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:fr.def.iss.vd2.lib_v3d.element.V3DCircle.java

License:Open Source License

private void drawExternCircle() {

    float step = 2f * (float) Math.PI / (float) quality;

    if (customColor) {
        GL11.glPushAttrib(GL11.GL_CURRENT_BIT);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    }//from   w ww  .  j ava2 s  .  co m

    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    for (int i = 0; i <= quality; i++) {
        if (customColor) {
            GL11.glColor4f(innerColor.r, innerColor.g, innerColor.b, innerColor.a);
        }
        GL11.glVertex3f((float) (innerRadius * Math.cos(step * i)), (float) (innerRadius * Math.sin(step * i)),
                0f);

        if (customColor) {
            GL11.glColor4f(outerColor.r, outerColor.g, outerColor.b, outerColor.a);
        }
        GL11.glVertex3f((float) (radius * Math.cos(step * i)), (float) (radius * Math.sin(step * i)), 0f);
    }

    GL11.glEnd();

    if (customColor) {
        GL11.glDisable(GL11.GL_ALPHA_TEST);
        GL11.glPopAttrib();
    }

}

From source file:fr.def.iss.vd2.lib_v3d.element.V3DCircle.java

License:Open Source License

private void drawSolidCircle() {
    float step = 2f * (float) Math.PI / (float) quality;

    GL11.glBegin(GL11.GL_LINE_LOOP);/*from   w w  w  .  j  av a2s  .  c o m*/

    for (int i = 0; i <= quality; i++) {
        GL11.glVertex3f((float) (radius * Math.cos(step * i)), (float) (radius * Math.sin(step * i)), 0f);
    }

    GL11.glEnd();

    GL11.glBegin(GL11.GL_POINTS);

    for (int i = 0; i <= quality; i++) {
        GL11.glVertex3f((float) (radius * Math.cos(step * i)), (float) (radius * Math.sin(step * i)), 0f);
    }

    GL11.glEnd();

}

From source file:fr.def.iss.vd2.lib_v3d.element.V3DSprite.java

License:Open Source License

@Override
protected void doDisplay(V3DCamera camera) {

    if (!enableColor) {
        GL11.glPushAttrib(GL11.GL_CURRENT_BIT);
        GL11.glColor4f(1, 1, 1, opacity);
    }/*from   w w  w.  j av  a2  s  .  c o m*/

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);

    GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);
    GL11.glEnable(GL11.GL_ALPHA_TEST);

    if (disableRotation) {
        camera.disableRotation();
    }

    float w = 0.5f * size.x * image.getWidth();
    float h = 0.5f * size.y * image.getHeight();

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getID());
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(-w, -h, 0.0f);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(w, -h, 0.0f);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(w, h, 0.0f);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(-w, h, 0.0f);
    GL11.glEnd();

    if (disableRotation) {
        camera.enableRotation();
    }

    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    if (!enableColor) {
        GL11.glPopAttrib();
    }
}

From source file:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * The only method that you should implement by yourself.
 *
 * @see javax.media.openGL11.GLEventListener#display(javax.media.openGL11.GLAutoDrawable)
 *//*from ww  w.j a va  2  s  .c  om*/
public void display() {

    GL11.glClear(GL11.GL_ACCUM_BUFFER_BIT);

    for (V3DCameraBinding binding : cameraList) {

        GL11.glViewport(binding.x, binding.y, binding.width, binding.height);

        //Clean Background
        I3dColor color = binding.camera.getBackgroundColor();
        GL11.glClearColor(color.r, color.g, color.b, color.a);

        GL11.glScissor(binding.x, binding.y, binding.width, binding.height);
        GL11.glEnable(GL11.GL_SCISSOR_TEST);
        if (color.a == 1.0f) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        } else {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            GL11.glOrtho(0, binding.width, 0, binding.height, -2000.0, 2000.0);

            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glColor4f(color.r, color.g, color.b, color.a);
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glVertex3f(0, 0, 0);
            GL11.glVertex3f(binding.width, 0, 0);
            GL11.glVertex3f(binding.width, binding.height, 0);
            GL11.glVertex3f(0, binding.height, 0);
            GL11.glEnd();
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        }
        GL11.glDisable(GL11.GL_SCISSOR_TEST);

        binding.camera.display(binding.width, binding.height);

        GL11.glDisable(GL11.GL_DEPTH_TEST);
        //            binding.getGui().display();
        GL11.glEnable(GL11.GL_DEPTH_TEST);

        if (select && binding == focusCamera) {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            //glu.gluPerspective(45.0f, h, 0.1, 2000.0);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            binding.camera.select(mouseX, mouseY);
            context.setMouseOverCameraBinding(binding);
        }
    }
    GL11.glFlush();
    select = false;
}

From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java

License:Open Source License

private void draw2dLineStripList() {
    int lineCount = buffer.getInt();

    for (int lineIndex = 0; lineIndex < lineCount; lineIndex++) {
        int lineLenght = buffer.getInt();
        GL11.glBegin(GL11.GL_LINE_STRIP); // Draw line
        for (int j = 0; j < lineLenght; j++) {
            GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), 0.0f);
        }/*from  w  w  w .  j  av  a 2 s .  c om*/
        GL11.glEnd();
    }
}

From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java

License:Open Source License

private void draw3dQuadList() {
    int quadCount = buffer.getInt();
    GL11.glBegin(GL11.GL_QUADS);/*from  w ww.java2 s .  c  om*/

    for (int quadIndex = 0; quadIndex < quadCount; quadIndex++) {
        for (int i = 0; i < 4; i++) {
            GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat());
            GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());
            GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());

        }
    }
    GL11.glEnd();
}

From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java

License:Open Source License

private void draw3dTriangleList() {
    int triangleCount = buffer.getInt();

    GL11.glBegin(GL11.GL_TRIANGLES);//from   www  . ja v  a 2 s . c om
    for (int triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {

        for (int i = 0; i < 3; i++) {
            GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat());
            GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());
            GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());
        }
    }
    GL11.glEnd();
}

From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java

License:Open Source License

private void draw3dPolygonList() {
    int polygonCount = buffer.getInt();

    for (int polygonIndex = 0; polygonIndex < polygonCount; polygonIndex++) {
        GL11.glBegin(GL11.GL_POLYGON);//from w  ww .j a v a 2 s  .  co m
        int vertexCount = buffer.getInt();
        for (int i = 0; i < vertexCount; i++) {
            GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat());
            GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());
            GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat());
        }
        GL11.glEnd();
    }
}

From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java

License:Open Source License

private void drawRegistrated3dConcavePolygon() {
    int polygonIndex = buffer.getInt();
    Tesselation tesselation = concavePolygonList.get(polygonIndex);

    List<Integer> vertexTypeList = tesselation.getVertexTypeList();

    for (int i = 0; i < vertexTypeList.size(); i++) {

        List<V3DrawVertex> vertexList = tesselation.getVertexListList().get(i);

        GL11.glBegin(vertexTypeList.get(i));
        for (V3DrawVertex vertex : vertexList) {
            GL11.glTexCoord2f(vertex.texture.x, vertex.texture.y);
            GL11.glNormal3f(vertex.normal.x, vertex.normal.y, vertex.normal.z);
            GL11.glVertex3f(vertex.position.x, vertex.position.y, vertex.position.z);
        }/* www  .  j a v a2 s . c  om*/
        GL11.glEnd();
    }
}

From source file:game.graphics.GUI_Button.java

License:Open Source License

public void Render() {
    texture.bind();/*w w  w . j  a v  a2  s  . c  om*/
    GL11.glBegin(GL11.GL_QUADS);

    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(ScreenX, ScreenY, 0);

    GL11.glTexCoord2f(0, 1);
    GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight * (MouseInsideMe ? MouseOverMultiplier : 1), 0);

    GL11.glTexCoord2f(1, 1);
    GL11.glVertex3f(ScreenX + ScreenButtonWidth * (MouseInsideMe ? MouseOverMultiplier : 1),
            ScreenY + ScreenButtonHeight * (MouseInsideMe ? MouseOverMultiplier : 1), 0);

    GL11.glTexCoord2f(1, 0);
    GL11.glVertex3f(ScreenX + ScreenButtonWidth * (MouseInsideMe ? MouseOverMultiplier : 1), ScreenY, 0);

    GL11.glEnd();

}