List of usage examples for org.lwjgl.opengl GL11 glGenLists
@NativeType("GLuint") public static native int glGenLists(@NativeType("GLsizei") int s);
From source file:adrianton.gloptat.plotter.Box.java
License:Open Source License
static void assemble() { handle = GL11.glGenLists(1); GL11.glNewList(handle, GL11.GL_COMPILE); GL11.glLineWidth(3);/*w ww . ja v a 2 s .c o m*/ GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(-1, -1, 1); GL11.glVertex3d(1, -1, 1); GL11.glVertex3d(1, -1, 1); GL11.glVertex3d(1, 1, 1); GL11.glVertex3d(1, 1, 1); GL11.glVertex3d(-1, 1, 1); GL11.glVertex3d(-1, 1, 1); GL11.glVertex3d(-1, -1, 1); GL11.glVertex3d(-1, -1, -1); GL11.glVertex3d(1, -1, -1); GL11.glVertex3d(1, -1, -1); GL11.glVertex3d(1, 1, -1); GL11.glVertex3d(1, 1, -1); GL11.glVertex3d(-1, 1, -1); GL11.glVertex3d(-1, 1, -1); GL11.glVertex3d(-1, -1, -1); GL11.glVertex3d(-1, -1, -1); GL11.glVertex3d(-1, -1, 1); GL11.glVertex3d(1, -1, -1); GL11.glVertex3d(1, -1, 1); GL11.glVertex3d(1, 1, -1); GL11.glVertex3d(1, 1, 1); GL11.glVertex3d(-1, 1, -1); GL11.glVertex3d(-1, 1, 1); GL11.glEnd(); GL11.glEndList(); }
From source file:adrianton.gloptat.plotter.Pointer.java
License:Open Source License
static void assemble() { final float tmpm = 1; final float tmpm2 = 1 / 3; final float tmpm3 = 7; handle = GL11.glGenLists(1); GL11.glNewList(handle, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_TRIANGLES);/*from w w w . j a v a 2 s . co m*/ GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, tmpm2); GL11.glVertex3f(-tmpm, -tmpm, tmpm3); GL11.glVertex3f(-tmpm, tmpm, tmpm3); GL11.glVertex3f(0, 0, tmpm2); GL11.glVertex3f(-tmpm, tmpm, tmpm3); GL11.glVertex3f(tmpm, tmpm, tmpm3); GL11.glVertex3f(0, 0, tmpm2); GL11.glVertex3f(tmpm, tmpm, tmpm3); GL11.glVertex3f(tmpm, -tmpm, tmpm3); GL11.glVertex3f(0, 0, tmpm2); GL11.glVertex3f(tmpm, -tmpm, tmpm3); GL11.glVertex3f(-tmpm, -tmpm, tmpm3); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(tmpm, tmpm, tmpm3); GL11.glVertex3f(tmpm, -tmpm, tmpm3); GL11.glVertex3f(-tmpm, -tmpm, tmpm3); GL11.glVertex3f(-tmpm, tmpm, tmpm3); GL11.glEnd(); GL11.glEndList(); }
From source file:adrianton.gloptat.plotter.Surface.java
License:Open Source License
public static void assemble(Displayer outer) { int i, j;/*from w w w. j a v a2s . co m*/ float px, py; float z1, z2, z3, z4; float tmp; Color col; float spx = -outer.rezx / 2; float spy = -outer.rezy / 2; handle = GL11.glGenLists(1); GL11.glNewList(handle, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); px = spx; for (i = 0; i < outer.rezx - 1; i++) { py = spy; for (j = 0; j < outer.rezy - 1; j++) { z1 = (float) outer.val[i][j]; z2 = (float) outer.val[i + 1][j]; z3 = (float) outer.val[i][j + 1]; z4 = (float) outer.val[i + 1][j + 1]; tmp = (float) (1 - ((outer.val[i][j] - outer.minc) / (outer.maxc - outer.minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex3f(px, py, z1); tmp = (float) (1 - ((outer.val[i][j + 1] - outer.minc) / (outer.maxc - outer.minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex3f(px, py + 1, z3); tmp = (float) (1 - ((outer.val[i + 1][j + 1] - outer.minc) / (outer.maxc - outer.minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex3f(px + 1, py + 1, z4); tmp = (float) (1 - ((outer.val[i + 1][j] - outer.minc) / (outer.maxc - outer.minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex3f(px + 1, py, z2); py += 1; } px += 1; } GL11.glEnd(); GL11.glEndList(); }
From source file:akarnokd.opengl.experiment.Planet.java
License:Apache License
public static Planet create(String file, float radius, int smoothness) { Planet p = new Planet(); p.id = ObjectTracker.add(p);/*from w ww. j ava 2s. c o m*/ p.radius = radius; p.smoothness = smoothness; // GLU sphere requires a mirrored texture ?! p.tex = Texture.fromFile(file, false, true); { Sphere sphere = new Sphere(); sphere.setDrawStyle(GLU.GLU_FILL); sphere.setTextureFlag(true); sphere.setNormals(GLU.GLU_SMOOTH); sphere.setOrientation(GLU.GLU_OUTSIDE); p.handle = GL11.glGenLists(1); GL11.glNewList(p.handle, GL11.GL_COMPILE); p.tex.use(); GL11.glColor4f(1, 1, 1, 1); sphere.draw(radius, smoothness, smoothness); p.tex.stop(); GL11.glEndList(); } { Sphere sphere2 = new Sphere(); sphere2.setDrawStyle(GLU.GLU_FILL); sphere2.setNormals(GLU.GLU_SMOOTH); sphere2.setOrientation(GLU.GLU_OUTSIDE); p.handleSelect = GL11.glGenLists(1); GL11.glNewList(p.handleSelect, GL11.GL_COMPILE); G2D.color(p.id); sphere2.draw(radius, smoothness, smoothness); GL11.glEndList(); } { Sphere sphere2 = new Sphere(); sphere2.setDrawStyle(GLU.GLU_LINE); sphere2.setNormals(GLU.GLU_NONE); p.wireframe = GL11.glGenLists(1); GL11.glNewList(p.wireframe, GL11.GL_COMPILE); sphere2.draw(radius, smoothness, smoothness); GL11.glEndList(); } return p; }
From source file:cn.lambdalib.util.deprecated.Mesh.java
License:MIT License
private void redraw(Material mat, boolean execute) { if (doesBuffer) { if (listID == -1) { listID = GL11.glGenLists(1); GL11.glNewList(listID, execute ? GL11.GL_COMPILE_AND_EXECUTE : GL11.GL_COMPILE); }//from w ww. j a va2 s .c o m } mat.onRenderStage(RenderStage.START); GL11.glPushMatrix(); mat.onRenderStage(RenderStage.BEFORE_TESSELLATE); Tessellator t = Tessellator.instance; t.startDrawing(GL11.GL_TRIANGLES); mat.onRenderStage(RenderStage.START_TESSELLATE); if (uvs != null) { if (triangles != null) { for (int i : triangles) { double[] vert = vertices[i]; double[] uv = uvs[i]; if (normals != null) { t.setNormal(normals[i][0], normals[i][1], normals[i][2]); } t.addVertexWithUV(vert[0], vert[1], vert[2], uv[0], uv[1]); } } } else { if (triangles != null) { for (int i : triangles) { double[] vert = vertices[i]; if (normals != null) { t.setNormal(normals[i][0], normals[i][1], normals[i][2]); } t.addVertex(vert[0], vert[1], vert[2]); } } } t.draw(); GL11.glPopMatrix(); mat.onRenderStage(RenderStage.END); for (Mesh m : this.sub) { m.draw(mat); } if (doesBuffer) { GL11.glEndList(); } }
From source file:com.ardor3d.renderer.lwjgl.LwjglFont.java
License:Open Source License
/** * <code>buildDisplayList</code> sets up the 256 display lists that are used to render each font character. Each * list quad is 16x16, as defined by the font image size. *///from w w w. j a v a 2s. c om public void buildDisplayList() { float cx; float cy; base = GL11.glGenLists(256); for (int loop = 0; loop < 256; loop++) { cx = (loop % 16) / 16.0f; cy = (loop / 16) / 16.0f; GL11.glNewList(base + loop, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(cx, 1 - cy - 0.0625f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f); GL11.glVertex2i(16, 0); GL11.glTexCoord2f(cx + 0.0625f, 1 - cy); GL11.glVertex2i(16, 16); GL11.glTexCoord2f(cx, 1 - cy); GL11.glVertex2i(0, 16); GL11.glEnd(); GL11.glTranslatef(10, 0, 0); GL11.glEndList(); } }
From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java
License:Open Source License
/** * Start a new display list. All further renderer commands that can be stored in a display list are part of this new * list until {@link #endDisplayList()} is called. * //from www.ja va 2 s .c o m * @return id of new display list */ public int startDisplayList() { final int id = GL11.glGenLists(1); GL11.glNewList(id, GL11.GL_COMPILE); return id; }
From source file:com.blogspot.jabelarminecraft.blocksmith.proxy.ClientProxy.java
License:Open Source License
public void createSphereCallList() { Sphere sphere = new Sphere(); //GLU_POINT will render it as dots. //GLU_LINE will render as wireframe //GLU_SILHOUETTE will render as ?shadowed? wireframe //GLU_FILL as a solid. sphere.setDrawStyle(GLU.GLU_FILL);/* w ww . ja v a 2 s . c om*/ //GLU_SMOOTH will try to smoothly apply lighting //GLU_FLAT will have a solid brightness per face, and will not shade. //GLU_NONE will be completely solid, and probably will have no depth to it's appearance. sphere.setNormals(GLU.GLU_SMOOTH); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_OUTSIDE); sphereIdOutside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE); //binds the texture ResourceLocation rL = new ResourceLocation(BlockSmith.MODID + ":textures/entities/sphere.png"); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_INSIDE); sphereIdInside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdInside, GL11.GL_COMPILE); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); }
From source file:com.blogspot.jabelarminecraft.magicbeans.proxy.ClientProxy.java
License:Open Source License
public void createSphereCallList() { Sphere sphere = new Sphere(); //GLU_POINT will render it as dots. //GLU_LINE will render as wireframe //GLU_SILHOUETTE will render as ?shadowed? wireframe //GLU_FILL as a solid. sphere.setDrawStyle(GLU.GLU_FILL);//from w w w.j a v a2s. com //GLU_SMOOTH will try to smoothly apply lighting //GLU_FLAT will have a solid brightness per face, and will not shade. //GLU_NONE will be completely solid, and probably will have no depth to it's appearance. sphere.setNormals(GLU.GLU_SMOOTH); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_OUTSIDE); sphereIdOutside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE); //binds the texture ResourceLocation rL = new ResourceLocation(MagicBeans.MODID + ":textures/entities/sphere.png"); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_INSIDE); sphereIdInside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdInside, GL11.GL_COMPILE); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); }
From source file:com.blogspot.jabelarminecraft.movinglightsource.proxy.ClientProxy.java
License:Open Source License
public void createSphereCallList() { Sphere sphere = new Sphere(); //GLU_POINT will render it as dots. //GLU_LINE will render as wireframe //GLU_SILHOUETTE will render as ?shadowed? wireframe //GLU_FILL as a solid. sphere.setDrawStyle(GLU.GLU_FILL);/*from w ww .j a va 2s . c om*/ //GLU_SMOOTH will try to smoothly apply lighting //GLU_FLAT will have a solid brightness per face, and will not shade. //GLU_NONE will be completely solid, and probably will have no depth to it's appearance. sphere.setNormals(GLU.GLU_SMOOTH); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_OUTSIDE); sphereIdOutside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdOutside, GL11.GL_COMPILE); //binds the texture ResourceLocation rL = new ResourceLocation(MovingLightSource.MODID + ":textures/entities/sphere.png"); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); //GLU_INSIDE will render as if you are inside the sphere, making it appear inside out.(Similar to how ender portals are rendered) sphere.setOrientation(GLU.GLU_INSIDE); sphereIdInside = GL11.glGenLists(1); //Create a new list to hold our sphere data. GL11.glNewList(sphereIdInside, GL11.GL_COMPILE); Minecraft.getMinecraft().getTextureManager().bindTexture(rL); //The drawing the sphere is automatically doing is getting added to our list. Careful, the last 2 variables //control the detail, but have a massive impact on performance. 32x32 is a good balance on my machine.s sphere.draw(0.5F, 32, 32); GL11.glEndList(); }