Example usage for org.lwjgl.opengl GL11 glVertex3d

List of usage examples for org.lwjgl.opengl GL11 glVertex3d

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex3d.

Prototype

public static native void glVertex3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y,
        @NativeType("GLdouble") double z);

Source Link

Document

Double version of #glVertex3f Vertex3f .

Usage

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawString(String string, String textureIdentifier, float charWidth, float charHeight,
        Alignment align) {/*from   www  . j a va  2s  .  c  om*/

    float hOverlap = 0.01f;
    float vOverlap = 0.0f;

    float xfix = 0;

    if (align.equals(Alignment.CENTERED)) {
        xfix = string.length() * charWidth * 0.5f;
    } else if (align.equals(Alignment.RIGHT)) {
        xfix = string.length() * charWidth - hOverlap;
    }

    GL11.glPushMatrix();
    GL11.glTranslatef(0, -0.5f * charHeight, 0);

    GLTextureManager.getInstance().bindTexture(textureIdentifier);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);

        float x1 = (c % 16f) / 16f;
        float x2 = x1 + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = y1 + 1f / 16f;

        GL11.glTexCoord2d(x1 + hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, 0, 0);
        GL11.glTexCoord2d(x1 + hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, 0, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();

}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawScrollerString(String string, float charWidth, float charHeight, float freq,
        float amplitude, float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/*from ww w .j a  v a2 s. c o  m*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);
        float s = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //drawSprite(x1, y1, x2, y2, 0);

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);

        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(i * charWidth - fix - overlap, s, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(i * charWidth - fix - overlap, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, s, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawCircleString(String string, float charHeight, float freq, float radius, float phase,
        String font) {// www  .j  av a  2 s  .c  om

    GL11.glPushMatrix();

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    //GL11.glTranslatef(charWidth/2, -charHeight/2, 0);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(string.length() - 1 - i);
        float vx1 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * radius;
        float vy1 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * radius;
        float vx2 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * radius * charHeight;
        float vy2 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * radius * charHeight;

        float vx3 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius;
        float vy3 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius;
        float vx4 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius
                * charHeight;
        float vy4 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * radius
                * charHeight;

        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);
        //GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(vy4, vx4, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(vy3, vx3, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(vy1, vx1, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(vy2, vx2, 0);
        GL11.glEnd();

    }

    GL11.glPopMatrix();
}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void drawString(String string, String textureIdentifier, float charWidth, float charHeight,
        Alignment align) {//from w  w  w . j  av a  2  s. c om

    float fix = 0;
    float overlap = 0.01f;

    if (align.equals(Alignment.CENTERED)) {
        fix = string.length() * charWidth * 0.5f;
    } else if (align.equals(Alignment.RIGHT)) {
        fix = string.length() * charWidth - overlap;
    }

    GL11.glPushMatrix();
    GL11.glTranslatef(0, -0.5f * charHeight, 0);
    //      System.out.println(textureID);
    GLTextureManager.getInstance().bindTexture(textureIdentifier);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);

        float x1 = (c % 16f) / 16f;
        float x2 = x1 + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = y1 + 1f / 16f;

        GL11.glTexCoord2d(x1 + overlap, y1);
        GL11.glVertex3d(i * charWidth - fix, 0, 0);
        GL11.glTexCoord2d(x1 + overlap, y2);
        GL11.glVertex3d(i * charWidth - fix, charHeight, 0);
        GL11.glTexCoord2d(x2 - overlap, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight, 0);
        GL11.glTexCoord2d(x2 - overlap, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, 0, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();

}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void blitScrollerString(String string, float charWidth, float charHeight, float freq,
        float amplitude, float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/*from w w  w.  j a va 2s  . c o  m*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);
        float s = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //drawSprite(x1, y1, x2, y2, 0);

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);

        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(i * charWidth - fix - overlap, s, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(i * charWidth - fix - overlap, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, s, 0);

    }

    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:fi.conf.prograts.ar.gl.GLBitmapFontBlitter.java

License:LGPL

public static void blitSinString(String string, float charWidth, float charHeight, float freq, float amplitude,
        float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/*from w w  w .  j av a  2  s .  com*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    //GL11.glTranslatef(charWidth/2, -charHeight/2, 0);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(string.length() - 1 - i);
        float vx1 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float vy1 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float vx2 = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude * charHeight;
        float vy2 = (float) Math.cos(phase + freq * 2 * Math.PI * i / string.length()) * amplitude * charHeight;

        float vx3 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude;
        float vy3 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude;
        float vx4 = (float) Math.sin(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude
                * charHeight;
        float vy4 = (float) Math.cos(phase + freq * 2 * Math.PI * (i + 1) / string.length()) * amplitude
                * charHeight;

        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);
        //GL11.glBindTexture(GL11.GL_TEXTURE_2D, -1);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(vy4, vx4, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(vy3, vx3, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(vy1, vx1, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(vy2, vx2, 0);
        GL11.glEnd();

    }

    GL11.glPopMatrix();
}

From source file:fr.def.iss.vd2.lib_v3d.camera.V3DSimple2DCamera.java

License:Open Source License

private void displayTarget() {

    GL11.glColor4f(1.0f, 0.5f, 0.5f, 0.8f);
    GL11.glLineWidth(1.2f);//w ww .  jav  a  2s . c o 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, 0);

    }
    GL11.glEnd();

}

From source file:fr.def.iss.vd2.lib_v3d.camera.V3DSimple3DCamera.java

License:Open Source License

private void displayTarget() {

    GL11.glColor4f(1.0f, 0.5f, 0.5f, 0.8f);
    GL11.glLineWidth(1.2f);/*from  w  w w .j a v  a 2s .  c  o  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:fr.def.iss.vd2.lib_v3d.element.V3DBoundingBox.java

License:Open Source License

public void display() {

    if (showCenter) {
        GL11.glColor4f(centerColor.r, centerColor.g, centerColor.b, centerColor.a);
        GL11.glPointSize(4.0f);//  w w  w . j a  va 2s .co  m
        GL11.glBegin(GL11.GL_POINTS);

        GL11.glVertex3d(center.x, center.y, center.z);

        GL11.glEnd();
    }
    if (flat || size.z == 0) {
        displayFlat();
    } else {
        displayThick();
    }
}

From source file:fr.def.iss.vd2.lib_v3d.element.V3DBoundingBox.java

License:Open Source License

public void displayFlatLines() {
    float x0 = position.x - size.x / 2;
    float y0 = position.y - size.y / 2;
    float x1 = position.x + size.x / 2;
    float y1 = position.y + size.y / 2;

    GL11.glColor4f(lineColor.r, lineColor.g, lineColor.b, lineColor.a);
    GL11.glLineWidth(2.0f);//w w w .  java 2  s. c o m
    GL11.glBegin(GL11.GL_LINE_LOOP);

    GL11.glVertex3d(x0, y1, 0);
    GL11.glVertex3d(x0, y0, 0);
    GL11.glVertex3d(x1, y0, 0);
    GL11.glVertex3d(x1, y1, 0);

    GL11.glEnd();
}