Example usage for org.lwjgl.opengl GL11 glVertex2f

List of usage examples for org.lwjgl.opengl GL11 glVertex2f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex2f.

Prototype

public static native void glVertex2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y);

Source Link

Document

Specifies a single vertex between #glBegin Begin and #glEnd End by giving its coordinates in two dimensions.

Usage

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]);

    }
    //

}