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:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawLineCircle(float radius, float segments, float lineWidth) {

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
    GL11.glLineWidth(lineWidth);/*from  ww  w . j av  a 2  s. co  m*/

    GL11.glBegin(GL11.GL_LINE_LOOP);

    for (float a = 0; a < 2 * Math.PI; a += (2.0f * Math.PI) / segments) {
        GL11.glVertex3d(Math.sin(a) * radius, Math.cos(a) * radius, 0);
    }

    GL11.glEnd();

}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawLineRect(float w, float x0, float y0, float x1, float y1, float z) {

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
    GL11.glLineWidth(w);/*from www .  j  a  v  a  2  s.c  o m*/
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex3d(x0, y1, z);
    GL11.glVertex3d(x1, y1, z);
    GL11.glVertex3d(x1, y0, z);
    GL11.glVertex3d(x0, y0, z);
    GL11.glEnd();

}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawCube(float r) {
    r /= 2f;/*from  w  w w.  j  a  va  2s  .c o  m*/
    GL11.glBegin(GL11.GL_QUADS);
    // Front Face
    GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(-r, -r, r); // Point 1 (Front)
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(r, -r, r); // Point 2 (Front)
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(r, r, r); // Point 3 (Front)
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(-r, r, r); // Point 4 (Front)
    // Back Face
    GL11.glNormal3f(0.0f, 0.0f, -1.0f); // Normal Pointing Away From Viewer
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(-r, -r, -r); // Point 1 (Back)
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(-r, r, -r); // Point 2 (Back)
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(r, r, -r); // Point 3 (Back)
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(r, -r, -r); // Point 4 (Back)
    // Top Face
    GL11.glNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(-r, r, -r); // Point 1 (Top)
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(-r, r, r); // Point 2 (Top)
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(r, r, r); // Point 3 (Top)
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(r, r, -r); // Point 4 (Top)
    // Bottom Face
    GL11.glNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(-r, -r, -r); // Point 1 (Bottom)
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(r, -r, -r); // Point 2 (Bottom)
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(r, -r, r); // Point 3 (Bottom)
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(-r, -r, r); // Point 4 (Bottom)
    // Right face
    GL11.glNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(r, -r, -r); // Point 1 (Right)
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(r, r, -r); // Point 2 (Right)
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(r, r, r); // Point 3 (Right)
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(r, -r, r); // Point 4 (Right)
    // Left Face
    GL11.glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(-r, -r, -r); // Point 1 (Left)
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(-r, -r, r); // Point 2 (Left)
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(-r, r, r); // Point 3 (Left)
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(-r, r, -r); // Point 4 (Left)
    // Done Drawing Quads
    GL11.glEnd();

}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawLine(float x0, float y0, float x1, float y1, float z0, float z1, float lineWidth) {
    GL11.glLineWidth(lineWidth);/*from   w ww. j  a  v  a 2s  .  c  o  m*/
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex3f(x0, y0, z0);
    GL11.glVertex3f(x1, y1, z1);
    GL11.glEnd();
}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawString(String string, String textureIdentifier, float charWidth, float charHeight,
        Alignment align) {//from  w  ww  .  j  av a 2 s. co m

    float hOverlap = 0.01f;
    float vOverlap = 0.0f;

    float xfix = 0;

    if (align.equals(Alignment.CENTERED)) {
        xfix = string.length() * charWidth * 0.5f;
    } else if (align.equals(Alignment.RIGHT)) {
        xfix = string.length() * charWidth - hOverlap;
    }

    GL11.glPushMatrix();
    GL11.glTranslatef(0, -0.5f * charHeight, 0);

    GLTextureManager.getInstance().bindTexture(textureIdentifier);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);

        float x1 = (c % 16f) / 16f;
        float x2 = x1 + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = y1 + 1f / 16f;

        GL11.glTexCoord2d(x1 + hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, 0, 0);
        GL11.glTexCoord2d(x1 + hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, 0, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();

}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawScrollerString(String string, float charWidth, float charHeight, float freq,
        float amplitude, float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/*from www.  j ava 2s.co  m*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);
        float s = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //drawSprite(x1, y1, x2, y2, 0);

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);

        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(i * charWidth - fix - overlap, s, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(i * charWidth - fix - overlap, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, s, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawCircleString(String string, float charHeight, float freq, float radius, float phase,
        String font) {/*from   www. jav  a 2s . com*/

    GL11.glPushMatrix();

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    //GL11.glTranslatef(charWidth/2, -charHeight/2, 0);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(string.length() - 1 - i);
        float vx1 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * radius;
        float vy1 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * radius;
        float vx2 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * radius * charHeight;
        float vy2 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * radius * charHeight;

        float vx3 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius;
        float vy3 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius;
        float vx4 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius
                * charHeight;
        float vy4 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius
                * charHeight;

        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);
        //GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(vy4, vx4, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(vy3, vx3, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(vy1, vx1, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(vy2, vx2, 0);
        GL11.glEnd();

    }

    GL11.glPopMatrix();
}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void drawString(String string, String textureIdentifier, float charWidth, float charHeight,
        Alignment align) {//ww w  . ja va 2 s.  co m

    float fix = 0;
    float overlap = 0.01f;

    if (align.equals(Alignment.CENTERED)) {
        fix = string.length() * charWidth * 0.5f;
    } else if (align.equals(Alignment.RIGHT)) {
        fix = string.length() * charWidth - overlap;
    }

    GL11.glPushMatrix();
    GL11.glTranslatef(0, -0.5f * charHeight, 0);
    //      System.out.println(textureID);
    GLTextureManager.getInstance().bindTexture(textureIdentifier);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);

        float x1 = (c % 16f) / 16f;
        float x2 = x1 + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = y1 + 1f / 16f;

        GL11.glTexCoord2d(x1 + overlap, y1);
        GL11.glVertex3d(i * charWidth - fix, 0, 0);
        GL11.glTexCoord2d(x1 + overlap, y2);
        GL11.glVertex3d(i * charWidth - fix, charHeight, 0);
        GL11.glTexCoord2d(x2 - overlap, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight, 0);
        GL11.glTexCoord2d(x2 - overlap, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, 0, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();

}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void blitScrollerString(String string, float charWidth, float charHeight, float freq,
        float amplitude, float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/* w w w  . ja  v a 2s.c  om*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);
        float s = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //drawSprite(x1, y1, x2, y2, 0);

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);

        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(i * charWidth - fix - overlap, s, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(i * charWidth - fix - overlap, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, s, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void blitSinString(String string, float charWidth, float charHeight, float freq, float amplitude,
        float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();//from  w w  w .j  a va2s.co  m

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    //GL11.glTranslatef(charWidth/2, -charHeight/2, 0);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(string.length() - 1 - i);
        float vx1 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float vy1 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float vx2 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude * charHeight;
        float vy2 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * amplitude * charHeight;

        float vx3 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude;
        float vy3 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude;
        float vx4 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude
                * charHeight;
        float vy4 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude
                * charHeight;

        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);
        //GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(vy4, vx4, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(vy3, vx3, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(vy1, vx1, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(vy2, vx2, 0);
        GL11.glEnd();

    }

    GL11.glPopMatrix();
}