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:com.parachute.client.RenderParachute.java
License:Open Source License
public void renderLargeParachuteCords(EntityPlayer rider, float center) { float zOffset = 3.0F; float x = 0.0F; float y = 2.5F; if (Minecraft.getMinecraft().gameSettings.thirdPersonView == 0) { // first person view y = 1.5F;//from w w w. ja v a2 s . c o m } float zl = -zOffset; float zr = zOffset; float b = rider.getBrightness(center); GlStateManager.pushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GlStateManager.scale(0.0625F, -1.0F, 0.0625F); GL11.glBegin(GL11.GL_LINES); // left end GlStateManager.color(b * 0.5F, b * 0.5F, b * 0.65F); // slightly blue GL11.glVertex3f(-8F, 0.37F, -31.5F); // top - front GL11.glVertex3f(x, y, zl); // bottom GL11.glVertex3f(8F, 0.37F, -31.5F); // ...back GL11.glVertex3f(x, y, zl); // left middle GL11.glVertex3f(-8F, 0.12F, -16F); GL11.glVertex3f(x, y, zl); GL11.glVertex3f(8F, 0.12F, -16F); GL11.glVertex3f(x, y, zl); // right end GlStateManager.color(b * 0.65F, b * 0.5F, b * 0.5F); // slightly red GL11.glVertex3f(-8F, 0.37F, 31.5F); GL11.glVertex3f(x, y, zr); GL11.glVertex3f(8F, 0.37F, 31.5F); GL11.glVertex3f(x, y, zr); // right middle GL11.glVertex3f(-8F, 0.12F, 16F); GL11.glVertex3f(x, y, zr); GL11.glVertex3f(8F, 0.12F, 16F); GL11.glVertex3f(x, y, zr); // center GlStateManager.color(b * 0.5F, b * 0.65F, b * 0.5F); // slightly green GL11.glVertex3f(-8F, 0F, 0F); GL11.glVertex3f(x, y, zl); // first center cord goes to the left GL11.glVertex3f(8F, 0F, 0F); GL11.glVertex3f(x, y, zl); GL11.glVertex3f(-8F, 0F, 0F); // second center cord goes to the right GL11.glVertex3f(x, y, zr); GL11.glVertex3f(8F, 0F, 0F); GL11.glVertex3f(x, y, zr); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GlStateManager.popMatrix(); }
From source file:com.parachute.client.RenderParachute.java
License:Open Source License
public void renderSmallParachuteCords(EntityPlayer rider, float center) { float zOffset = 3.0F; float x = 0.0F; float y = 1.5F; if (Minecraft.getMinecraft().gameSettings.thirdPersonView == 0) { // first person view y = 1.25F;/* www. j a v a 2s.c o m*/ } float zl = -zOffset; float zr = zOffset; float b = rider.getBrightness(center); GlStateManager.pushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GlStateManager.scale(0.0625F, -1.0F, 0.0625F); GL11.glBegin(GL11.GL_LINES); // left side GlStateManager.color(b * 0.5F, b * 0.5F, b * 0.65F); // slightly blue GL11.glVertex3f(-8F, 0.25F, -23.5F); GL11.glVertex3f(x, y, zl); GL11.glVertex3f(8F, 0.25F, -23.5F); GL11.glVertex3f(x, y, zl); // front GL11.glVertex3f(-8F, 0F, -8F); GL11.glVertex3f(x, y, zl); GL11.glVertex3f(8F, 0F, -8F); GL11.glVertex3f(x, y, zl); // right side GlStateManager.color(b * 0.65F, b * 0.5F, b * 0.5F); // slightly red GL11.glVertex3f(-8F, 0.25F, 23.5F); GL11.glVertex3f(x, y, zr); GL11.glVertex3f(8F, 0.25F, 23.5F); GL11.glVertex3f(x, y, zr); // back GL11.glVertex3f(-8F, 0F, 8F); GL11.glVertex3f(x, y, zr); GL11.glVertex3f(8F, 0F, 8F); GL11.glVertex3f(x, y, zr); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GlStateManager.popMatrix(); }
From source file:com.runescape.client.revised.editor.modelviewer.Model3D.java
License:Open Source License
public void render(final float x, final float y, final float z, final float rx, final float ry, final float rz, final float sx, final float sy, final float sz) { GL11.glLoadIdentity();/* w w w. j a va 2 s .co m*/ GL11.glTranslatef(x, y, z); GL11.glRotatef(rx, 1.0F, 0.0F, 0.0F); GL11.glRotatef(ry, 0.0F, 1.0F, 0.0F); GL11.glRotatef(rz, 0.0F, 0.0F, 1.0F); GL11.glScalef(sx, sy, sz); final short[] tri_x = this.triangle_viewspace_x; final short[] tri_y = this.triangle_viewspace_y; final short[] tri_z = this.triangle_viewspace_z; // final short[] tex_map_x = this.texture_map_x; // final short[] tex_map_y = this.texture_map_y; // final short[] tex_map_z = this.texture_map_z; final short[] textures = this.textures; final int[] vertices_x = this.vertices_x; final int[] vertices_y = this.vertices_y; final int[] vertices_z = this.vertices_z; final short[] colors = this.colors; final float model_scale = 4.0F; final float texture_scale = 1.0F; if (this.pointers != null) { //glEnable(GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); //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); } Texture texture = null; for (int triangle = 0; triangle != this.triangle_count; ++triangle) { if ((this.alpha != null) && (this.alpha[triangle] == -1)) { continue; } final int point_a = tri_x[triangle]; final int point_b = tri_y[triangle]; final int point_c = tri_z[triangle]; final int color = Model.hsl2rgb[colors[triangle] & 0xffff]; int triangle_type; if (this.face_fill_attributes == null) { triangle_type = 0; } else { triangle_type = this.face_fill_attributes[triangle] & 3; } if ((textures != null) && (textures[triangle] != -1)) { final int id = textures[triangle] & 0xffff; if (ModelConstants.ENABLE_MODEL_TEXTURES && ((texture == null) && (id != -1))) { texture = TextureCache.get(id); } if (texture != null) { texture.bind(); } } final boolean textured = ModelConstants.ENABLE_MODEL_TEXTURES && (texture != null); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glColor4ub((byte) (color >>> 16), (byte) (color >>> 8), (byte) color, (byte) (this.alpha == null ? 0xff : ~this.alpha[triangle])); switch (triangle_type) { case 0://shaded triangle case 1://flat triangle if (textured) { GL11.glTexCoord2f(0.0F, 0.0F); } GL11.glVertex3f(vertices_x[point_a] / model_scale, vertices_y[point_a] / model_scale, vertices_z[point_a] / model_scale); if (textured) { GL11.glTexCoord2f(0.0F, texture_scale / model_scale); } GL11.glVertex3f(vertices_x[point_b] / model_scale, vertices_y[point_b] / model_scale, vertices_z[point_b] / model_scale); if (textured) { GL11.glTexCoord2f(texture_scale / model_scale, texture_scale / model_scale); } GL11.glVertex3f(vertices_x[point_c] / model_scale, vertices_y[point_c] / model_scale, vertices_z[point_c] / model_scale); break; case 2://textured? case 3://textured? final int ptr = this.face_fill_attributes[triangle] >> 2; final int tex_point_a = this.texture_map_x[ptr]; final int tex_point_b = this.texture_map_y[ptr]; final int tex_point_c = this.texture_map_z[ptr]; GL11.glTexCoord2f(0.0F, 0.0F); GL11.glVertex3f(vertices_x[tex_point_a] / model_scale, vertices_y[tex_point_a] / model_scale, vertices_z[tex_point_a] / model_scale); GL11.glTexCoord2f(0.0F, texture_scale / model_scale); GL11.glVertex3f(vertices_x[tex_point_b] / model_scale, vertices_y[tex_point_b] / model_scale, vertices_z[tex_point_b] / model_scale); GL11.glTexCoord2f(texture_scale / model_scale, texture_scale / model_scale); GL11.glVertex3f(vertices_x[tex_point_c] / model_scale, vertices_y[tex_point_c] / model_scale, vertices_z[tex_point_c] / model_scale); break; } GL11.glEnd(); } if (texture != null) { GL11.glDisable(GL11.GL_TEXTURE_2D); } }
From source file:com.rvantwisk.cnctools.controls.opengl.OpenGLRenderer.java
License:Open Source License
protected void drawAxis(float length) { GL11.glPushMatrix();//from w w w . java 2s .c o m this.viewModel.ui_transform(length + length / 2.0f); float[][] axis = { { length, 0.0f, 0.0f }, { 0.0f, -length, 0.0f }, { 0.0f, 0.0f, length } }; float[][] colors = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.5f, 1.0f } }; String[] names = { "X", "Y", "Z" }; GL11.glBegin(GL11.GL_LINES); for (int i = 0; i < 3; i++) { GL11.glColor3f(colors[i][0], colors[i][1], colors[i][2]); GL11.glVertex3f(0.0f, 0.0f, 0.0f); GL11.glVertex3f(axis[i][0], axis[i][1], axis[i][2]); } GL11.glEnd(); // TODO optmize text rendering, lack of glutBitmapCharacter forces me to do it differently. for (int i = 0; i < 3; i++) { GL11.glPushMatrix(); GL11.glColor3f(colors[i][0], colors[i][1], colors[i][2]); // http://breadmilkbeercigarettes.com/bmbc/shelves/users/bbb/src/java/SpinningTextureCube.php GL11.glTranslatef(Math.round(axis[i][0]), Math.round(axis[i][1]), Math.round(axis[i][2])); GL11.glRotatef(camera.getElevation() + 90f, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-camera.getAzimuth(), 0.0f, 1.0f, 0.0f); SimpleText.drawString(names[i], 0.0f, 0.0f, 0.0f); // GL11.glRasterPos3f(Math.round(axis[i][0]), Math.round(axis[i][1]), Math.round(axis[i][2])); // SimpleText.drawString(names[i], 0, 0); GL11.glPopMatrix(); } GL11.glPopMatrix(); }
From source file:com.rvantwisk.cnctools.controls.opengl.PlatformActor.java
License:Open Source License
@Override public void initialize() { display_list = GL11.glGenLists(1);//from w ww . j a va 2 s . c om GL11.glNewList(display_list, GL11.GL_COMPILE); // draw the grid GL11.glBegin(GL11.GL_LINES); for (int i = xneg; i <= xpos; i += openNess) { setColor(i); GL11.glVertex3f(i, yneg, ZPOS); GL11.glVertex3f(i, ypos, ZPOS); } for (int i = yneg; i <= ypos; i += openNess) { setColor(i); GL11.glVertex3f(xneg, i, ZPOS); GL11.glVertex3f(xpos, i, ZPOS); } GL11.glColor4f(color_fill[0], color_fill[1], color_fill[2], color_fill[3]); GL11.glRectf(xneg, yneg, xpos, ypos); GL11.glEnd(); GL11.glEndList(); }
From source file:com.samrj.devil.graphics.GraphicsUtil.java
public static void glVertex(Vec3 v) { GL11.glVertex3f(v.x, v.y, v.z); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
private void drawOverdraw(int level) { GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT); GL11.glStencilFunc(level == 5 ? GL11.GL_LEQUAL : GL11.GL_EQUAL, level, 0xf); GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glTranslatef(mNode.bounds.x, -mNode.bounds.y, 0.0f); if (level == 2) { loadColor(ColorType.OVERDRAW_BLUE); } else if (level == 3) { loadColor(ColorType.OVERDRAW_GREEN); } else if (level == 4) { loadColor(ColorType.OVERDRAW_RED_LOW); } else if (level > 4) { loadColor(ColorType.OVERDRAW_RED_HIGH); }//from w w w . j a v a2 s . co m GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(0.0f, 0.0f, 0.0f); GL11.glVertex3f(mNode.bounds.width, 0.0f, 0.0f); GL11.glVertex3f(mNode.bounds.width, -mNode.bounds.height, 0.0f); GL11.glVertex3f(0.0f, -mNode.bounds.height, 0.0f); GL11.glEnd(); GL11.glPopAttrib(); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
private void drawImage(Node node, int textureId, boolean isBackground) { GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); loadColor(ColorType.COLOR_WHITE); GL11.glEnable(GL11.GL_TEXTURE_2D);// ww w . jav a2s .com GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(0.0f, 0.0f, 0.0f); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(node.bounds.width, 0.0f, 0.0f); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(node.bounds.width, -node.bounds.height, 0.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, -node.bounds.height, 0.0f); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
private void drawDepth(Node node, float depth, int mode) { GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, mode); GL11.glBegin(mode == GL11.GL_FILL ? GL11.GL_QUAD_STRIP : GL11.GL_LINES); // Top-left./*ww w . j av a 2s . c om*/ GL11.glVertex3f(0.0f, 0.0f, 0.0f); GL11.glVertex3f(0.0f, 0.0f, depth); // Top-right. GL11.glVertex3f(node.bounds.width, 0.0f, 0.0f); GL11.glVertex3f(node.bounds.width, 0.0f, depth); // Bottom-right. GL11.glVertex3f(node.bounds.width, -node.bounds.height, 0.0f); GL11.glVertex3f(node.bounds.width, -node.bounds.height, depth); // Bottom-left. GL11.glVertex3f(0.0f, -node.bounds.height, 0.0f); GL11.glVertex3f(0.0f, -node.bounds.height, depth); // Complete the quad strip. if (mode == GL11.GL_FILL) { // Top-left. GL11.glVertex3f(0.0f, 0.0f, 0.0f); GL11.glVertex3f(0.0f, 0.0f, depth); } GL11.glEnd(); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
private void drawFrontFace(Node node, float depth, int mode) { GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, mode); GL11.glBegin(GL11.GL_QUADS);// www . j ava 2 s. c o m GL11.glVertex3f(0.0f, 0.0f, depth); GL11.glVertex3f(node.bounds.width, 0.0f, depth); GL11.glVertex3f(node.bounds.width, -node.bounds.height, depth); GL11.glVertex3f(0.0f, -node.bounds.height, depth); GL11.glEnd(); }