List of usage examples for org.lwjgl.opengl GL11 glVertex3f
public static native void glVertex3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
From source file:net.BiggerOnTheInside.Binder.BlockRenderer.java
License:Open Source License
public static void renderBlock(Block b, float x, float y, float z) { GL11.glPushMatrix();/*from w ww.j a va2 s . c om*/ GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTranslatef(x * 2f, y * 2f, z * 2f); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1f, 1f, 1f); // Top face. GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Top).x(), b.getTextureCoordinates(BlockFace.Top).y()); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Top).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Top).y()); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Top).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Top).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Top).x(), b.getTextureCoordinates(BlockFace.Top).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom. GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Bottom).x(), b.getTextureCoordinates(BlockFace.Bottom).y()); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Bottom).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Bottom).y()); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Bottom).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Bottom).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Bottom).x(), b.getTextureCoordinates(BlockFace.Bottom).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, -1.0f, -1.0f); // Front. GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Front).x(), b.getTextureCoordinates(BlockFace.Front).y()); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Front).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Front).y()); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Front).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Front).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Front).x(), b.getTextureCoordinates(BlockFace.Front).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Back. GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Back).x(), b.getTextureCoordinates(BlockFace.Back).y()); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Back).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Back).y()); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Back).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Back).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Back).x(), b.getTextureCoordinates(BlockFace.Back).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, 1.0f, -1.0f); // Left GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Left).x(), b.getTextureCoordinates(BlockFace.Left).y()); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Left).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Left).y()); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Left).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Left).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Left).x(), b.getTextureCoordinates(BlockFace.Left).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Right. GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Right).x(), b.getTextureCoordinates(BlockFace.Right).y()); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Right).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Right).y()); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Right).x() + Globals.TEXTURE_SIZE, b.getTextureCoordinates(BlockFace.Right).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(b.getTextureCoordinates(BlockFace.Right).x(), b.getTextureCoordinates(BlockFace.Right).y() + Globals.TEXTURE_SIZE); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0f, 0f, 0f); GL11.glPopMatrix(); }
From source file:net.BiggerOnTheInside.Binder.BlockRenderer.java
License:Open Source License
public static void renderWireframeBlock(Block b, float x, float y, float z) { GL11.glTranslatef(x * 2f, y * 2f, z * 2f); GL11.glBegin(GL11.GL_LINE_LOOP);/*from w w w. j av a 2 s.c om*/ GL11.glColor3f(0.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0f, 0f, 0f); }
From source file:net.BiggerOnTheInside.Binder.engine.BlockRenderer.java
License:Open Source License
public static void renderBlock(Block b, float x, float y, float z) { GL11.glTranslatef(x * 2f, y * 2f, z * 2f); GL11.glBegin(GL11.GL_QUADS);//ww w . j av a 2s .c o m GL11.glColor3f(0.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0f, 0f, 0f); }
From source file:net.BiggerOnTheInside.Binder.engine.BlockRenderer.java
License:Open Source License
public static void renderWireframeBlock(Block b, float x, float y, float z) { GL11.glTranslatef(x * 2f, y * 2f, z * 2f); GL11.glBegin(GL11.GL_LINE_LOOP);/*w w w . ja v a 2 s.c o m*/ GL11.glColor3f(0.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0f, 0f, 0f); }
From source file:net.BiggerOnTheInside.Binder.engine.world.World.java
License:Open Source License
private void Render() { // GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); //GL11.glLoadIdentity(); GL11.glTranslatef(0f, 0.0f, -7f);//from ww w . j ava2 s.c om // GL11.glRotatef(45f,0.0f,1.0f,0.0f); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0, 0, 0); }
From source file:net.kubin.blocks.DefaultBlockBrush.java
License:Apache License
public void generateDisplayListForEachFace() { displayListBase = glGenLists(6);//from w w w . j a v a 2 s . c om glNewList(displayListBase + Side.TOP.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // TOP GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(-0.5f, 0.5f - insets[Side.TOP.ordinal()], 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(0.5f, 0.5f - insets[Side.TOP.ordinal()], 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(0.5f, 0.5f - insets[Side.TOP.ordinal()], -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(-0.5f, 0.5f - insets[Side.TOP.ordinal()], -0.5f); glEnd(); glEndList(); glNewList(displayListBase + Side.LEFT.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // LEFT GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f + insets[Side.LEFT.ordinal()], -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f + insets[Side.LEFT.ordinal()], -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f + insets[Side.LEFT.ordinal()], 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f + insets[Side.LEFT.ordinal()], 0.5f, -0.5f); glEnd(); glEndList(); glNewList(displayListBase + Side.FRONT.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // FRONT GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f - insets[Side.FRONT.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f - insets[Side.FRONT.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f - insets[Side.FRONT.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f - insets[Side.FRONT.ordinal()]); glEnd(); glEndList(); glNewList(displayListBase + Side.RIGHT.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // RIGHT GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f - insets[Side.RIGHT.ordinal()], 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f - insets[Side.RIGHT.ordinal()], 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f - insets[Side.RIGHT.ordinal()], -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f - insets[Side.RIGHT.ordinal()], -0.5f, -0.5f); glEnd(); glEndList(); glNewList(displayListBase + Side.BACK.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // BACK GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(-0.5f, 0.5f, -0.5f + insets[Side.BACK.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(0.5f, 0.5f, -0.5f + insets[Side.BACK.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, -0.5f + insets[Side.BACK.ordinal()]); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f + insets[Side.BACK.ordinal()]); glEnd(); glEndList(); glNewList(displayListBase + Side.BOTTOM.ordinal(), GL_COMPILE); glBegin(GL_QUADS); // BOTTOM GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(-0.5f, -0.5f + insets[Side.BOTTOM.ordinal()], -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(0.5f, -0.5f + insets[Side.BOTTOM.ordinal()], -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f + insets[Side.BOTTOM.ordinal()], 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f + insets[Side.BOTTOM.ordinal()], 0.5f); glEnd(); glEndList(); }
From source file:net.kubin.blocks.DefaultBlockBrush.java
License:Apache License
/** * This display lists draws the whole cube at once. This isn't used anywhere. I guess I will delete this code soon. */// www . ja v a 2s .c o m public void generateDisplayList() { displayList = glGenLists(1); glNewList(displayList, GL_COMPILE); glBegin(GL_QUADS); // TOP glSetColor(colors[Side.TOP.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); // LEFT glSetColor(colors[Side.LEFT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); // BACK glSetColor(colors[Side.BACK.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); // RIGHT glSetColor(colors[Side.RIGHT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); // FRONT glSetColor(colors[Side.FRONT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); // BOTTOM glSetColor(colors[Side.BOTTOM.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glEnd(); glEndList(); }
From source file:net.kubin.world.Sky.java
License:Apache License
private void drawShpere(float x, float y, float z) { GL11.glPushMatrix();/*w ww.ja v a 2 s. c om*/ GL11.glTranslatef(x, y, z); GL11.glColor3f(_color.x(), _color.y(), _color.z()); if (_sphereCallList == 0) { _sphereCallList = GL11.glGenLists(1); GL11.glNewList(_sphereCallList, GL11.GL_COMPILE_AND_EXECUTE); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, 0); for (int i = 0; i <= _vertices; ++i) { float angle = MathHelper.f_2PI / _vertices * i; float xx = MathHelper.cos(angle) * _radius; float zz = MathHelper.sin(angle) * _radius; GL11.glVertex3f(xx, -_bend, zz); } GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(_sphereCallList); } GL11.glPopMatrix(); }
From source file:net.kubin.world.Sky.java
License:Apache License
private void drawClouds(float x, float y, float z) { GL11.glPushMatrix();//from www .ja va 2s.co m GL11.glTranslatef(x, y, z); if (_cloudsCallList == 0) { _cloudsCallList = GL11.glGenLists(1); GL11.glNewList(_cloudsCallList, GL11.GL_COMPILE_AND_EXECUTE); float hw = _cloudsTexWidth / 2.0f; float hh = _cloudsTexHeight / 2.0f; hw *= _cloudsScale; hh *= _cloudsScale; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-hw, 0, -hh); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(+hw, 0, -hh); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(+hw, 0, +hh); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(-hw, 0, +hh); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(_cloudsCallList); } GL11.glPopMatrix(); }
From source file:net.kubin.world.World.java
License:Apache License
private void renderOverlay() { Configuration conf = Kubin.getConfiguration(); Game.getInstance().initOverlayRendering(); GL11.glColor3f(1, 1, 1);/*from w w w . j a v a 2s. co m*/ if (Game.RENDER_INFORMATION_OVERLAY) { GLFont infoFont = FontStorage.getFont("Monospaced_20"); /* Down Left Info */ infoFont.print(4, 30, _player.coordinatesToString()); infoFont.print(4, 45, "Visible Chunks: " + _visibleChunks.size()); infoFont.print(4, 60, "Updading Blocks: " + _updatingBlocks); infoFont.print(4, 75, "Total Chunks in RAM: " + _chunkManager.getTotalChunkCount()); infoFont.print(4, 90, "Local Chunks: " + _localChunks.size()); infoFont.print(4, 105, "Total Local Blocks: " + _localBlockCount); infoFont.print(4, 120, "Time: " + _time); infoFont.print(4, 135, "Sunlight: " + _sunlight); } /** RENDER **/ if (_activatedInventory != null) { Game.getInstance().renderTransculentOverlayLayer(); _activatedInventory.renderInventory(); } else { int width = conf.getWidth(); int height = conf.getHeight(); // Center Cross GL11.glDisable(GL11.GL_TEXTURE_2D); if (CENTER_CROSS_CALL_LIST == 0) { CENTER_CROSS_CALL_LIST = GL11.glGenLists(1); GL11.glNewList(CENTER_CROSS_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); int crossSize = 7; int crossHole = 4; GL11.glLineWidth(2.5f); GL11.glColor3f(255, 255, 255); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(width / 2f - crossSize - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossSize + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f, height / 2f - crossSize - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossSize + crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossHole, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(CENTER_CROSS_CALL_LIST); } GL11.glEnable(GL11.GL_TEXTURE_2D); // Inventory bar GL11.glPushMatrix(); Texture texGui = TextureStorage.getTexture("gui.gui"); texGui.bind(); float tileSize = 20.0f / texGui.getImageWidth(); if (INVENTORY_BAR_CALL_LIST == 0) { INVENTORY_BAR_CALL_LIST = GL11.glGenLists(2); /* Bar */ GL11.glNewList(INVENTORY_BAR_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); GL11.glTranslatef(width / 2.0f - 9 * 20, 0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 40); GL11.glTexCoord2f(tileSize * 9, 0); GL11.glVertex2f(9 * 40, 40); GL11.glTexCoord2f(tileSize * 9, tileSize); GL11.glVertex2f(9 * 40, 0); GL11.glTexCoord2f(0, tileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); /* Little frame around selected item */ float frameTileSize = 24.0f / texGui.getImageWidth(); float frameTileY = 22.0f / texGui.getImageHeight(); GL11.glNewList(INVENTORY_BAR_CALL_LIST + 1, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, frameTileY); GL11.glVertex2f(0, 48); GL11.glTexCoord2f(frameTileSize, frameTileY); GL11.glVertex2f(48, 48); GL11.glTexCoord2f(frameTileSize, frameTileY + frameTileSize); GL11.glVertex2f(48, 0); GL11.glTexCoord2f(0, frameTileY + frameTileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(INVENTORY_BAR_CALL_LIST); } /* Content */ GL11.glPushMatrix(); GL11.glTranslatef(20, 20, 0); for (int i = 0; i < 9; ++i) { InventoryPlace place = getActivePlayer().getInventory().getInventoryPlace(i); if (place != null) { place.render(); } GL11.glTranslatef(40, 0, 0); } texGui.bind(); GL11.glPopMatrix(); GL11.glTranslatef(getActivePlayer().getSelectedInventoryItemIndex() * 40.0f - 4, -4, 0); GL11.glCallList(INVENTORY_BAR_CALL_LIST + 1); GL11.glPopMatrix(); } }