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:src.graphics.cutout.ImageSprite.java
License:Open Source License
public void renderTo(Rendering rendering) { ////from w w w . j a v a 2 s . c o m // Since we've disabled normal lighting, we have to 'fake it' using colour // parameters: GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); final Colour c = colour == null ? Colour.WHITE : colour; if (c.a < 0) { GL11.glColor4f(c.r, c.g, c.b, 0 - c.a); } else { final Lighting l = rendering.lighting; GL11.glColor4f(c.r * fog * l.r(), c.g * fog * l.g(), c.b * fog * l.b(), c.a); } // // Obtain the correct set of UV coordinates for the current frame- model.texture.bindTex(); final float framesUV[][] = model.framesUV(); final float texUV[] = framesUV[(int) animProgress]; // // TODO: Consider replacing this with an aggregate method within the // MeshBuffer class? Re-implement RenderPass, in other words. GL11.glBegin(GL11.GL_TRIANGLES); int tI = 0; for (Vec3D vert : model.coords) { GL11.glTexCoord2f(texUV[tI++], texUV[tI++]); GL11.glVertex3f(position.x + (vert.x * scale), position.y + (vert.y * scale), position.z + (vert.z * scale)); } GL11.glEnd(); }
From source file:src.graphics.sfx.SFX.java
License:Open Source License
protected void renderTex(Vec3D[] verts, Texture tex) { GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//from ww w .j a v a 2s. c o m tex.bindTex(); Vec3D v; GL11.glDepthMask(false); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); v = verts[0]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(0, 1); v = verts[1]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(1, 1); v = verts[2]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(1, 0); v = verts[3]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glEnd(); GL11.glDepthMask(true); }
From source file:src.graphics.space.Starfield.java
License:Open Source License
private void axisWithTransform(Mat3D transform, Texture tex, float radius) { final Vec3D tV = new Vec3D(); tex.bindTex();/* ww w .ja va2 s. c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, 0, 0); transform.trans(tV.set(-1, -1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(1, -1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(1, 1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(-1, 1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(tV.x, tV.y, tV.z); GL11.glEnd(); }
From source file:src.graphics.widgets.UINode.java
License:Open Source License
/** Utility methods for drawing/graphic display: */// w w w .j a v a 2 s .c om final public static void drawQuad(float xmin, float ymin, float xmax, float ymax, float umin, float vmin, float umax, float vmax, float absDepth) { GL11.glTexCoord2f(umin, vmax); GL11.glVertex3f(xmin, ymin, absDepth); GL11.glTexCoord2f(umin, vmin); GL11.glVertex3f(xmin, ymax, absDepth); GL11.glTexCoord2f(umax, vmin); GL11.glVertex3f(xmax, ymax, absDepth); GL11.glTexCoord2f(umax, vmax); GL11.glVertex3f(xmax, ymin, absDepth); }
From source file:taiga.gpvm.render.ColorEntityRenderer.java
License:Open Source License
@Override public void render(Collection<Entity> ents, int pass, ReadableMatrix4 proj, ReadableMatrix4 modelview) { if (pass != HardcodedValues.OPAQUE_WORLD_LAYER) return;//w ww .j ava 2s .c o m ARBShaderObjects.glUseProgramObjectARB(0); GL11.glPointSize(size); FloatBuffer buffer = BufferUtils.createFloatBuffer(16); proj.store(buffer, false); buffer.flip(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadMatrix(buffer); buffer.rewind(); modelview.store(buffer, false); buffer.flip(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadMatrix(buffer); GL11.glBegin(GL11.GL_POINTS); for (Entity ent : ents) { ReadableVector3f loc = ent.getBounds().getCenter(); GL11.glVertex3f(loc.getX(), loc.getY(), loc.getZ()); GL11.glColor3f(red, green, blue); } GL11.glEnd(); }
From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java
License:BSD License
public void vertex(final float x, final float y, final float z) { GL11.glVertex3f(x, y, z); }
From source file:tectonicus.renderer.Frustum.java
License:BSD License
private void lineBetween(int start, int end) { GL11.glVertex3f(points[start].x, points[start].y, points[start].z); GL11.glVertex3f(points[end].x, points[end].y, points[end].z); }
From source file:terminal.gld.TrueTypeFont.java
License:Open Source License
private void drawQuad(float drawX, float drawY, float drawX2, float drawY2, float srcX, float srcY, float srcX2, float srcY2) { float DrawWidth = drawX2 - drawX; float DrawHeight = drawY2 - drawY; float TextureSrcX = -.01f + srcX / textureWidth; float TextureSrcY = srcY / textureHeight; float SrcWidth = srcX2 - srcX; float SrcHeight = srcY2 - srcY; float RenderWidth = (SrcWidth / textureWidth); float RenderHeight = (SrcHeight / textureHeight); GL11.glTexCoord2f(TextureSrcX, TextureSrcY); GL11.glVertex3f(drawX, drawY, .1f); GL11.glTexCoord2f(TextureSrcX, TextureSrcY + RenderHeight); GL11.glVertex3f(drawX, drawY + DrawHeight, .1f); GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY + RenderHeight); GL11.glVertex3f(drawX + DrawWidth, drawY + DrawHeight, .1f); GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY); GL11.glVertex3f(drawX + DrawWidth, drawY, .1f); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glVertex3f(float a, float b, float c) { GL11.glVertex3f(a, b, c); }
From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java
License:Apache License
private void renderCube() { // Cube GL11.glBegin(GL11.GL_QUADS); GL11.glBegin(GL11.GL_LINE_LOOP);/*www. j a v a2 s . co m*/ //Bellow code renders the quad //Render start 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); //Render end GL11.glEnd(); }