Example usage for org.lwjgl.opengl GL11 glPointSize

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

Introduction

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

Prototype

public static void glPointSize(@NativeType("GLfloat") float size) 

Source Link

Document

Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active.

Usage

From source file:shadowmage.meim.client.gui.GuiTextureElement.java

License:Open Source License

@Override
public void drawElement(int mouseX, int mouseY) {
    int x = renderPosX + guiLeft;
    int y = renderPosY + guiTop;
    int x1 = x;//from w w  w  .  j a v  a2s.  co  m
    int y1 = y;
    int x2 = x;
    int y2 = y + height;
    int x3 = x + width;
    int y3 = y + height;
    int x4 = x + width;
    int y4 = y;

    float pixX = 1.f / (float) image.getWidth();
    float pixY = 1.f / (float) image.getHeight();
    float u1, v1, u2, v2, u3, v3, u4, v4;
    float uw, uh;

    uw = scale;//image.getWidth() * pixX * scale;
    uh = scale;

    float u = pixX * (float) viewX;
    float v = pixY * (float) viewY;
    v = v > 1 ? 1 : v;

    u1 = u;
    v1 = v;
    u2 = u;
    v2 = v + uh;
    u3 = u + uw;
    v3 = v + uh;
    u4 = u + uw;
    v4 = v;

    bindTexture();
    GL11.glBegin(GL11.GL_QUADS);

    GL11.glTexCoord2f(u1, v1);
    GL11.glVertex3f(x1, y1, 0);
    GL11.glTexCoord2f(u2, v2);
    GL11.glVertex3f(x2, y2, 0);
    GL11.glTexCoord2f(u3, v3);
    GL11.glVertex3f(x3, y3, 0);
    GL11.glTexCoord2f(u4, v4);
    GL11.glVertex3f(x4, y4, 0);

    GL11.glEnd();
    resetBoundTexture();

    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glColor4f(1.f, 0.f, 0.f, 1.f);
    GL11.glPointSize(5);
    GL11.glBegin(GL11.GL_POINTS);
    GL11.glVertex3f(x, y, 0.f);
    GL11.glEnd();
    GL11.glColor4f(1.f, 1.f, 1.f, 1.f);

    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:taiga.gpvm.render.ColorEntityRenderer.java

License:Open Source License

@Override
public void render(Collection<Entity> ents, int pass, ReadableMatrix4 proj, ReadableMatrix4 modelview) {
    if (pass != HardcodedValues.OPAQUE_WORLD_LAYER)
        return;/*from w  w  w .j  a v a  2  s . c o  m*/

    ARBShaderObjects.glUseProgramObjectARB(0);
    GL11.glPointSize(size);

    FloatBuffer buffer = BufferUtils.createFloatBuffer(16);
    proj.store(buffer, false);
    buffer.flip();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadMatrix(buffer);

    buffer.rewind();
    modelview.store(buffer, false);
    buffer.flip();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadMatrix(buffer);

    GL11.glBegin(GL11.GL_POINTS);

    for (Entity ent : ents) {
        ReadableVector3f loc = ent.getBounds().getCenter();
        GL11.glVertex3f(loc.getX(), loc.getY(), loc.getZ());
        GL11.glColor3f(red, green, blue);
    }

    GL11.glEnd();
}

From source file:taiga.mcmods.buildguide.BlockMarker.java

@SubscribeEvent(priority = EventPriority.HIGHEST)
public void renderMarkers(RenderHandEvent event) {
    if (!visible)
        return;/*from w w  w.  ja v  a2s  . c o  m*/
    if (deletelist) {
        //GL11.glDeleteLists(displaylist, 0);
        //displaylist = -1;

        deletelist = false;
    }

    transformToPlayer();
    GL11.glPointSize(10);

    if (regendisplist)
        createDisplayList();
    else if (displaylist != -1)
        GL11.glCallList(displaylist);

    GL11.glPopMatrix();
}

From source file:thebounzer.org.lwgldemo.Chapter5.java

License:Open Source License

@Override
public void configure() {
    shaders.add(new GenericShader("src/main/resources/shadersCap5/shader.vert", GL20.GL_VERTEX_SHADER));
    shaders.add(new GenericShader("src/main/resources/shadersCap5/shader.frag", GL20.GL_FRAGMENT_SHADER));
    vaoId = GL30.glGenVertexArrays();//  w  w w  .j  ava  2  s .co m
    GL30.glBindVertexArray(vaoId);
    GL11.glPointSize(5.0f);
    try {
        createAndBindVertexObject(vertex);
    } catch (IOException ex) {
        Logger.getLogger(Chapter5.class.getName()).log(Level.SEVERE, null, ex);
    }
    shaderSetup();
    FloatBuffer matrixProjBuff = BufferUtils.createFloatBuffer(16);
    projMat.store(matrixProjBuff);
    matrixProjBuff.flip();
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glPointSize(float a) {
    GL11.glPointSize(a);
}