Example usage for org.lwjgl.opengl GL11 glVertex3f

List of usage examples for org.lwjgl.opengl GL11 glVertex3f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex3f.

Prototype

public static native void glVertex3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y,
        @NativeType("GLfloat") float z);

Source Link

Document

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

Usage

From source file:game.level.entities.pickup.Health.java

License:Open Source License

@Override
public void Render(int x, int y) {

    GL11.glRotatef(YawRotate, 0, 0, 1);/*w  ww.  j  a  v a 2s. co m*/
    GL11.glBegin(GL11.GL_TRIANGLES);

    GL11.glColor3f(1, 0, 0);
    GL11.glVertex3f(+0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glColor3f(1, 0, 0);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(0, +0.5f, -0.5f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glColor3f(1, 0, 0);
    GL11.glVertex3f(0, +0.5f, -0.5f);
    GL11.glVertex3f(+0.5f, -0.5f, -0.5f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glEnd();

    GL11.glRotatef(-YawRotate, 0, 0, 1);

    YawRotate++;
}

From source file:game.states.State_PREFAB_EDITOR.java

License:Open Source License

private void DrawWall(int x, int y, int i) {
    // BOTTOM// www .  jav  a  2  s . co m
    GL11.glBegin(GL11.GL_QUADS);
    TileDefinition.setColor(i);
    GL11.glNormal3f(0, -1, 0);
    GL11.glVertex3f(-1f, -1f, 0f);
    GL11.glVertex3f(1f, -1f, 0);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glVertex3f(-1f, 1f, 0f);

    // SIDES
    GL11.glNormal3f(1, 0, 0);
    GL11.glVertex3f(-1f, -1f, 0f);
    GL11.glVertex3f(1f, -1f, 0f);
    GL11.glVertex3f(1f, -1f, -4f);
    GL11.glVertex3f(-1f, -1f, -4f);

    GL11.glNormal3f(0, 0, 1);
    GL11.glVertex3f(1f, -1f, 0f);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glVertex3f(1f, 1f, -4f);
    GL11.glVertex3f(1f, -1f, -4f);

    GL11.glNormal3f(1, 0, 0);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glVertex3f(-1f, 1f, 0f);
    GL11.glVertex3f(-1f, 1f, -4f);
    GL11.glVertex3f(1f, 1f, -4f);

    GL11.glNormal3f(0, 0, 1);
    GL11.glVertex3f(-1f, 1f, 0f);
    GL11.glVertex3f(-1f, -1f, 0f);
    GL11.glVertex3f(-1f, -1f, -4f);
    GL11.glVertex3f(-1f, 1f, -4f);

    // BOTTOM
    GL11.glNormal3f(0, 1, 0);
    GL11.glVertex3f(-1f, -1f, -4f);
    GL11.glVertex3f(1f, -1f, -4f);
    GL11.glVertex3f(1f, 1f, -4f);
    GL11.glVertex3f(-1f, 1f, -4f);
    GL11.glEnd();

}

From source file:game.states.State_PREFAB_EDITOR.java

License:Open Source License

private void DrawFloor(int x, int y, int i) {
    GL11.glBegin(GL11.GL_QUADS);//from w  w  w  .  j av  a2s  . c  o m
    TileDefinition.setColor(i);
    GL11.glNormal3f(0, 1, 0);
    GL11.glVertex3f(-1f, -1f, 0f);
    GL11.glVertex3f(1f, -1f, 0f);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glVertex3f(-1f, 1f, 0f);
    GL11.glEnd();

}

From source file:io.flob.blackheart.CollisionBox.java

License:Open Source License

public void render() {
    GL11.glColor3d(1, 0, 1);// w  w w  .ja  v  a 2s.  com
    GL11.glBegin(GL11.GL_LINE_STRIP);
    GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_maximum().getZ());
    GL11.glEnd();
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_maximum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_minimum().getZ());
    GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_maximum().getZ());
    GL11.glEnd();
    GL11.glColor3d(1, 1, 1);
}

From source file:io.flob.blackheart.FloorBlood.java

License:Open Source License

@Override
public void _render() {
    if (texture == null) {
        texture = TextureLibrary.placeholder;
    }//from   w ww  . j  a  va 2s  .c  o m
    GL11.glNormal3f(0, 1, 0);
    GL11.glTexCoord2f(texture.getU(), texture.getV());
    GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(texture.getU(), texture.getV2());
    GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(texture.getU2(), texture.getV2());
    GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(texture.getU2(), texture.getV());
    GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ());
}

From source file:io.flob.blackheart.ICeiling.java

License:Open Source License

@Override
public void _render() {
    if (texture == null) {
        texture = TextureLibrary.placeholder;
    }//  w  w  w . j  av a 2  s .com
    GL11.glNormal3f(0, -1, 0);
    GL11.glTexCoord2f(texture.getU2(), texture.getV());
    GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(texture.getU(), texture.getV());
    GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(texture.getU(), texture.getV2());
    GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(texture.getU2(), texture.getV2());
    GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ());
}

From source file:io.flob.blackheart.IDoor.java

License:Open Source License

private void render_front() {
    TextureUV _texture;/*from  w w  w .  j a v  a2  s. com*/
    float offset = -Level.texture_bleed_offset;
    if (parallel) {
        _texture = texture_face;
    } else {
        _texture = texture_side;
    }
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glTexCoord2f(_texture.getU(), _texture.getV2());
    GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV2());
    GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV());
    GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU(), _texture.getV());
    GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ() + offset);
}

From source file:io.flob.blackheart.IDoor.java

License:Open Source License

private void render_back() {
    TextureUV _texture;/*  w w  w  . j a  v a 2  s  . c om*/
    float offset;
    if (parallel) {
        _texture = texture_face;
        offset = Level.texture_bleed_offset;
    } else {
        _texture = texture_side;
        offset = -Level.texture_bleed_offset;
    }
    GL11.glNormal3f(0f, 0f, -1f);
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV2());
    GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV());
    GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU(), _texture.getV());
    GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ() + offset);
    GL11.glTexCoord2f(_texture.getU(), _texture.getV2());
    GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ() + offset);
}

From source file:io.flob.blackheart.IDoor.java

License:Open Source License

private void render_left() {
    TextureUV _texture;//  w w w.j a  v a  2s  .  c  o m
    float offset = Level.texture_bleed_offset;
    if (parallel) {
        _texture = texture_side;
    } else {
        _texture = texture_face;
    }
    GL11.glNormal3f(-1, 0, 0);
    GL11.glTexCoord2f(_texture.getU(), _texture.getV2());
    GL11.glVertex3f(-size + position.getX() + offset, -size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV2());
    GL11.glVertex3f(-size + position.getX() + offset, -size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV());
    GL11.glVertex3f(-size + position.getX() + offset, size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(_texture.getU(), _texture.getV());
    GL11.glVertex3f(-size + position.getX() + offset, size + position.getY(), -size + position.getZ());
}

From source file:io.flob.blackheart.IDoor.java

License:Open Source License

private void render_right() {
    TextureUV _texture;/*  w ww .  ja va2 s . c o m*/
    float offset;
    if (parallel) {
        _texture = texture_side;
        offset = -Level.texture_bleed_offset;
    } else {
        _texture = texture_face;
        offset = Level.texture_bleed_offset;
    }
    GL11.glNormal3f(1, 0, 0);
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV2());
    GL11.glVertex3f(size + position.getX() - offset, -size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(_texture.getU2(), _texture.getV());
    GL11.glVertex3f(size + position.getX() - offset, size + position.getY(), -size + position.getZ());
    GL11.glTexCoord2f(_texture.getU(), _texture.getV());
    GL11.glVertex3f(size + position.getX() - offset, size + position.getY(), size + position.getZ());
    GL11.glTexCoord2f(_texture.getU(), _texture.getV2());
    GL11.glVertex3f(size + position.getX() - offset, -size + position.getY(), size + position.getZ());
}