List of usage examples for org.lwjgl.opengl GL11 glVertex2f
public static native void glVertex2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y);
From source file:fr.theshark34.sharkengine.ui.components.ProgressBar.java
License:Apache License
/** * Draw the bar// w w w. jav a 2 s. c o m */ @Override public void draw() { // Enabling blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Being sure that texture is disabled GL11.glDisable(GL11.GL_TEXTURE_2D); // Picking the base color GL11.glColor4f((float) color.getRed() / 255, (float) color.getGreen() / 255, (float) color.getBlue() / 255, (float) color.getAlpha() / 255); // Drawing the base GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(x, y); GL11.glVertex2f(x + width, y); GL11.glVertex2f(x + width, y + height); GL11.glVertex2f(x, y + height); } GL11.glEnd(); if (value != 0 && maximum != 0) { // Picking the foreground color GL11.glColor4f((float) fgColor.getRed() / 255, (float) fgColor.getGreen() / 255, (float) fgColor.getBlue() / 255, (float) fgColor.getAlpha() / 255); int fgWidth = (int) (width / ((float) maximum / (float) value)); // Drawing the foreground GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(x, y); GL11.glVertex2f(x + fgWidth, y); GL11.glVertex2f(x + fgWidth, y + height); GL11.glVertex2f(x, y + height); } GL11.glEnd(); } // Drawing the text this.font.drawString(x + (this.width - this.font.getWidth(string)) / 2, y + (this.height - this.font.getHeight(string)) / 2, string); // Disabling blending GL11.glDisable(GL11.GL_BLEND); }
From source file:fr.theshark34.sharkengine.ui.components.VerticalSlider.java
License:Apache License
/** * Draw the slider//from www .j a va2 s .c o m */ @Override public void draw() { // Enabling blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Being sure that texturing is disabled GL11.glDisable(GL11.GL_TEXTURE_2D); // Check if the mouse is on the slider if (Mouse.getX() > this.x && Mouse.getX() < this.x + width && Mouse.getY() < Display.getHeight() - this.y + this.sliderY && Mouse.getY() > Display.getHeight() - this.y - this.sliderY - this.sliderHeight) { // If the mouse clicked and clicked is false, settings clicked to // true and saving mouse initial click if (Mouse.isButtonDown(0)) { if (!clicked) { clicked = true; mouseClick = Display.getHeight() - Mouse.getY(); } } else // If mouse isn't on it, setting clicked to false clicked = false; } // Setting clicked to false only when the mouse stop clicking else if (!Mouse.isButtonDown(0)) clicked = false; // If mouse clicked if (clicked) { // If slider isn't on the minimum / maximum if (sliderY >= 0 && sliderY + sliderHeight <= height) if (sliderY + Display.getHeight() - Mouse.getY() - mouseClick >= 0) if (sliderY + sliderHeight + Display.getHeight() - Mouse.getY() - mouseClick <= height) { sliderY += Display.getHeight() - Mouse.getY() - mouseClick; mouseClick = Display.getHeight() - Mouse.getY(); } else sliderY = height - sliderHeight; else sliderY = 0; } // Picking the background color GL11.glColor4f((float) color.getRed() / 255, (float) color.getGreen() / 255, (float) color.getBlue() / 255, (float) color.getAlpha() / 255); // Drawing the slider background GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(x, y); GL11.glVertex2f(x + width, y); GL11.glVertex2f(x + width, y + height); GL11.glVertex2f(x, y + height); } GL11.glEnd(); // Picking the slider color GL11.glColor4f((float) sliderColor.getRed() / 255, (float) sliderColor.getGreen() / 255, (float) sliderColor.getBlue() / 255, (float) sliderColor.getAlpha() / 255); // Drawing the slider GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(x, y + sliderY); GL11.glVertex2f(x + width, y + sliderY); GL11.glVertex2f(x + width, y + sliderY + sliderHeight); GL11.glVertex2f(x, y + sliderY + sliderHeight); } GL11.glEnd(); }
From source file:fractal.PolygonFractal.java
public void next(int depth, double angle) { GL11.glRotatef((float) angle, 0, 0, 1); float sector = 2f * (float) Math.PI / (float) num_verts; /*GL11.glColor3f((float)Math.sin(color_basis) / 2f + 0.5f, (float)Math.sin(color_basis + Math.PI / 1.5) / 2f + 0.5f, (float)Math.sin(color_basis + Math.PI / 0.75) / 2f + 0.5f);*/ GL11.glBegin(GL11.GL_LINE_STRIP);//from w ww.j av a 2 s . c om for (int i = 0; i <= num_verts; i++) { float a = sector * i; GL11.glVertex2f((float) Math.cos(a), (float) Math.sin(a)); } GL11.glEnd(); if (depth > 0) { for (int i = 0; i < num_verts; i++) { GL11.glRotatef(sector * 180f / (float) Math.PI, 0, 0, 1); GL11.glPushMatrix(); GL11.glTranslatef(1, 0, 0); GL11.glScalef(mult, mult, mult); next(depth - 1, angle * ang_mult); GL11.glPopMatrix(); } } }
From source file:game.core.gfx.DrawRectangleBehavior.java
License:Open Source License
@Override public void draw(GameObject target) { color.glColor();//from ww w . j av a 2 s.c o m GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(1.0f, 1.0f); GL11.glVertex2f(1.0f, -1.0f); GL11.glVertex2f(-1.0f, -1.0f); GL11.glVertex2f(-1.0f, 1.0f); GL11.glEnd(); }
From source file:game.engine.core.CoreModule.java
License:Open Source License
/** * Constructor./* w w w. j a va 2 s .c o m*/ * * @param scriptEngine the Nashorn engine */ public CoreModule(ScriptEngine scriptEngine) { try { final EventListener positionTransformListener = new EventListener(null, "beforeDraw") { @Override public void handleEvent(GameObject gameObject, Object payload) { PositionData data = (PositionData) gameObject.get(CoreModule.this.position); GL11.glTranslatef(data.x, data.y, 0.0f); } }; position = new Behavior(new Applicator() { @Override public void apply(GameObject target, Object rawParameters, Behavior behavior) { PositionData data = new PositionData(); if (rawParameters != null) { JSObject parameters = (JSObject) jdk.nashorn.api.scripting.ScriptUtils.wrap(rawParameters); if (parameters.getMember("x") instanceof Number) { data.x = ((Number) parameters.getMember("x")).floatValue(); } if (parameters.getMember("y") instanceof Number) { data.y = ((Number) parameters.getMember("y")).floatValue(); } } target.set(CoreModule.this.position, data); target.addListener(positionTransformListener); } }); final EventListener drawRectangleListener = new EventListener(null, "draw") { @Override public void handleEvent(GameObject gameObject, Object payload) { GL11.glColor4ub((byte) 255, (byte) 255, (byte) 255, (byte) 255); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(1.0f, 1.0f); GL11.glVertex2f(1.0f, -1.0f); GL11.glVertex2f(-1.0f, -1.0f); GL11.glVertex2f(-1.0f, 1.0f); GL11.glEnd(); } }; rectangle = new Behavior(new Applicator() { @Override public void apply(GameObject target, Object parameters, Behavior behavior) { target.addListener(drawRectangleListener); } }); leftRight = new Behavior(new Applicator() { @Override public void apply(GameObject target, Object parameters, Behavior behavior) { target.set(leftRight, "left"); } }); final EventListener drawSpriteListener = new EventListener(null, "draw") { @Override public void handleEvent(GameObject gameObject, Object payload) { SpriteProvider spriteProvider = (SpriteProvider) gameObject.get(sprite); if (spriteProvider != null) { Sprite sprite = spriteProvider.provideSprite(gameObject); if (sprite != null) { sprite.draw(); } } } }; sprite = new Behavior(new Applicator() { @Override public void apply(GameObject target, Object parameters, Behavior behavior) { if (parameters instanceof SpriteProvider) { target.set(sprite, parameters); } else { throw new RuntimeException("invalid sprite provider"); } target.addListener(drawSpriteListener); } }); } catch (Exception e) { throw new RuntimeException(e); } }
From source file:game.engine.gfx.Sprite.java
License:Open Source License
/** * Calls glTexCoord() / glVertex() on the sprite vertices, assuming the hotspot is at (0, 0). *///from ww w . j av a2 s.c o m public void glVertices() { GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2f(-leftExtent, -topExtent); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2f(rightExtent, -topExtent); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2f(rightExtent, bottomExtent); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2f(-leftExtent, bottomExtent); }
From source file:glvis.renderers.BeautifulGlitch.java
@Override public void render() { Display.sync(120);/*w w w .j a v a 2 s .c o m*/ if (initial) { GL11.glClear(16384); initial = false; } int LIGHT_POINTS = 288; // 1152 // LIGHT_POINTS = 2; // int LIGHT_POINTS = 1152; // 1152 float LIGHT_POINT_SEPARATION = 4.42f; float LIGHT_Y = 256f; float LIGHT_X = 0f; short raw = 0; float fraw = 0; float calc = 0; float distx = 0; float disty = 0; boolean swch = false; int hak = 0; int mx = MouseInfo.getPointerInfo().getLocation().x + 320; int my = MouseInfo.getPointerInfo().getLocation().y + 180; short rraw = 0; float vdist = 0f; boolean chswch = false; GL11.glEnable(GL11.GL_BLEND); //Enable blending. GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (initial) { initial = false; GL11.glColor4f(0f, 0f, 0f, 1f); } else GL11.glColor4f(0f, 0f, 0f, 0.2f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(1280, 0); GL11.glVertex2f(1280, 720); GL11.glVertex2f(0, 720); GL11.glEnd(); short[] samp = provider.getCurrentSample(); int samplen = provider.getCurrentSampleLength(); GL11.glColor4f(1f, 1f, 1f, 1f); // GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f; for (int ie = 0; ie < LIGHT_POINTS; ie++) { //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); // this.skip = false; itra++; itra %= samplen; raw = samp[itra]; rraw = samp[samplen - (itra + 1)]; mx = 1220 + raw / 764; my = 690 + rraw / 764; // itra ++; // itra %= Player.samplen; // raw = Player.samp[itra]; // rraw = Player.samp[Player.samplen-(itra+1)]; // itra ++; // itra %= Player.samplen; // raw += Player.samp[itra]; // rraw += Player.samp[Player.samplen-(itra+1)]; // raw/=2; // rraw/=2; // // phys_x[ie]/=1.5f-rand[itra]/2; // phys_y[ie]/=1.5f-rand[Player.samplen-itra]/2; distx = (mx / 2 - 1280 / 2) - loc_x[ie]; disty = (my / 2 - 720 / 2) - loc_y[ie]; phys_x[ie] /= distx / 20f; phys_y[ie] /= disty / 20f; // if(Math.abs(distx) < 1)distx *= 100; // if(Math.abs(disty) < 1)disty *= 100; phys_x[ie] += distx;//+ raw/96f; phys_y[ie] += disty;//+ rraw/96f; // phys_x[ie] += distx + raw/128f; // phys_y[ie] += disty + rraw/128f; loc_x[ie] += phys_x[ie] / 16f; loc_y[ie] += phys_y[ie] / 16f; vdist = Math.abs(distx) + Math.abs(disty); vdist /= 4f; R[ie] /= 1.08; G[ie] /= 1.08; B[ie] /= 1.08; R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f; G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f; B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glBegin(GL11.GL_TRIANGLE_STRIP); a1 = (R[ie] + G[ie] + B[ie]) / 3f; a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f; a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f; a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f; a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f; a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f; a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f; GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7); GL11.glVertex2f(lastx6[ie], lasty6[ie]); GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6); GL11.glVertex2f(lastx5[ie], lasty5[ie]); GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5); GL11.glVertex2f(lastx4[ie], lasty4[ie]); GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4); GL11.glVertex2f(lastx3[ie], lasty3[ie]); GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3); GL11.glVertex2f(lastx2[ie], lasty2[ie]); GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2); GL11.glVertex2f(lastx[ie], lasty[ie]); GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1); GL11.glVertex2f(LIGHT_X, LIGHT_Y); lastx9[ie] = lastx8[ie]; lasty9[ie] = lasty8[ie]; lastx8[ie] = lastx7[ie]; lasty8[ie] = lasty7[ie]; lastx7[ie] = lastx6[ie]; lasty7[ie] = lasty6[ie]; lastx6[ie] = lastx5[ie]; lasty6[ie] = lasty5[ie]; lastx5[ie] = lastx4[ie]; lasty5[ie] = lasty4[ie]; lastx4[ie] = lastx3[ie]; lasty4[ie] = lasty3[ie]; lastx3[ie] = lastx2[ie]; lasty3[ie] = lasty2[ie]; lastx2[ie] = lastx[ie]; lasty2[ie] = lasty[ie]; // lastx[ie] = LIGHT_X; // lasty[ie] = LIGHT_Y; lastx[ie] = LIGHT_X; lasty[ie] = LIGHT_Y; lR9[ie] = lR8[ie]; lG9[ie] = lG8[ie]; lB9[ie] = lB8[ie]; lR8[ie] = lR7[ie]; lG8[ie] = lG7[ie]; lB8[ie] = lB7[ie]; lR7[ie] = lR6[ie]; lG7[ie] = lG6[ie]; lB7[ie] = lB6[ie]; lR6[ie] = lR5[ie] / 1.2f; lG6[ie] = lG5[ie] / 1.2f; lB6[ie] = lB5[ie] / 1.2f; lR5[ie] = lR4[ie] / 1.2f; lG5[ie] = lG4[ie] / 1.2f; lB5[ie] = lB4[ie] / 1.2f; lR4[ie] = lR3[ie] / 1.2f; lG4[ie] = lG3[ie] / 1.2f; lB4[ie] = lB3[ie] / 1.2f; lR3[ie] = lR2[ie] / 1.2f; lG3[ie] = lG2[ie] / 1.2f; lB3[ie] = lB2[ie] / 1.2f; lR2[ie] = lR[ie] / 1.2f; lG2[ie] = lG[ie] / 1.2f; lB2[ie] = lB[ie] / 1.2f; lR[ie] = R[ie] * 2; lG[ie] = G[ie] * 2; lB[ie] = B[ie] * 2; GL11.glEnd(); } GL11.glDisable(GL11.GL_BLEND); //Enable blending. for (int ie = 0; ie < LIGHT_POINTS; ie++) { // LIGHT_X = loc_x[ie]*4+1280/2; // LIGHT_Y = loc_y[ie]*4+720/2; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glColorMask(true, true, true, true); GL20.glUseProgram(this.shaderProgram); GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X, 720.0F - LIGHT_Y); GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 9, G[ie] / 9, B[ie] / 9); GL11.glEnable(3042); GL11.glBlendFunc(1, 1); GL11.glBegin(7); GL11.glVertex2f(0.0F, 0.0F); GL11.glVertex2f(0.0F, 720.0F); GL11.glVertex2f(1280.0F, 720.0F); GL11.glVertex2f(1280.0F, 0.0F); GL11.glEnd(); GL11.glDisable(3042); GL20.glUseProgram(0); // GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]); // GL11.glVertex2f(lastx9[ie], lasty9[ie]); // GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]); // GL11.glVertex2f(lastx8[ie], lasty8[ie]); // GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]); // GL11.glVertex2f(lastx7[ie], lasty7[ie]); } // }
From source file:glvis.renderers.DemandingLightningTriangleStrip.java
@Override public void render() { if (initial) { GL11.glClear(16384);//from w w w . j a v a 2 s . c o m initial = false; } int LIGHT_POINTS = 288; // 1152 LIGHT_POINTS = 2; // int LIGHT_POINTS = 1152; // 1152 float LIGHT_POINT_SEPARATION = 4.42f; float LIGHT_Y = 256f; float LIGHT_X = 0f; short raw = 0; float fraw = 0; float calc = 0; float distx = 0; float disty = 0; boolean swch = false; int hak = 0; short rraw = 0; float vdist = 0f; boolean chswch = false; GL11.glEnable(GL11.GL_BLEND); //Enable blending. GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (initial) { initial = false; GL11.glColor4f(0f, 0f, 0f, 1f); } else GL11.glColor4f(0f, 0f, 0f, 0.01f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(1280, 0); GL11.glVertex2f(1280, 720); GL11.glVertex2f(0, 720); short[] samp = provider.getCurrentSample(); int samplen = provider.getCurrentSampleLength(); GL11.glDisable(GL11.GL_BLEND); //Enable blending. GL11.glColor4f(1f, 1f, 1f, 1f); // GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); for (int ie = 0; ie < LIGHT_POINTS; ie++) { GL11.glBegin(GL11.GL_TRIANGLE_STRIP); //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); itra++; itra %= samplen; raw = samp[itra]; rraw = samp[samplen - (itra + 1)]; phys_x[ie] /= 2f; phys_y[ie] /= 2f; distx = -loc_x[ie]; disty = -loc_y[ie]; // phys_x[ie] += distx + raw/64f; // phys_y[ie] += disty + rraw/64f; phys_x[ie] += distx + raw / 64f; phys_y[ie] += disty + rraw / 64f; loc_x[ie] += phys_x[ie] / 16f; loc_y[ie] += phys_y[ie] / 16f; LIGHT_X = loc_x[ie] * 4 + 1280 / 2; LIGHT_Y = loc_y[ie] * 4 + 720 / 2; vdist = Math.abs(distx) + Math.abs(disty); vdist /= 4f; R[ie] /= 1.08; G[ie] /= 1.08; B[ie] /= 1.08; R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f; G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f; B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; // GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]); // GL11.glVertex2f(lastx9[ie], lasty9[ie]); // GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]); // GL11.glVertex2f(lastx8[ie], lasty8[ie]); // GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]); // GL11.glVertex2f(lastx7[ie], lasty7[ie]); GL11.glColor3f(lR6[ie], lG6[ie], lB6[ie]); GL11.glVertex2f(lastx6[ie], lasty6[ie]); GL11.glColor3f(lR5[ie], lG5[ie], lB5[ie]); GL11.glVertex2f(lastx5[ie], lasty5[ie]); GL11.glColor3f(lR4[ie], lG4[ie], lB4[ie]); GL11.glVertex2f(lastx4[ie], lasty4[ie]); GL11.glColor3f(lR3[ie], lG3[ie], lB3[ie]); GL11.glVertex2f(lastx3[ie], lasty3[ie]); GL11.glColor3f(lR2[ie], lG2[ie], lB2[ie]); GL11.glVertex2f(lastx2[ie], lasty2[ie]); GL11.glColor3f(lR[ie], lG[ie], lB[ie]); GL11.glVertex2f(lastx[ie], lasty[ie]); GL11.glColor3f(R[ie] * 2, G[ie] * 2, B[ie] * 2); GL11.glVertex2f(LIGHT_X, LIGHT_Y); lastx9[ie] = lastx8[ie]; lasty9[ie] = lasty8[ie]; lastx8[ie] = lastx7[ie]; lasty8[ie] = lasty7[ie]; lastx7[ie] = lastx6[ie]; lasty7[ie] = lasty6[ie]; lastx6[ie] = lastx5[ie]; lasty6[ie] = lasty5[ie]; lastx5[ie] = lastx4[ie]; lasty5[ie] = lasty4[ie]; lastx4[ie] = lastx3[ie]; lasty4[ie] = lasty3[ie]; lastx3[ie] = lastx2[ie]; lasty3[ie] = lasty2[ie]; lastx2[ie] = lastx[ie]; lasty2[ie] = lasty[ie]; // lastx[ie] = LIGHT_X; // lasty[ie] = LIGHT_Y; lastx[ie] = LIGHT_X; lasty[ie] = LIGHT_Y; lR9[ie] = lR8[ie]; lG9[ie] = lG8[ie]; lB9[ie] = lB8[ie]; lR8[ie] = lR7[ie]; lG8[ie] = lG7[ie]; lB8[ie] = lB7[ie]; lR7[ie] = lR6[ie]; lG7[ie] = lG6[ie]; lB7[ie] = lB6[ie]; lR6[ie] = lR5[ie] / 1.2f; lG6[ie] = lG5[ie] / 1.2f; lB6[ie] = lB5[ie] / 1.2f; lR5[ie] = lR4[ie] / 1.2f; lG5[ie] = lG4[ie] / 1.2f; lB5[ie] = lB4[ie] / 1.2f; lR4[ie] = lR3[ie] / 1.2f; lG4[ie] = lG3[ie] / 1.2f; lB4[ie] = lB3[ie] / 1.2f; lR3[ie] = lR2[ie] / 1.2f; lG3[ie] = lG2[ie] / 1.2f; lB3[ie] = lB2[ie] / 1.2f; lR2[ie] = lR[ie] / 1.2f; lG2[ie] = lG[ie] / 1.2f; lB2[ie] = lB[ie] / 1.2f; lR[ie] = R[ie] * 2; lG[ie] = G[ie] * 2; lB[ie] = B[ie] * 2; GL11.glEnd(); } for (int ie = 0; ie < LIGHT_POINTS; ie++) { LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glColorMask(true, true, true, true); GL20.glUseProgram(this.shaderProgram); GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X, 720.0F - LIGHT_Y); GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 2, G[ie] / 2, B[ie] / 2); GL11.glEnable(3042); GL11.glBlendFunc(1, 1); GL11.glBegin(7); GL11.glVertex2f(0.0F, 0.0F); GL11.glVertex2f(0.0F, 720.0F); GL11.glVertex2f(1280.0F, 720.0F); GL11.glVertex2f(1280.0F, 0.0F); GL11.glEnd(); GL11.glDisable(3042); GL20.glUseProgram(0); } // Display.sync(600); }
From source file:glvis.renderers.HighIntensityAccurate.java
@Override public void render() { Display.sync(120);// www . j a va2 s .c o m if (initial) { GL11.glClear(16384); initial = false; } int LIGHT_POINTS = 288; // 1152 // LIGHT_POINTS = 2; // int LIGHT_POINTS = 1152; // 1152 float LIGHT_POINT_SEPARATION = 4.42f; float LIGHT_Y = 256f; float LIGHT_X = 0f; short raw = 0; float fraw = 0; float calc = 0; float distx = 0; float disty = 0; boolean swch = false; int hak = 0; short rraw = 0; float vdist = 0f; boolean chswch = false; GL11.glEnable(GL11.GL_BLEND); //Enable blending. GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (initial) { initial = false; GL11.glColor4f(0f, 0f, 0f, 1f); } else GL11.glColor4f(0f, 0f, 0f, 0.4f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(1280, 0); GL11.glVertex2f(1280, 720); GL11.glVertex2f(0, 720); GL11.glEnd(); short[] samp = provider.getCurrentSample(); int samplen = provider.getCurrentSampleLength(); GL11.glColor4f(1f, 1f, 1f, 1f); // GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f; for (int ie = 0; ie < LIGHT_POINTS; ie++) { //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); // this.skip = false; itra++; itra %= samplen; raw = samp[itra]; rraw = samp[samplen - (itra + 1)]; // itra ++; // itra %= samplen; // raw = samp[itra]; // rraw = samp[samplen-(itra+1)]; // itra ++; // itra %= samplen; // raw += samp[itra]; // rraw += samp[samplen-(itra+1)]; // raw/=2; // rraw/=2; // phys_x[ie] /= 2f; phys_y[ie] /= 2f; distx = -loc_x[ie]; disty = -loc_y[ie]; phys_x[ie] += distx + raw / 64f; phys_y[ie] += disty + rraw / 64f; // phys_x[ie] += distx + raw/128f; // phys_y[ie] += disty + rraw/128f; loc_x[ie] += phys_x[ie] / 16f; loc_y[ie] += phys_y[ie] / 16f; vdist = Math.abs(distx) + Math.abs(disty); vdist /= 4f; R[ie] /= 1.08; G[ie] /= 1.08; B[ie] /= 1.08; R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 1024f; G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 512f; B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 512f; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glBegin(GL11.GL_TRIANGLE_STRIP); a1 = (R[ie] + G[ie] + B[ie]) / 3f; a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f; a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f; a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f; a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f; a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f; a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f; GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7); GL11.glVertex2f(lastx6[ie], lasty6[ie]); GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6); GL11.glVertex2f(lastx5[ie], lasty5[ie]); GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5); GL11.glVertex2f(lastx4[ie], lasty4[ie]); GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4); GL11.glVertex2f(lastx3[ie], lasty3[ie]); GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3); GL11.glVertex2f(lastx2[ie], lasty2[ie]); GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2); GL11.glVertex2f(lastx[ie], lasty[ie]); GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1); GL11.glVertex2f(LIGHT_X, LIGHT_Y); lastx9[ie] = lastx8[ie]; lasty9[ie] = lasty8[ie]; lastx8[ie] = lastx7[ie]; lasty8[ie] = lasty7[ie]; lastx7[ie] = lastx6[ie]; lasty7[ie] = lasty6[ie]; lastx6[ie] = lastx5[ie]; lasty6[ie] = lasty5[ie]; lastx5[ie] = lastx4[ie]; lasty5[ie] = lasty4[ie]; lastx4[ie] = lastx3[ie]; lasty4[ie] = lasty3[ie]; lastx3[ie] = lastx2[ie]; lasty3[ie] = lasty2[ie]; lastx2[ie] = lastx[ie]; lasty2[ie] = lasty[ie]; // lastx[ie] = LIGHT_X; // lasty[ie] = LIGHT_Y; lastx[ie] = LIGHT_X; lasty[ie] = LIGHT_Y; lR9[ie] = lR8[ie]; lG9[ie] = lG8[ie]; lB9[ie] = lB8[ie]; lR8[ie] = lR7[ie]; lG8[ie] = lG7[ie]; lB8[ie] = lB7[ie]; lR7[ie] = lR6[ie]; lG7[ie] = lG6[ie]; lB7[ie] = lB6[ie]; lR6[ie] = lR5[ie] / 1.2f; lG6[ie] = lG5[ie] / 1.2f; lB6[ie] = lB5[ie] / 1.2f; lR5[ie] = lR4[ie] / 1.2f; lG5[ie] = lG4[ie] / 1.2f; lB5[ie] = lB4[ie] / 1.2f; lR4[ie] = lR3[ie] / 1.2f; lG4[ie] = lG3[ie] / 1.2f; lB4[ie] = lB3[ie] / 1.2f; lR3[ie] = lR2[ie] / 1.2f; lG3[ie] = lG2[ie] / 1.2f; lB3[ie] = lB2[ie] / 1.2f; lR2[ie] = lR[ie] / 1.2f; lG2[ie] = lG[ie] / 1.2f; lB2[ie] = lB[ie] / 1.2f; lR[ie] = R[ie] * 2; lG[ie] = G[ie] * 2; lB[ie] = B[ie] * 2; GL11.glEnd(); } GL11.glDisable(GL11.GL_BLEND); //Enable blending. for (int ie = 0; ie < LIGHT_POINTS; ie++) { // LIGHT_X = loc_x[ie]*4+1280/2; // LIGHT_Y = loc_y[ie]*4+720/2; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glColorMask(true, true, true, true); GL20.glUseProgram(this.shaderProgram); GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X, 720.0F - LIGHT_Y); GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 5, G[ie] / 5, B[ie] / 5); GL11.glEnable(3042); GL11.glBlendFunc(1, 1); GL11.glBegin(7); GL11.glVertex2f(0.0F, 0.0F); GL11.glVertex2f(0.0F, 720.0F); GL11.glVertex2f(1280.0F, 720.0F); GL11.glVertex2f(1280.0F, 0.0F); GL11.glEnd(); GL11.glDisable(3042); GL20.glUseProgram(0); // GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]); // GL11.glVertex2f(lastx9[ie], lasty9[ie]); // GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]); // GL11.glVertex2f(lastx8[ie], lasty8[ie]); // GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]); // GL11.glVertex2f(lastx7[ie], lasty7[ie]); } // }
From source file:glvis.renderers.HighIntensityOrbit.java
@Override public void render() { Display.sync(120);/*from w w w . ja v a2 s . c om*/ if (initial) { GL11.glClear(16384); initial = false; } int LIGHT_POINTS = 288; // 1152 // LIGHT_POINTS = 2; // int LIGHT_POINTS = 1152; // 1152 float LIGHT_POINT_SEPARATION = 4.42f; float LIGHT_Y = 256f; float LIGHT_X = 0f; short raw = 0; float fraw = 0; float calc = 0; float distx = 0; float disty = 0; boolean swch = false; int hak = 0; int mx, my; short rraw = 0; float vdist = 0f; boolean chswch = false; GL11.glEnable(GL11.GL_BLEND); //Enable blending. GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (initial) { initial = false; GL11.glColor4f(0f, 0f, 0f, 1f); } else GL11.glColor4f(0f, 0f, 0f, 0.06f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(1280, 0); GL11.glVertex2f(1280, 720); GL11.glVertex2f(0, 720); GL11.glEnd(); short[] samp = provider.getCurrentSample(); int samplen = provider.getCurrentSampleLength(); GL11.glColor4f(1f, 1f, 1f, 1f); // GL11.glPolygonMode( GL11.GL_FRONT_AND_BACK, GL11.GL_LINE ); float a1 = 0f, a2 = 0f, a3 = 0f, a4 = 0f, a5 = 0f, a6 = 0f, a7 = 0f, a8 = 0f, a9 = 0f; for (int ie = 0; ie < LIGHT_POINTS; ie++) { //GL11.glColor4f(((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,((float)ie)/LIGHT_POINTS,1f); // this.skip = false; itra++; itra %= samplen; raw = samp[itra]; rraw = samp[samplen - (itra + 1)]; mx = 1280 + raw / 32; my = 720 + rraw / 32; // itra ++; // itra %= samplen; // raw = samp[itra]; // rraw = samp[samplen-(itra+1)]; // itra ++; // itra %= samplen; // raw += samp[itra]; // rraw += samp[samplen-(itra+1)]; // raw/=2; // rraw/=2; // phys_x[ie] /= 1.5f - rand[itra] / 2; phys_y[ie] /= 1.5f - rand[samplen - itra] / 2; distx = (mx / 2 - 1280 / 2) - loc_x[ie]; disty = (my / 2 - 720 / 2) - loc_y[ie]; // phys_x[ie]/=distx/6f;phys_y[ie]/=disty/6f; // if(Math.abs(distx) < 1)distx *= 100; // if(Math.abs(disty) < 1)disty *= 100; phys_x[ie] += distx;//+ raw/96f; phys_y[ie] += disty;//+ rraw/96f; // phys_x[ie] += distx + raw/128f; // phys_y[ie] += disty + rraw/128f; loc_x[ie] += phys_x[ie] / 16f; loc_y[ie] += phys_y[ie] / 16f; vdist = Math.abs(distx) + Math.abs(disty); vdist /= 4f; R[ie] /= 1.08; G[ie] /= 1.08; B[ie] /= 1.08; R[ie] += ((Math.abs(loc_y[ie] % 2f) + Math.abs(loc_x[ie] % 2f)) * vdist) / 4096f; G[ie] += ((loc_x[ie] % 2f + Math.abs(loc_y[ie] % 2f)) * vdist) / 2048f; B[ie] += ((Math.abs(loc_x[ie] % 2f) + loc_y[ie] % 2f) * vdist) / 2048f; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glBegin(GL11.GL_TRIANGLE_STRIP); a1 = (R[ie] + G[ie] + B[ie]) / 3f; a2 = (lR[ie] + lG[ie] + lB[ie]) / 3f; a3 = (lR2[ie] + lG2[ie] + lB2[ie]) / 3f; a4 = (lR3[ie] + lG3[ie] + lB3[ie]) / 3f; a5 = (lR4[ie] + lG4[ie] + lB4[ie]) / 3f; a6 = (lR5[ie] + lG5[ie] + lB5[ie]) / 3f; a7 = (lR6[ie] + lG6[ie] + lB6[ie]) / 3f; GL11.glColor4f(lR6[ie], lG6[ie], lB6[ie], a7); GL11.glVertex2f(lastx6[ie], lasty6[ie]); GL11.glColor4f(lR5[ie], lG5[ie], lB5[ie], a6); GL11.glVertex2f(lastx5[ie], lasty5[ie]); GL11.glColor4f(lR4[ie], lG4[ie], lB4[ie], a5); GL11.glVertex2f(lastx4[ie], lasty4[ie]); GL11.glColor4f(lR3[ie], lG3[ie], lB3[ie], a4); GL11.glVertex2f(lastx3[ie], lasty3[ie]); GL11.glColor4f(lR2[ie], lG2[ie], lB2[ie], a3); GL11.glVertex2f(lastx2[ie], lasty2[ie]); GL11.glColor4f(lR[ie], lG[ie], lB[ie], a2); GL11.glVertex2f(lastx[ie], lasty[ie]); GL11.glColor4f(R[ie] * 2, G[ie] * 2, B[ie] * 2, a1); GL11.glVertex2f(LIGHT_X, LIGHT_Y); lastx9[ie] = lastx8[ie]; lasty9[ie] = lasty8[ie]; lastx8[ie] = lastx7[ie]; lasty8[ie] = lasty7[ie]; lastx7[ie] = lastx6[ie]; lasty7[ie] = lasty6[ie]; lastx6[ie] = lastx5[ie]; lasty6[ie] = lasty5[ie]; lastx5[ie] = lastx4[ie]; lasty5[ie] = lasty4[ie]; lastx4[ie] = lastx3[ie]; lasty4[ie] = lasty3[ie]; lastx3[ie] = lastx2[ie]; lasty3[ie] = lasty2[ie]; lastx2[ie] = lastx[ie]; lasty2[ie] = lasty[ie]; // lastx[ie] = LIGHT_X; // lasty[ie] = LIGHT_Y; lastx[ie] = LIGHT_X; lasty[ie] = LIGHT_Y; lR9[ie] = lR8[ie]; lG9[ie] = lG8[ie]; lB9[ie] = lB8[ie]; lR8[ie] = lR7[ie]; lG8[ie] = lG7[ie]; lB8[ie] = lB7[ie]; lR7[ie] = lR6[ie]; lG7[ie] = lG6[ie]; lB7[ie] = lB6[ie]; lR6[ie] = lR5[ie] / 1.2f; lG6[ie] = lG5[ie] / 1.2f; lB6[ie] = lB5[ie] / 1.2f; lR5[ie] = lR4[ie] / 1.2f; lG5[ie] = lG4[ie] / 1.2f; lB5[ie] = lB4[ie] / 1.2f; lR4[ie] = lR3[ie] / 1.2f; lG4[ie] = lG3[ie] / 1.2f; lB4[ie] = lB3[ie] / 1.2f; lR3[ie] = lR2[ie] / 1.2f; lG3[ie] = lG2[ie] / 1.2f; lB3[ie] = lB2[ie] / 1.2f; lR2[ie] = lR[ie] / 1.2f; lG2[ie] = lG[ie] / 1.2f; lB2[ie] = lB[ie] / 1.2f; lR[ie] = R[ie] * 2; lG[ie] = G[ie] * 2; lB[ie] = B[ie] * 2; GL11.glEnd(); } GL11.glDisable(GL11.GL_BLEND); //Enable blending. for (int ie = 0; ie < LIGHT_POINTS; ie++) { // LIGHT_X = loc_x[ie]*4+1280/2; // LIGHT_Y = loc_y[ie]*4+720/2; LIGHT_X = loc_x[ie] * 2 + 1280 / 2; LIGHT_Y = loc_y[ie] * 2 + 720 / 2; GL11.glColorMask(true, true, true, true); GL20.glUseProgram(this.shaderProgram); GL20.glUniform2f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "location"), LIGHT_X, 720.0F - LIGHT_Y); GL20.glUniform3f(GL20.glGetUniformLocation(this.shaderProgram, (CharSequence) "colour"), R[ie] / 4, G[ie] / 4, B[ie] / 4); GL11.glEnable(3042); GL11.glBlendFunc(1, 1); GL11.glBegin(7); GL11.glVertex2f(0.0F, 0.0F); GL11.glVertex2f(0.0F, 720.0F); GL11.glVertex2f(1280.0F, 720.0F); GL11.glVertex2f(1280.0F, 0.0F); GL11.glEnd(); GL11.glDisable(3042); GL20.glUseProgram(0); // GL11.glColor3f(lR9[ie], lG9[ie], lB9[ie]); // GL11.glVertex2f(lastx9[ie], lasty9[ie]); // GL11.glColor3f(lR8[ie], lG8[ie], lB8[ie]); // GL11.glVertex2f(lastx8[ie], lasty8[ie]); // GL11.glColor3f(lR7[ie], lG7[ie], lB7[ie]); // GL11.glVertex2f(lastx7[ie], lasty7[ie]); } // }