List of usage examples for org.lwjgl.opengl GL11 glEnd
public static native void glEnd();
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * GL_DrawParticles// w ww. j a va2s . c o m */ void GL_DrawParticles(int num_particles) { float origin_x, origin_y, origin_z; Math3D.VectorScale(vup, 1.5f, up); Math3D.VectorScale(vright, 1.5f, right); GL_Bind(r_particletexture.texnum); GL11.glDepthMask(false); // no z buffering GL11.glEnable(GL11.GL_BLEND); GL_TexEnv(GL11.GL_MODULATE); GL11.glBegin(GL11.GL_TRIANGLES); FloatBuffer sourceVertices = particle_t.vertexArray; IntBuffer sourceColors = particle_t.colorArray; float scale; int color; for (int j = 0, i = 0; i < num_particles; i++) { origin_x = sourceVertices.get(j++); origin_y = sourceVertices.get(j++); origin_z = sourceVertices.get(j++); // hack a scale up to keep particles from disapearing scale = (origin_x - r_origin[0]) * vpn[0] + (origin_y - r_origin[1]) * vpn[1] + (origin_z - r_origin[2]) * vpn[2]; scale = (scale < 20) ? 1 : 1 + scale * 0.004f; color = sourceColors.get(i); GL11.glColor4ub((byte) ((color) & 0xFF), (byte) ((color >> 8) & 0xFF), (byte) ((color >> 16) & 0xFF), (byte) ((color >>> 24))); // first vertex GL11.glTexCoord2f(0.0625f, 0.0625f); GL11.glVertex3f(origin_x, origin_y, origin_z); // second vertex GL11.glTexCoord2f(1.0625f, 0.0625f); GL11.glVertex3f(origin_x + up[0] * scale, origin_y + up[1] * scale, origin_z + up[2] * scale); // third vertex GL11.glTexCoord2f(0.0625f, 1.0625f); GL11.glVertex3f(origin_x + right[0] * scale, origin_y + right[1] * scale, origin_z + right[2] * scale); } GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); GL11.glDepthMask(true); // back to normal Z buffering GL_TexEnv(GL11.GL_REPLACE); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_PolyBlend//from w w w.j a v a2s . c om */ void R_PolyBlend() { if (gl_polyblend.value == 0.0f) return; if (v_blend[3] == 0.0f) return; GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glLoadIdentity(); // FIXME: get rid of these GL11.glRotatef(-90, 1, 0, 0); // put Z going up GL11.glRotatef(90, 0, 0, 1); // put Z going up GL11.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(10, 100, 100); GL11.glVertex3f(10, -100, 100); GL11.glVertex3f(10, -100, -100); GL11.glVertex3f(10, 100, -100); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_DrawBeam//from w ww. j a v a 2s .com */ void R_DrawBeam(entity_t e) { oldorigin[0] = e.oldorigin[0]; oldorigin[1] = e.oldorigin[1]; oldorigin[2] = e.oldorigin[2]; origin[0] = e.origin[0]; origin[1] = e.origin[1]; origin[2] = e.origin[2]; normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; if (Math3D.VectorNormalize(normalized_direction) == 0.0f) return; Math3D.PerpendicularVector(perpvec, normalized_direction); Math3D.VectorScale(perpvec, e.frame / 2, perpvec); for (int i = 0; i < 6; i++) { Math3D.RotatePointAroundVector(start_points[i], normalized_direction, perpvec, (360.0f / NUM_BEAM_SEGS) * i); Math3D.VectorAdd(start_points[i], origin, start_points[i]); Math3D.VectorAdd(start_points[i], direction, end_points[i]); } GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(false); float r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF; float g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF; float b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF; r *= 1 / 255.0f; g *= 1 / 255.0f; b *= 1 / 255.0f; GL11.glColor4f(r, g, b, e.alpha); GL11.glBegin(GL11.GL_TRIANGLE_STRIP); float[] v; for (int i = 0; i < NUM_BEAM_SEGS; i++) { v = start_points[i]; GL11.glVertex3f(v[0], v[1], v[2]); v = end_points[i]; GL11.glVertex3f(v[0], v[1], v[2]); v = start_points[(i + 1) % NUM_BEAM_SEGS]; GL11.glVertex3f(v[0], v[1], v[2]); v = end_points[(i + 1) % NUM_BEAM_SEGS]; GL11.glVertex3f(v[0], v[1], v[2]); } GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); }
From source file:kuake2.render.lwjgl.Mesh.java
License:Open Source License
/** * GL_DrawAliasShadow/*from ww w . j a v a 2 s . c o m*/ */ void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { float lheight = currententity.origin[2] - lightspot[2]; // qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; int[] order = paliashdr.glCmds; float height = -lheight + 1.0f; int orderIndex = 0; int index = 0; // TODO shadow drawing with vertex arrays int count; while (true) { // get the vertex count and primitive type count = order[orderIndex++]; if (count == 0) break; // done if (count < 0) { count = -count; GL11.glBegin(GL11.GL_TRIANGLE_FAN); } else GL11.glBegin(GL11.GL_TRIANGLE_STRIP); do { index = order[orderIndex + 2] * 3; point[0] = vertexArrayBuf.get(index); point[1] = vertexArrayBuf.get(index + 1); point[2] = vertexArrayBuf.get(index + 2); point[0] -= shadevector[0] * (point[2] + lheight); point[1] -= shadevector[1] * (point[2] + lheight); point[2] = height; GL11.glVertex3f(point[0], point[1], point[2]); orderIndex += 3; } while (--count != 0); GL11.glEnd(); } }
From source file:kuake2.render.lwjgl.Surf.java
License:Open Source License
/** * R_DrawTriangleOutlines//ww w . ja va2 s . c om */ void R_DrawTriangleOutlines() { if (gl_showtris.value == 0) return; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glColor4f(1, 1, 1, 1); msurface_t surf; glpoly_t p; int j; for (int i = 0; i < MAX_LIGHTMAPS; i++) { for (surf = gl_lms.lightmap_surfaces[i]; surf != null; surf = surf.lightmapchain) { for (p = surf.polys; p != null; p = p.chain) { for (j = 2; j < p.numverts; j++) { GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex3f(p.x(0), p.y(0), p.z(0)); GL11.glVertex3f(p.x(j - 1), p.y(j - 1), p.z(j - 1)); GL11.glVertex3f(p.x(j), p.y(j), p.z(j)); GL11.glVertex3f(p.x(0), p.y(0), p.z(0)); GL11.glEnd(); } } } } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:kuake2.render.lwjgl.Warp.java
License:Open Source License
/** * EmitWaterPolys/*from w w w. j a va 2 s .c om*/ * Does a water warp on the pre-fragmented glpoly_t chain */ void EmitWaterPolys(msurface_t fa) { float rdt = r_newrefdef.time; float scroll; if ((fa.texinfo.flags & Defines.SURF_FLOWING) != 0) scroll = -64 * ((r_newrefdef.time * 0.5f) - (int) (r_newrefdef.time * 0.5f)); else scroll = 0; int i; float s, t, os, ot; glpoly_t p, bp; for (bp = fa.polys; bp != null; bp = bp.next) { p = bp; GL11.glBegin(GL11.GL_TRIANGLE_FAN); for (i = 0; i < p.numverts; i++) { os = p.s1(i); ot = p.t1(i); s = os + Warp.SIN[(int) ((ot * 0.125f + r_newrefdef.time) * TURBSCALE) & 255]; s += scroll; s *= (1.0f / 64); t = ot + Warp.SIN[(int) ((os * 0.125f + rdt) * TURBSCALE) & 255]; t *= (1.0f / 64); GL11.glTexCoord2f(s, t); GL11.glVertex3f(p.x(i), p.y(i), p.z(i)); } GL11.glEnd(); } }
From source file:kuake2.render.lwjgl.Warp.java
License:Open Source License
/** * R_DrawSkyBox/*www .j a v a 2 s . co m*/ */ void R_DrawSkyBox() { int i; if (skyrotate != 0) { // check for no sky at all for (i = 0; i < 6; i++) if (skymins[0][i] < skymaxs[0][i] && skymins[1][i] < skymaxs[1][i]) break; if (i == 6) return; // nothing visible } GL11.glPushMatrix(); GL11.glTranslatef(r_origin[0], r_origin[1], r_origin[2]); GL11.glRotatef(r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]); for (i = 0; i < 6; i++) { if (skyrotate != 0) { // hack, forces full sky to draw when rotating skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; } if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_Bind(sky_images[skytexorder[i]].texnum); GL11.glBegin(GL11.GL_QUADS); MakeSkyVec(skymins[0][i], skymins[1][i], i); MakeSkyVec(skymins[0][i], skymaxs[1][i], i); MakeSkyVec(skymaxs[0][i], skymaxs[1][i], i); MakeSkyVec(skymaxs[0][i], skymins[1][i], i); GL11.glEnd(); } GL11.glPopMatrix(); }
From source file:launcher.Main.java
private void drawWorld() { final int widthFit = (SCREEN_WIDTH / world.getBlockWidth()) + 1; final int heightFit = (SCREEN_HEIGHT / world.getBlockWidth()) + 1; final int cX = Math.min(widthFit, world.getSizeX()); final int cY = Math.min(heightFit, world.getSizeY());//assuming the world is not a jagged grid... // Clear the screen and depth buffer Point playerPoint = world.getPlayerLocationInGrid(player); final int startX = playerPoint.getX() - (int) Math.floor(widthFit / 2); final int startY = playerPoint.getY() - (int) Math.floor(heightFit / 2); final int w = world.getBlockWidth(); final int maxDamage = 500; final double damageProportion = w * 0.5 / maxDamage; for (int i = 0; i < cX + 1; i++) { for (int j = 0; j < cY + 1; j++) { Block block = world.getBlock(i + startX, j + startY); byte[] c = block.getColor(); GL11.glColor3ub(c[0], c[1], c[2]); int left = i * w - (w / 2); int top = j * w - (w / 2); int right = left + w; int bottom = top + w; // draw quad block thing GL11.glBegin(GL11.GL_QUADS); {// ww w .j a va 2 s .c o m GL11.glVertex2f(left, top); GL11.glVertex2f(right, top); GL11.glVertex2f(right, bottom); GL11.glVertex2f(left, bottom); } GL11.glEnd(); final int damage = block.getDamage(); if (damage < maxDamage && !(block instanceof AirBlock)) { //wtf is dit? int tmp = (int) Math.ceil((maxDamage / (damage + 1)) * 0.1f) + 2; int centerX = (int) (left + w * 0.5); int centerY = (int) (top + w * 0.5); int visibleDamage = (int) Math.ceil(damage * damageProportion); //gray GL11.glColor3ub((byte) 80, (byte) 80, (byte) 80); GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(left, top); GL11.glVertex2f(left + tmp, top); GL11.glVertex2f(centerX - visibleDamage, centerY - visibleDamage); GL11.glVertex2f(left, top + tmp); } GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(right, top); GL11.glVertex2f(right, top + tmp); GL11.glVertex2f(centerX + visibleDamage, centerY - visibleDamage); GL11.glVertex2f(right - tmp, top); } GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(right, bottom); GL11.glVertex2f(right - tmp, bottom); GL11.glVertex2f(centerX + visibleDamage, centerY + visibleDamage); GL11.glVertex2f(right, bottom - tmp); } GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(left, bottom); GL11.glVertex2f(left, bottom - tmp); GL11.glVertex2f(centerX - visibleDamage, centerY + visibleDamage); GL11.glVertex2f(left + tmp, bottom); } GL11.glEnd(); } } } }
From source file:launcher.Main.java
private void drawPlayer() { //orangered, why not? GL11.glColor3ub((byte) 255, (byte) 69, (byte) 0); final int w = player.getWidth() / 2; GL11.glBegin(GL11.GL_QUADS);//from w w w. j a v a2 s . c o m { GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y - w); GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y - w); GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y + w); GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y + w); } GL11.glEnd(); //draw drill switch (player.getDirection()) { case IDLE: break; case LEFT: GL11.glBegin(GL11.GL_TRIANGLES); { GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y - w); GL11.glVertex2f(SCREEN_CENTER_X - w * 1.5f, SCREEN_CENTER_Y); GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y + w); } GL11.glEnd(); break; case RIGHT: GL11.glBegin(GL11.GL_TRIANGLES); { GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y - w); GL11.glVertex2f(SCREEN_CENTER_X + w * 1.5f, SCREEN_CENTER_Y); GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y + w); } GL11.glEnd(); break; case DOWN: GL11.glBegin(GL11.GL_TRIANGLES); { GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y + w); GL11.glVertex2f(SCREEN_CENTER_X, SCREEN_CENTER_Y + w * 1.5f); GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y + w); } GL11.glEnd(); break; case UP: GL11.glBegin(GL11.GL_TRIANGLES); { GL11.glVertex2f(SCREEN_CENTER_X + w, SCREEN_CENTER_Y - w); GL11.glVertex2f(SCREEN_CENTER_X, SCREEN_CENTER_Y - w * 1.5f); GL11.glVertex2f(SCREEN_CENTER_X - w, SCREEN_CENTER_Y - w); } GL11.glEnd(); break; default: break; } }
From source file:lwjgl29.GlobalClass.Quad.java
@Override public void draw() { GL11.glColor3f(this.r, this.g, this.b); GL11.glBegin(GL11.GL_POLYGON);// w w w . j av a 2 s . c om //position de dpart GL11.glVertex2f(this.x, this.y); //dessin des 3 cots GL11.glVertex2f(this.x + this.width, this.y); GL11.glVertex2f(this.x + this.width, this.y + this.height); GL11.glVertex2f(this.x, this.y + this.height); GL11.glEnd(); this.move(); }