f, 0.2f, 0.2f);

    // Draw the grid
    for (int i = -20; i <= 20; i++) {
        GL11.glVertex3f(-20.0f, 0.0f, i);
        GL11.glVertex3f(20.0f, 0.0f, i);
        GL11.glVertex3f(i, 0.0f, -20.0f);
        GL11.glVertex3f(i, 0.0f, 20.0f);
    }

    // Finish drawing
    GL11.glEnd();
}

From source file:com.timvisee.voxeltex.module.render.RenderOverlayHelper.java

License:Open Source License

/**
 * Render a rectangle at the given position.
 *
 * @param x Rectangle X position./*from  www .j  a v  a 2 s. c  om*/
 * @param y Rectangle Y position.
 * @param w Rectangle width.
 * @param h Rectangle height.
 */
public static void renderRectangle(float x, float y, float w, float h) {
    // Enable line drawing mode
    GL11.glBegin(GL11.GL_QUADS);

    // Draw the grid
    GL11.glVertex3f(x, y, 0f);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex3f(x + w, y, 0f);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex3f(x + w, y + h, 0f);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(x, y + h, 0f);
    GL11.glTexCoord2f(0, 1);

    // Finish drawing
    GL11.glEnd();
}

From source file:com.timvisee.voxeltex.module.render.RenderOverlayHelper.java

License:Open Source License

/**
 * Render a line at the given position.//from   w w w. j  a  v  a  2  s . c o m
 *
 * @param x Line X position.
 * @param y Line Y position.
 * @param w Line width.
 * @param h Line height.
 */
public static void renderLine(float x, float y, float w, float h) {
    // Enable line drawing mode
    GL11.glBegin(GL11.GL_LINES);

    // Draw the grid
    GL11.glVertex3f(x, y, 0f);
    GL11.glVertex3f(x + w, y + h, 0f);

    // Finish drawing
    GL11.glEnd();
}

From source file:com.wicpar.sinkingsimulatorclassic.Ground.java

License:Open Source License

@Override
public void draw() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from   www  .  j  a  va2s  .  c  om*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glColor4f(FloorColor.r, FloorColor.g, FloorColor.b, FloorColor.a);
    double h = Main.ClassicSinkingSim.getInstance().getCam().transformY(this.h);
    GL11.glVertex3d(-1, h, -0.8);
    GL11.glVertex3d(-1, -1, -0.8);
    GL11.glVertex3d(1, -1, -0.8);
    GL11.glVertex3d(1, h, -0.8);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:com.wicpar.sinkingsimulatorclassic.Sea.java

License:Open Source License

@Override
public void draw() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from ww w .ja  v  a 2  s. c  o  m*/
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
    time = Base.getTimePassed();
    GL11.glBegin(GL11.GL_QUAD_STRIP);
    GL11.glColor4f(SeaColor.r, SeaColor.g, SeaColor.b, SeaColor.a);
    for (int i = 0; i <= divisions; i++) {
        double pos = ((double) (i) / (divisions)) * 2 - 1;
        GL11.glVertex3d(pos, -1, -0.07);
        GL11.glVertex3d(pos, cam.transformY(getHeight(cam.untransformX(pos), time)), -0.07);
    }
    GL11.glEnd();
    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glLineWidth(2);
    GL11.glBegin(GL11.GL_LINE_STRIP);
    GL11.glColor4f(SeaColor.r, SeaColor.g, SeaColor.b, 1);
    for (int i = 0; i <= divisions; i++) {
        double pos = ((double) (i) / (divisions)) * 2 - 1;
        GL11.glVertex3d(pos, cam.transformY(getHeight(cam.untransformX(pos), time)), -0.07);
    }
    GL11.glEnd();
    GL11.glLineWidth(1);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glLineWidth(1);
}

From source file:com.wicpar.sinkingsimulatorclassic.Ship.java

License:Open Source License

@Override
public void draw() {
    final Camera cam = Main.ClassicSinkingSim.getInstance().getCam();
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from   w ww  .  j  av  a  2 s  .c om*/
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glPointSize((float) Main.ClassicSinkingSim.getInstance().getCam().scaleSize(0.1));
    GL11.glBegin(GL11.GL_POINTS);
    for (Shipsel[] s : shipsels) {
        if (s != null)
            for (Shipsel shipsel : s) {
                if (shipsel != null) {
                    Color c = shipsel.getColor();
                    Vector3d pos = shipsel.getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.8);
                }
            }
    }
    GL11.glEnd();
    GL11.glPointSize(1);

    GL11.glLineWidth((float) Main.ClassicSinkingSim.getInstance().getCam().scaleSize(0.1));
    boolean t, b, l, r, e, f;

    Color c;
    Vector3d pos;
    GL11.glBegin(GL11.GL_LINES);
    for (int y = 0; y < springs[1].length; y++) {
        for (int x = 0; x < springs[1][y].length; x++) {
            t = springs[0][y][x];
            l = springs[2][y][x];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && (shipsels[y][x] == null || shipsels[y][x + 1] == null)) {
                springs[0][y][x] = false;
            }
            if (l && (shipsels[y][x] == null || shipsels[y + 1][x] == null)) {
                springs[2][y][x] = false;
            }
            if (e && (shipsels[y][x] == null || shipsels[y + 1][x + 1] == null)) {
                springs[1][y][x] = false;
            }
            if (f && (shipsels[y][x + 1] == null || shipsels[y + 1][x] == null)) {
                springs[3][y][x] = false;
            }

            t = springs[0][y][x];
            b = springs[0][y + 1][x];
            l = springs[2][y][x];
            r = springs[2][y][x + 1];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && b && l && r && e && f)
                continue;
            if (t && r && e)
                continue;
            if (b && l && e)
                continue;
            if (t && l && f)
                continue;
            if (b && r && f)
                continue;
            if (t) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (l) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (e) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x + 1].getColor();
                pos = shipsels[y + 1][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (f) {
                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
        }
    }
    GL11.glEnd();
    GL11.glBegin(GL11.GL_TRIANGLES);
    for (int y = 0; y < springs[1].length; y++) {
        for (int x = 0; x < springs[1][y].length; x++) {
            t = springs[0][y][x];
            b = springs[0][y + 1][x];
            l = springs[2][y][x];
            r = springs[2][y][x + 1];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && b && l && r && e && f) {

                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x + 1].getColor();
                pos = shipsels[y + 1][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

            } else {
                if (t && r && e) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (b && l && e) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (t && l && f) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (b && r && f) {
                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
            }
        }
    }
    GL11.glEnd();
    GL11.glLineWidth(1);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:com.wicpar.sinkingsimulatorclassic.Sky.java

License:Open Source License

@Override
public void draw() {

    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from  www.  j a  v a2s  .co m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glColor4f(SkyColor.r, SkyColor.g, SkyColor.b, SkyColor.a);
    GL11.glVertex3d(-1, -1, -0.9);
    GL11.glVertex3d(-1, 1, -0.9);
    GL11.glVertex3d(1, 1, -0.9);
    GL11.glVertex3d(1, -1, -0.9);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:de.keyle.dungeoncraft.editor.editors.world.render.Renderer.java

License:Open Source License

/**
 * Renders a nonstandard vertical rectangle (nonstandard referring primarily to
 * the texture size (ie: when we're not pulling a single element out of a 16x16
 * grid).  This differs from renderVertical also in that we specify two full
 * (x, y, z) coordinates for the bounds, instead of passing in y and a height.
 * Texture coordinates are passed in as the usual float from 0 to 1.
 *
 * @param tx  X index within the texture
 * @param ty  Y index within the texture
 * @param tdx Width of texture/*from  w w w  .  j  av  a  2 s .  c om*/
 * @param tdy Height of texture
 * @param x1
 * @param y1
 * @param z1
 * @param x2
 * @param y2
 * @param z2
 */
public static void renderNonstandardVertical(float tx, float ty, float tdx, float tdy, float x1, float y1,
        float z1, float x2, float y2, float z2) {
    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    GL11.glTexCoord2f(tx, ty + tdy);
    GL11.glVertex3f(x1, y1, z1);

    GL11.glTexCoord2f(tx + tdx, ty + tdy);
    GL11.glVertex3f(x2, y1, z2);

    GL11.glTexCoord2f(tx, ty);
    GL11.glVertex3f(x1, y2, z1);

    GL11.glTexCoord2f(tx + tdx, ty);
    GL11.glVertex3f(x2, y2, z2);

    // unflipped textures
    /*
    GL11.glTexCoord2f(tx, ty);
    GL11.glVertex3f(x1, y1, z1);
            
    GL11.glTexCoord2f(tx + tdx, ty);
    GL11.glVertex3f(x2, y1, z2);
            
    GL11.glTexCoord2f(tx, ty + tdy);
    GL11.glVertex3f(x1, y2, z1);
            
    GL11.glTexCoord2f(tx + tdx, ty + tdy);
    GL11.glVertex3f(x2, y2, z2);
     */
    GL11.glEnd();
}