List of usage examples for org.lwjgl.opengl GL11 glPointSize
public static void glPointSize(@NativeType("GLfloat") float size)
From source file:a1.Main.java
License:Open Source License
private void initGL() { // enable textures since we're going to use these for our sprites GL11.glPointSize(1); GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w w .j a v a 2 s .com*/ GL11.glDisable(GL11.GL_LIGHTING); glClearColor(0.0f, 0.0f, 0.0f, 0); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics GL11.glDisable(GL11.GL_DEPTH_TEST); }
From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java
License:Open Source License
@Override public void setupPointParameters(final float pointSize, final boolean antialiased, final boolean isSprite, final boolean useDistanceAttenuation, final FloatBuffer attenuationCoefficients, final float minPointSize, final float maxPointSize) { final RenderContext context = ContextManager.getCurrentContext(); // TODO: make a record for point states GL11.glPointSize(pointSize); if (isSprite && context.getCapabilities().isPointSpritesSupported()) { GL11.glEnable(ARBPointSprite.GL_POINT_SPRITE_ARB); GL11.glTexEnvi(ARBPointSprite.GL_POINT_SPRITE_ARB, ARBPointSprite.GL_COORD_REPLACE_ARB, GL11.GL_TRUE); }/*from w w w . j ava 2 s.c o m*/ if (useDistanceAttenuation && context.getCapabilities().isPointParametersSupported()) { ARBPointParameters.glPointParameterARB(ARBPointParameters.GL_POINT_DISTANCE_ATTENUATION_ARB, attenuationCoefficients); ARBPointParameters.glPointParameterfARB(ARBPointParameters.GL_POINT_SIZE_MIN_ARB, minPointSize); ARBPointParameters.glPointParameterfARB(ARBPointParameters.GL_POINT_SIZE_MAX_ARB, maxPointSize); } if (antialiased) { GL11.glEnable(GL11.GL_POINT_SMOOTH); GL11.glHint(GL11.GL_POINT_SMOOTH_HINT, GL11.GL_NICEST); } }
From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java
License:Apache License
public final void glPointSize(float size) { GL11.glPointSize(size); }
From source file:com.google.gapid.glviewer.GeometryScene.java
License:Apache License
@Override public void init(Renderer renderer) { float[] background = new float[] { .2f, .2f, .2f, 1f }; LOG.log(FINE, "GL Version: " + GL11.glGetString(GL11.GL_VERSION)); LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); shaders = Shaders.init(renderer);// w w w .j ava 2 s.c o m if (renderable != null) { renderable.init(renderer); } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearColor(background[0], background[1], background[2], background[3]); GL11.glPointSize(4); GL30.glBindVertexArray(GL30.glGenVertexArrays()); }
From source file:com.google.gapid.glviewer.Viewer.java
License:Apache License
@Override public void init() { float[] background = new float[] { .2f, .2f, .2f, 1f }; LOG.log(FINE, "GL Version: " + GL11.glGetString(GL11.GL_VERSION)); LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); shaders = Shaders.init();/*from w w w . j ava2s.co m*/ if (renderable != null) { renderable.init(); } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearColor(background[0], background[1], background[2], background[3]); GL11.glPointSize(4); GL30.glBindVertexArray(GL30.glGenVertexArrays()); }
From source file:com.irr310.i3d.scene.I3dEye3DCamera.java
License:Open Source License
private void displayTarget() { GL11.glColor4f(1.0f, 0.5f, 0.5f, 0.8f); GL11.glLineWidth(1.2f);/*from w ww .j ava 2 s .co m*/ GL11.glBegin(GL11.GL_LINES); { GL11.glColor4f(1.0f, 0.0f, 0.0f, 0.8f); GL11.glVertex3d(-1, 0, 0); GL11.glVertex3d(1, 0, 0); GL11.glVertex3d(0.9, 0.1, 0); GL11.glVertex3d(1, 0, 0); GL11.glVertex3d(0.9, -0.1, 0); GL11.glVertex3d(1, 0, 0); // y GL11.glColor4f(0.0f, 1.0f, 0.0f, 0.8f); GL11.glVertex3d(0, -1, 0); GL11.glVertex3d(0, 1, 0); GL11.glVertex3d(0.1, 0.9, 0); GL11.glVertex3d(0, 1, 0); GL11.glVertex3d(-0.1, 0.9, 0); GL11.glVertex3d(0, 1, 0); // z GL11.glColor4f(0.0f, 0.0f, 1.0f, 0.8f); GL11.glVertex3d(0, 0, -1); GL11.glVertex3d(0, 0, 1); GL11.glVertex3d(0.1, 0, 0.9); GL11.glVertex3d(0, 0, 1); GL11.glVertex3d(-0.1, 0, 0.9); GL11.glVertex3d(0, 0, 1); } GL11.glEnd(); GL11.glPointSize(1.2f); GL11.glBegin(GL11.GL_POINTS); { GL11.glVertex3d(position.x, position.y, position.z); } GL11.glEnd(); }
From source file:com.opengrave.og.base.RenderableLines.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//w w w . j a v a 2 s . c o m if (!visible) { return; } if (vertCount == 0) { return; } GL11.glPointSize(3f); int pID = Resources.loadShader("lines.vs", "lines.fs").getProgram(); GL20.glUseProgram(pID); if (pID == 0) { return; } GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); Util.checkErr(); getContext().setMatrices(pID, matrix); Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDrawArrays(GL11.GL_LINES, 0, vertCount); GL11.glEnable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(0); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();//from www. j av a 2 s . c om dealWithChange(); if (!visible) { return; } if (vertCount == 0) { return; } Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL11.glPointSize(3f); Util.checkErr(); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); Util.checkErr(); GL20.glUseProgram(pID); Util.checkErr(); if (pID == 0) { return; } Util.checkErr(); GL30.glBindVertexArray(vaoID); Util.checkErr(); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); Util.checkErr(); if (tex != null) { tex.bind(GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (tex != null) { tex.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
public InspectorCanvas(Composite parent, int style, GLData data) { super(parent, style, data); setCurrent();/* w w w.j ava 2 s. c o m*/ // Clear the canvas. GL11.glClearColor(CLEAR_COLOR[0], CLEAR_COLOR[1], CLEAR_COLOR[2], CLEAR_COLOR[3]); GL11.glClearDepth(1.0f); GL11.glLineWidth(1.0f); GL11.glPointSize(1.0f); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_POLYGON_SMOOTH); GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.01f); GL11.glEnable(GL11.GL_STENCIL_TEST); GL11.glStencilFunc(GL11.GL_ALWAYS, 0x1, 0xf); GL11.glStencilOp(GL11.GL_INCR, GL11.GL_KEEP, GL11.GL_INCR); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); reset(); mTransform = new Matrix4f(); mTransform.setIdentity(); addListener(SWT.Resize, this); addListener(SWT.Paint, this); addMouseListener(this); addMouseWheelListener(this); }
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 w w .java2 s . com 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); }