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:shadertool.nodes.input.PerlinNoiseNode.java
@Override public void run() throws SlickException { Output imgOut = outputs.get(0);//w w w . ja v a2 s.c o m imgOut.create(width, height); Graphics g = imgOut.img.getGraphics(); Graphics.setCurrent(g); shader.bind(); // Dibujar cuadrado blanco (tamao de textura) GL11.glTranslatef(0, 0, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(0, 0, 0); GL11.glVertex3f(0, height, 0); GL11.glVertex3f(width, height, 0); GL11.glVertex3f(width, 0, 0); GL11.glEnd(); g.flush(); shader.unbind(); imgOut.updated(); }
From source file:shadertool.nodes.input.PerlinNoiseTimeNode.java
@Override public void run() throws SlickException { Output imgOut = outputs.get(0);//from w ww. j a v a 2s. c o m imgOut.create(width, height); Graphics g = imgOut.img.getGraphics(); Graphics.setCurrent(g); shader.bind(); shader.setUniform1f("time", (float) (System.currentTimeMillis() - start) / 1000f); // Dibujar cuadrado blanco (tamao de textura) GL11.glTranslatef(0, 0, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(0, 0, 0); GL11.glVertex3f(0, height, 0); GL11.glVertex3f(width, height, 0); GL11.glVertex3f(width, 0, 0); GL11.glEnd(); g.flush(); shader.unbind(); imgOut.updated(); }
From source file:shadowmage.ancient_framework.client.gui.elements.GuiScrollBarSimple.java
License:Open Source License
protected void renderQuad(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4) { GL11.glBegin(GL11.GL_QUADS);/*from w w w.j av a2 s.c o m*/ GL11.glTexCoord2f(u1, v1); GL11.glVertex3f(x1, y1, 0); GL11.glTexCoord2f(u2, v2); GL11.glVertex3f(x2, y2, 0); GL11.glTexCoord2f(u3, v3); GL11.glVertex3f(x3, y3, 0); GL11.glTexCoord2f(u4, v4); GL11.glVertex3f(x4, y4, 0); GL11.glEnd(); }
From source file:shadowmage.ancient_framework.client.model.ModelPiece.java
License:Open Source License
public void renderForEditor(ModelPiece piece, Primitive prim) { GL11.glPushMatrix();//w w w. ja va 2 s. com if (x != 0 || y != 0 || z != 0) { GL11.glTranslatef(x, y, z); } if (rx != 0) { GL11.glRotatef(rx, 1, 0, 0); } if (ry != 0) { GL11.glRotatef(ry, 0, 1, 0); } if (rz != 0) { GL11.glRotatef(rz, 0, 0, 1); } if (piece == this) { GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_POINT_SMOOTH); GL11.glColor4f(1.0f, 0.f, 0.f, 1.f); GL11.glPointSize(5.f); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3f(0, 0, 0); GL11.glEnd(); GL11.glColor4f(0.75f, 0.5f, 0.5f, 1.f); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); } for (Primitive primitive : this.primitives) { if (primitive == prim) { GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0f, 0.f, 0.f, 1.f); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3f(prim.x, prim.y, prim.z); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0f, 0.5f, 0.5f, 1.f); } primitive.render(); if (primitive == prim) { GL11.glColor4f(0.75f, 0.5f, 0.5f, 1.f); } } for (ModelPiece child : this.children) { child.renderForEditor(piece, prim); } GL11.glColor4f(1.f, 1.f, 1.f, 1.f); GL11.glPopMatrix(); }
From source file:shadowmage.ancient_framework.client.model.PrimitiveBox.java
License:Open Source License
@Override protected void renderForDisplayList() { float tw = parent.getModel().textureWidth; float th = parent.getModel().textureHeight; float px = 1.f / tw; float py = 1.f / th; float w = (x2 - x1) * 16.f; float h = (y2 - y1) * 16.f; float l = (z2 - z1) * 16.f; float ty = this.ty(); float tx = this.tx(); float tx1, ty1, tx2, ty2; //render the cube. only called a single time when building the display list for a piece if (rx != 0) { GL11.glRotatef(rx, 1, 0, 0);/*from ww w .j av a2 s . c om*/ } if (ry != 0) { GL11.glRotatef(ry, 0, 1, 0); } if (rz != 0) { GL11.glRotatef(rz, 0, 0, 1); } GL11.glBegin(GL11.GL_QUADS); AWLog.logDebug("tx, ty: " + tx + "," + ty); AWLog.logDebug("w,l,h: " + w + "," + l + "," + h); //front side tx1 = (tx + l) * px; ty1 = (th - (ty + l + h)) * py; tx2 = (tx + l + w) * px; ty2 = (th - (ty + l)) * py; GL11.glNormal3f(0, 0, 1); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x1, y1, z2); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x2, y1, z2); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x2, y2, z2); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x1, y2, z2); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); ////rear side tx1 = (tx + l + l + w) * px; ty1 = (th - (ty + l + h)) * py; tx2 = (tx + l + w + l + w) * px; ty2 = (th - (ty + l)) * py; GL11.glNormal3f(0, 0, -1); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x2, y1, z1); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x1, y1, z1); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x1, y2, z1); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x2, y2, z1); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); //right side tx1 = (tx + l + w) * px; ty1 = (th - (ty + l + h)) * py; tx2 = (tx + l + w + l) * px; ty2 = (th - (ty + l)) * py; GL11.glNormal3f(1, 0, 0); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x1, y1, z1); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x1, y1, z2); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x1, y2, z2); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x1, y2, z1); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); // //left side tx1 = (tx) * px; ty1 = (th - (ty + l + h)) * py; tx2 = (tx + l) * px; ty2 = (th - (ty + l)) * py; GL11.glNormal3f(-1, 0, 0); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x2, y1, z2); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x2, y1, z1); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x2, y2, z1); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x2, y2, z2); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); // //top side tx1 = (tx + l) * px; ty1 = (th - (ty + l)) * py; tx2 = (tx + l + w) * px; ty2 = (th - (ty)) * py; GL11.glNormal3f(0, 1, 0); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x2, y2, z1); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x1, y2, z1); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x1, y2, z2); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x2, y2, z2); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); // //bottom side tx1 = (tx + l + w) * px; ty1 = (th - (ty + l)) * py; tx2 = (tx + l + w + w) * px; ty2 = (th - (ty)) * py; GL11.glNormal3f(0, -1, 0); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x2, y1, z2); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x1, y1, z2); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x1, y1, z1); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x2, y1, z1); AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); GL11.glEnd(); }
From source file:shadowmage.ancient_framework.client.model.PrimitiveQuad.java
License:Open Source License
@Override protected void renderForDisplayList() { float tw = parent.getModel().textureWidth; float th = parent.getModel().textureHeight; float px = 1.f / tw; float py = 1.f / th; float w = (x2 - x1) * 16.f; float l = 1.f;//TODO fix this for proper texture handling float h = (y2 - y1) * 16.f; float ty = this.ty(); float tx = this.tx(); float tx1, ty1, tx2, ty2; //render the cube. only called a single time when building the display list for a piece if (rx != 0) { GL11.glRotatef(rx, 1, 0, 0);/*from w w w . ja v a 2 s . c o m*/ } if (ry != 0) { GL11.glRotatef(ry, 0, 1, 0); } if (rz != 0) { GL11.glRotatef(rz, 0, 0, 1); } GL11.glBegin(GL11.GL_QUADS); AWLog.logDebug("tx, ty: " + tx + "," + ty); AWLog.logDebug("w,l,h: " + w + "," + h); // AWLog.logDebug(String.format("t: %.4f, %.4f, %.4f, %.4f", tx1, ty1, tx2, ty2)); //front side tx1 = (tx + l) * px; ty1 = (th - (ty + l + h)) * py; tx2 = (tx + l + w) * px; ty2 = (th - (ty + l)) * py; GL11.glNormal3f(0, 0, 1); GL11.glTexCoord2f(tx1, ty1); GL11.glVertex3f(x1, y1, 0.f); GL11.glTexCoord2f(tx2, ty1); GL11.glVertex3f(x2, y1, 0.f); GL11.glTexCoord2f(tx2, ty2); GL11.glVertex3f(x2, y2, 0.f); GL11.glTexCoord2f(tx1, ty2); GL11.glVertex3f(x1, y2, 0.f); GL11.glEnd(); }
From source file:shadowmage.ancient_framework.client.model.PrimitiveTriangle.java
License:Open Source License
@Override protected void renderForDisplayList() { if (rx != 0) { GL11.glRotatef(rx, 1, 0, 0);//from ww w .j a v a2 s. c o m } if (ry != 0) { GL11.glRotatef(ry, 0, 1, 0); } if (rz != 0) { GL11.glRotatef(rz, 0, 0, 1); } float tw = parent.getModel().textureWidth; float th = parent.getModel().textureHeight; float px = 1.f / tw; float py = 1.f / th; float u1, v1, u2, v2, u3, v3; u1 = this.u1 * px + this.tx() * px; u2 = this.u2 * px + this.tx() * px; u3 = this.u3 * px + this.tx() * px; v1 = this.v1 * py + this.ty() * py; v2 = this.v2 * py + this.ty() * py; v3 = this.v3 * py + this.ty() * py; GL11.glBegin(GL11.GL_TRIANGLE_STRIP); GL11.glNormal3f(normalX, normalY, normalZ); GL11.glTexCoord2f(u1, v1); GL11.glVertex3f(x1, y1, z1); GL11.glTexCoord2f(u2, v2); GL11.glVertex3f(x2, y2, z2); GL11.glTexCoord2f(u3, v3); GL11.glVertex3f(x3, y3, z3); GL11.glEnd(); }
From source file:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
private void renderGrid() { GL11.glDisable(GL11.GL_TEXTURE_2D);/*from w ww .j a va 2s .co m*/ GL11.glDisable(GL11.GL_LIGHTING); GL11.glLineWidth(2.f); if (gridDisplayList >= 0) { GL11.glCallList(gridDisplayList); } else { gridDisplayList = GL11.glGenLists(1); GL11.glNewList(gridDisplayList, GL11.GL_COMPILE_AND_EXECUTE); GL11.glColor4f(0.f, 0.f, 1.f, 1.f); for (int x = -5; x <= 5; x++) { GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex3f(x, 0.f, -5.f); GL11.glVertex3f(x, 0.f, 5.f); GL11.glEnd(); } for (int z = -5; z <= 5; z++) { GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex3f(-5.f, 0.f, z); GL11.glVertex3f(5.f, 0.f, z); GL11.glEnd(); } GL11.glColor4f(1.f, 1.f, 1.f, 1.f); GL11.glEndList(); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:shadowmage.meim.client.gui.GuiTextureElement.java
License:Open Source License
@Override public void drawElement(int mouseX, int mouseY) { int x = renderPosX + guiLeft; int y = renderPosY + guiTop; int x1 = x;//from w w w . ja va2 s .co m int y1 = y; int x2 = x; int y2 = y + height; int x3 = x + width; int y3 = y + height; int x4 = x + width; int y4 = y; float pixX = 1.f / (float) image.getWidth(); float pixY = 1.f / (float) image.getHeight(); float u1, v1, u2, v2, u3, v3, u4, v4; float uw, uh; uw = scale;//image.getWidth() * pixX * scale; uh = scale; float u = pixX * (float) viewX; float v = pixY * (float) viewY; v = v > 1 ? 1 : v; u1 = u; v1 = v; u2 = u; v2 = v + uh; u3 = u + uw; v3 = v + uh; u4 = u + uw; v4 = v; bindTexture(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(u1, v1); GL11.glVertex3f(x1, y1, 0); GL11.glTexCoord2f(u2, v2); GL11.glVertex3f(x2, y2, 0); GL11.glTexCoord2f(u3, v3); GL11.glVertex3f(x3, y3, 0); GL11.glTexCoord2f(u4, v4); GL11.glVertex3f(x4, y4, 0); GL11.glEnd(); resetBoundTexture(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.f, 0.f, 0.f, 1.f); GL11.glPointSize(5); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3f(x, y, 0.f); GL11.glEnd(); GL11.glColor4f(1.f, 1.f, 1.f, 1.f); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:sokobanMod.client.HandlerLevelPreviewRenderer.java
License:LGPL
public static void renderPulsingQuad() { time += 0.001;//from w w w. j a v a 2 s .c o m if (time > 2 * Math.PI) time = 0; float quadPosX = (float) Math.sin(time) * 0.2F; float quadPosY = (float) Math.cos(time) * 0.2F; GL11.glColor4f(colliding ? 1F : 0F, colliding ? 0F : 1F, 0F, 1F); GL11.glLineWidth(3.0F); GL11.glBegin(GL11.GL_LINES); // the lines around the whole level GL11.glVertex3f(-0.5F, 0.5F, 0F); GL11.glVertex3f(0.5F, 0.5F, 0F); GL11.glVertex3f(0.5F, -0.5F, 0F); GL11.glVertex3f(-0.5F, -0.5F, 0F); // draw the lines from the bigger quad's corner to the small quad's // corner float quadSize = 0.1F; GL11.glVertex3f(-0.5F, 0.5F, 0F); GL11.glVertex3f(-quadSize + quadPosX, quadSize + quadPosY, 0F); GL11.glVertex3f(0.5F, 0.5F, 0F); GL11.glVertex3f(quadSize + quadPosX, quadSize + quadPosY, 0F); GL11.glVertex3f(0.5F, -0.5F, 0F); GL11.glVertex3f(quadSize + quadPosX, -quadSize + quadPosY, 0F); GL11.glVertex3f(-0.5F, -0.5F, 0F); GL11.glVertex3f(-quadSize + quadPosX, -quadSize + quadPosY, 0F); GL11.glEnd(); // draw the quad inside the big quad GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glVertex3f(-quadSize + quadPosX, quadSize + quadPosY, 0F); GL11.glVertex3f(quadSize + quadPosX, quadSize + quadPosY, 0F); GL11.glVertex3f(quadSize + quadPosX, -quadSize + quadPosY, 0F); GL11.glVertex3f(-quadSize + quadPosX, -quadSize + quadPosY, 0F); GL11.glEnd(); }