List of usage examples for org.lwjgl.opengl GL11 glVertex3d
public static native void glVertex3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
From source file:adrianton.gloptat.plotter.Box.java
License:Open Source License
static void assemble() { handle = GL11.glGenLists(1);//from w w w .j a v a 2 s.c om GL11.glNewList(handle, GL11.GL_COMPILE); GL11.glLineWidth(3); 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:allout58.mods.techtree.util.RenderingHelper.java
License:Open Source License
public static void draw2DLine(int x1, int y1, int x2, int y2, float width, int colorRGB) { float red = (float) (colorRGB >> 16 & 255) / 255.0F; float blue = (float) (colorRGB >> 8 & 255) / 255.0F; float green = (float) (colorRGB & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D);/*from www.j a va2 s.co m*/ GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glLineWidth(width); GL11.glPushMatrix(); GL11.glColor3f(red, green, blue); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex3d(x1, y1, 0.0D); GL11.glVertex3d(x2, y2, 0.0D); GL11.glEnd(); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LINE_SMOOTH); }
From source file:allout58.mods.techtree.util.RenderingHelper.java
License:Open Source License
public static void drawRoundedRectangle(int x, int y, int width, int height, int radius, int color, int borderColor) throws IllegalArgumentException { if (radius * 2 > Math.abs(width)) throw new IllegalArgumentException("Error! Width not large enough for radius!"); if (radius * 2 > Math.abs(height)) throw new IllegalArgumentException("Error! Height not large enough for radius!"); if (width < 0) { x += width;//from w w w . j ava 2 s. co m width = Math.abs(width); } if (height < 0) { y += height; height = Math.abs(height); } int x1Inner = x + radius; int y1Inner = y + radius; int x2Inner = x + width - radius; int y2Inner = y + height - radius; float red = (float) (borderColor >> 16 & 255) / 255.0F; float green = (float) (borderColor >> 8 & 255) / 255.0F; float blue = (float) (borderColor & 255) / 255.0F; float alpha = (float) (borderColor >> 24 & 255) / 255.0F; Gui.drawRect(x, y1Inner, x1Inner, y2Inner, borderColor); Gui.drawRect(x1Inner, y, x2Inner, y1Inner, borderColor); Gui.drawRect(x2Inner, y1Inner, x + width, y2Inner, borderColor); Gui.drawRect(x1Inner, y2Inner, x2Inner, y + height, borderColor); Gui.drawRect(x1Inner, y1Inner, x2Inner, y2Inner, color); ArrayList<Point> curves = new ArrayList<Point>(); final double[][] start = new double[][] { { x1Inner, y1Inner }, { x2Inner, y1Inner }, { x2Inner, y2Inner }, { x1Inner, y2Inner } }; for (int corner = 0; corner < 4; corner++) { curves.clear(); for (int i = 0; i < VERTEX_PER_CURVE + 1; i++) { double theta = deltaTheta * i + dT[corner]; Point p = new Point(Math.cos(theta), Math.sin(theta)); curves.add(p); } GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glPushMatrix(); GL11.glColor4f(red, green, blue, alpha); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3d(start[corner][0], start[corner][1], 0); for (int i = curves.size() - 1; i >= 0; i--) { GL11.glVertex3d((curves.get(i).getX()) * radius + start[corner][0], (curves.get(i).getY()) * radius + start[corner][1], 0); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); } }
From source file:buildcraft.core.lib.client.render.RenderUtils.java
License:Minecraft Mod Public
public static void vertex3d(Vec3d vec) { GL11.glVertex3d(vec.xCoord, vec.yCoord, vec.zCoord); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void addVertexLegacy(Vec3 vertex, double u, double v) { GL11.glTexCoord2d(u, v);//from w ww . j a va 2s . com GL11.glVertex3d(vertex.xCoord, vertex.yCoord, vertex.zCoord); }
From source file:com.aelitis.azureus.plugins.view3d.ViewTest2.java
License:Open Source License
static void drawTorus(float r, float R, int nsides, int rings) { double ringDelta = 2.0f * (double) Math.PI / rings; double sideDelta = 2.0f * (double) Math.PI / nsides; double theta = 0.0f, cosTheta = 1.0f, sinTheta = 0.0f; for (int i = rings - 1; i >= 0; i--) { double theta1 = theta + ringDelta; double cosTheta1 = (double) Math.cos(theta1); double sinTheta1 = (double) Math.sin(theta1); GL11.glBegin(GL11.GL_QUAD_STRIP); float phi = 0.0f; for (int j = nsides; j >= 0; j--) { phi += sideDelta;/* www . j a v a 2 s .c o m*/ double cosPhi = (double) Math.cos(phi); double sinPhi = (double) Math.sin(phi); double dist = R + r * cosPhi; GL11.glNormal3d(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi); GL11.glVertex3d(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi); GL11.glNormal3d(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi); GL11.glVertex3d(cosTheta * dist, -sinTheta * dist, r * sinPhi); } GL11.glEnd(); theta = theta1; cosTheta = cosTheta1; sinTheta = sinTheta1; } }
From source file:com.bluepowermod.client.render.RenderHelper.java
License:Open Source License
/** * Adds a vertex. Just a wrapper function for openGL * * @author Koen Beckers (K4Unl)/*from www.j av a 2 s.co m*/ * @param x * @param y * @param z */ public static void addVertex(double x, double y, double z) { GL11.glVertex3d(x, y, z); }
From source file:com.bluepowermod.client.render.RenderHelper.java
License:Open Source License
/** * Adds a vertex with a texture.// w ww. ja v a 2 s . c o m * * @author Koen Beckers (K4Unl) * @param x * @param y * @param z * @param tx * @param ty */ public static void addVertexWithTexture(double x, double y, double z, double tx, double ty) { GL11.glTexCoord2d(tx, ty); GL11.glVertex3d(x, y, z); }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
public static void drawLogoutSpotTracer(LogoutSpot l) { try {//from ww w . ja va2 s. co m GL11.glPushMatrix(); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(1.5F); GL11.glColor3d(l.red, l.green, l.blue); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex3d(0, 0, 0); GL11.glVertex3d(l.dX + 0.5, l.dY + 0.5, l.dZ + 0.5); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); } catch (Exception e) { } }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
public static void drawWayPointTracer(Waypoint w) { try {//from w w w. ja va 2s . c o m GL11.glPushMatrix(); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(1.5F); GL11.glColor3d(w.red, w.green, w.blue); GL11.glBegin(GL11.GL_LINE_LOOP); Vec3d eyes = new Vec3d(0, 0, 1).rotatePitch(-(float) Math.toRadians(Wrapper.getPlayer().rotationPitch)) .rotateYaw(-(float) Math.toRadians(Wrapper.getPlayer().rotationYaw)); GL11.glVertex3d(eyes.xCoord, Wrapper.getPlayer().getEyeHeight() + eyes.yCoord, eyes.zCoord); GL11.glVertex3d(w.dX + 0.5, w.dY + 0.5, w.dZ + 0.5); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); } catch (Exception e) { } }