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:org.terasology.logic.particles.BlockParticleEmitterSystem.java

License:Apache License

private void drawParticle() {
    glBegin(GL_QUADS);//from  w w  w. j  a  va 2  s  .c  o  m
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(-0.5f, 0.5f, 0.0f);

    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(0.5f, 0.5f, 0.0f);

    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(0.5f, -0.5f, 0.0f);

    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(-0.5f, -0.5f, 0.0f);
    glEnd();
}

From source file:org.terasology.particles.rendering.SpriteParticleRenderer.java

License:Apache License

@Override
public void initialise() {
    drawUnitQuad = new DisplayList(() -> {
        glBegin(GL_TRIANGLE_FAN);/*w w w  .j  av  a  2  s  .c  o m*/
        GL11.glTexCoord2f(UNIT_QUAD_VERTICES[0] + 0.5f, -UNIT_QUAD_VERTICES[1] + 0.5f);
        GL11.glVertex3f(UNIT_QUAD_VERTICES[0], UNIT_QUAD_VERTICES[1], UNIT_QUAD_VERTICES[2]);

        GL11.glTexCoord2f(UNIT_QUAD_VERTICES[3] + 0.5f, -UNIT_QUAD_VERTICES[4] + 0.5f);
        GL11.glVertex3f(UNIT_QUAD_VERTICES[3], UNIT_QUAD_VERTICES[4], UNIT_QUAD_VERTICES[5]);

        GL11.glTexCoord2f(UNIT_QUAD_VERTICES[6] + 0.5f, -UNIT_QUAD_VERTICES[7] + 0.5f);
        GL11.glVertex3f(UNIT_QUAD_VERTICES[6], UNIT_QUAD_VERTICES[7], UNIT_QUAD_VERTICES[8]);

        GL11.glTexCoord2f(UNIT_QUAD_VERTICES[9] + 0.5f, -UNIT_QUAD_VERTICES[10] + 0.5f);
        GL11.glVertex3f(UNIT_QUAD_VERTICES[9], UNIT_QUAD_VERTICES[10], UNIT_QUAD_VERTICES[11]);
        glEnd();
    });
}

From source file:org.terasology.rendering.AABBRenderer.java

License:Apache License

private void generateDisplayListSolid() {
    displayListSolid = glGenLists(1);/*  w w  w .ja  v a2  s.c  o  m*/

    glNewList(displayListSolid, GL11.GL_COMPILE);
    glBegin(GL_QUADS);
    glColor4f(solidColor.x, solidColor.y, solidColor.z, solidColor.w);

    Vector3f dimensions = aabb.getExtents();

    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);

    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    glEnd();
    glEndList();

}

From source file:org.terasology.rendering.gui.components.UIPieChart.java

License:Apache License

public void render() {
    super.render();

    if (_data.size() == 0)
        return;/*w ww  .j a va  2s.co  m*/

    ArrayList<String> sortedKeys = new ArrayList<String>(_data.keySet());
    Collections.sort(sortedKeys);

    glPushMatrix();
    glTranslatef(getSize().x / 2, getSize().y / 2, 0.0f);
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);

    GL11.glColor3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(0f, 0f, 0f);

    double stepSize = (Math.PI * 2.0) / SEGMENTS;

    int segment = 0;
    double prevValueSum = 0.0f;

    for (int i = 0; i <= SEGMENTS; i++) {
        double value = _data.get(sortedKeys.get(segment));

        if (((double) i / SEGMENTS) >= value + prevValueSum) {
            segment++;
            prevValueSum += value;

            Vector3f segmentColor = new Vector3f((segment * 0.1f) % 1.0f, (segment * 0.2f) % 1.0f,
                    (segment * 0.4f) % 1.0f);
            glColor3f(segmentColor.x, segmentColor.y, segmentColor.z);
        }

        GL11.glVertex2f((float) Math.sin(stepSize * i) * (getSize().x / 2),
                (float) Math.cos(stepSize * i) * (getSize().x / 2));
    }

    GL11.glEnd();
    glPopMatrix();
}

From source file:org.terasology.rendering.particles.BlockParticle.java

License:Apache License

private void drawParticle() {
    Block b = BlockManager.getInstance().getBlock(_blockType);

    glBegin(GL_QUADS);/*from  www  .  j a  v  a 2  s . co  m*/
    GL11.glTexCoord2f(b.calcTextureOffsetFor(Block.SIDE.FRONT).x, b.calcTextureOffsetFor(Block.SIDE.FRONT).y);
    GL11.glVertex3f(-0.5f, -0.5f, 0.0f);

    GL11.glTexCoord2f(b.calcTextureOffsetFor(Block.SIDE.FRONT).x + TEX_SIZE,
            b.calcTextureOffsetFor(Block.SIDE.FRONT).y);
    GL11.glVertex3f(0.5f, -0.5f, 0.0f);

    GL11.glTexCoord2f(b.calcTextureOffsetFor(Block.SIDE.FRONT).x + TEX_SIZE,
            b.calcTextureOffsetFor(Block.SIDE.FRONT).y + TEX_SIZE);
    GL11.glVertex3f(0.5f, 0.5f, 0.0f);

    GL11.glTexCoord2f(b.calcTextureOffsetFor(Block.SIDE.FRONT).x,
            b.calcTextureOffsetFor(Block.SIDE.FRONT).y + TEX_SIZE);
    GL11.glVertex3f(-0.5f, 0.5f, 0.0f);
    glEnd();

}

From source file:org.voxels.platform.LWJGLOpenGLAdapter.java

License:Open Source License

@Override
public void glVertex3f(final float x, final float y, final float z) {
    GL11.glVertex3f(x, y, z);
}

From source file:physics.BoxShell.java

License:Open Source License

public void draw() {
    float len = length / 2;
    GL11.glBegin(GL11.GL_QUADS);//  w  ww .  java  2 s . com
    GL11.glVertex3f(-len, -len, height);
    GL11.glVertex3f(len, -len, height);
    GL11.glVertex3f(len, len, height);
    GL11.glVertex3f(-len, len, height);
    GL11.glVertex3f(-len, -len, 0);
    GL11.glVertex3f(len, -len, 0);
    GL11.glVertex3f(len, len, 0);
    GL11.glVertex3f(-len, len, 0);
    GL11.glEnd();
}

From source file:robot.animation.Robot.java

private void drawCircle(double r, int n) {
    double theta = 2 * Math.PI / n;
    GL11.glPushMatrix();/*from   ww  w.  j  a  va 2s. c  om*/
    GL11.glBegin(GL11.GL_LINES);
    for (int i = 0; i < n;) {
        float x = (float) (r * Math.cos(theta * i));
        float y = (float) (r * Math.sin(theta * i));
        GL11.glVertex3f(x, y, 0);
        i++;
        x = (float) (r * Math.cos(theta * i));
        y = (float) (r * Math.sin(theta * i));
        GL11.glVertex3f(x, y, 0);
    }
    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:robot.animation.Robot.java

private void drawRectangle(double width, double height) {
    GL11.glPushMatrix();//from   ww  w.  j av a  2 s . c  om
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex3f((float) width / 2, (float) height / 2, 0);
    GL11.glVertex3f(-(float) width / 2, (float) height / 2, 0);
    GL11.glVertex3f(-(float) width / 2, -(float) height / 2, 0);
    GL11.glVertex3f((float) width / 2, -(float) height / 2, 0);
    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:robot.animation.Robot.java

private void drawHead() {
    GL11.glPushMatrix();//from   w  w w . j  a v a2s.c om
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex3f(0f, headRadius * 0.1f, 0);
    GL11.glVertex3f(-headRadius * 0.1f, -headRadius * 0.3f, 0);
    GL11.glVertex3f(+headRadius * 0.1f, -headRadius * 0.3f, 0);
    GL11.glEnd();
    GL11.glTranslatef(headRadius * 0.35f, headRadius * 0.1f, 0f);
    drawCircle(headRadius * 0.2f, headSegments);
    GL11.glTranslatef(-headRadius * 0.7f, 0f, 0f);
    drawCircle(headRadius * 0.2f, headSegments);
    GL11.glPopMatrix();
    drawCircle(headRadius, headSegments);
}