Java Code Examples for org.lwjgl.opengl.GL11#glColorPointer()

The following examples show how to use org.lwjgl.opengl.GL11#glColorPointer() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: FloatVBO.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final void colorPointer(int size, int stride, int index) {
	if (!use_vbo) {
		saved_buffer.position(index);
		GL11.glColorPointer(size, stride, saved_buffer);
	} else {
		makeCurrent();
		GL11.glColorPointer(size, GL11.GL_FLOAT, stride, index<<2);
	}
}
 
Example 2
Source File: LWJGL15DrawContext.java    From settlers-remake with MIT License 5 votes vote down vote up
public void drawTrianglesWithTextureColored(TextureHandle textureid, GeometryHandle shapeHandle, GeometryHandle colorHandle, int offset, int lines, int width, int stride, float x, float y) {
	bindTexture(textureid);
	int starti = offset < 0 ? (int)Math.ceil(-offset/(float)stride) : 0;

	if(lsz != -1) GL11.glPopMatrix();
	GL11.glPushMatrix();
	GL11.glTranslatef(x, y, -.1f);
	GL11.glScalef(1, 1, 0);
	GL11.glMultMatrixf(heightMatrix);

	if(!tex_coord_on) {
		GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
		tex_coord_on = true;
	}

	bindGeometry(shapeHandle);
	GL11.glVertexPointer(3, GL11.GL_FLOAT, 5 * 4, 0);
	GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 5 * 4, 3 * 4);

	bindGeometry(colorHandle);
	GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, 0);

	GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
	for (int i = starti; i != lines; i++) {
		GL11.glDrawArrays(GL11.GL_TRIANGLES, (offset + stride * i) * 3, width * 3);
	}
	GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);

	GL11.glPopMatrix();
	lsz = -1;
}
 
Example 3
Source File: LwjglMesh.java    From tectonicus with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void bind()
{
	if (vertices == null)
		return;
	
	assert (isFinalised);
	assert (numVertices > 0);
	
	org.lwjgl.opengl.Util.checkGLError();
	
	GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
	GL11.glVertexPointer(3, 0, vertices);
	
	GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
	GL11.glColorPointer(4, true, 0, colours);
	
	GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
	GL11.glTexCoordPointer(2, 0, texCoords);
	
	if (texture != null)
	{
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getId());
	}
	else
	{
		GL11.glDisable(GL11.GL_TEXTURE_2D);
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
	}
	
	org.lwjgl.opengl.Util.checkGLError();
}
 
Example 4
Source File: VAOGLRenderer.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
/**
 * Flush the currently cached data down to the card 
 */
private void flushBuffer() {	
	if (vertIndex == 0) {
		return;
	}
	if (currentType == NONE) {
		return;
	}
	
	if (vertIndex < TOLERANCE) {
		GL11.glBegin(currentType);
		for (int i=0;i<vertIndex;i++) {
			GL11.glColor4f(cols[(i*4)+0], cols[(i*4)+1], cols[(i*4)+2], cols[(i*4)+3]);
			GL11.glTexCoord2f(texs[(i*2)+0], texs[(i*2)+1]);
			GL11.glVertex3f(verts[(i*3)+0], verts[(i*3)+1], verts[(i*3)+2]);
		}
		GL11.glEnd();
		currentType = NONE;
		return;
	}
	vertices.clear();
	colors.clear();
	textures.clear();
	
	vertices.put(verts,0,vertIndex*3);
	colors.put(cols,0,vertIndex*4);
	textures.put(texs,0,vertIndex*2);
	
	vertices.flip(); 
	colors.flip(); 
	textures.flip(); 
	
	GL11.glVertexPointer(3,0,vertices);     
	GL11.glColorPointer(4,0,colors);     
	GL11.glTexCoordPointer(2,0,textures);     
	
	GL11.glDrawArrays(currentType, 0, vertIndex);
	currentType = NONE;
}
 
Example 5
Source File: FastBlockModelRenderer.java    From Valkyrien-Skies with Apache License 2.0 4 votes vote down vote up
public static void renderVertexBuffer(VertexBuffer vertexBuffer) {
    // Check if optifine shaders are currently loaded.
    final boolean areOptifineShadersEnabled = GibsModelRegistry.isOptifineShadersEnabled();

    GlStateManager.pushMatrix();
    GlStateManager.resetColor();

    GlStateManager.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_COLOR_ARRAY);

    // Extra OpenGL states that must be enabled when shaders are enabled.
    if (areOptifineShadersEnabled) {
        GL11.glEnableClientState(32885);
        GL20.glEnableVertexAttribArray(11);
        GL20.glEnableVertexAttribArray(12);
        GL20.glEnableVertexAttribArray(10);
    }

    GlStateManager.pushMatrix();
    vertexBuffer.bindBuffer();

    // Even more OpenGL states that must be enabled when shaders are enabled.
    if (areOptifineShadersEnabled) {
        int vertexSizeI = 14;
        GL11.glVertexPointer(3, 5126, 56, 0L);
        GL11.glColorPointer(4, 5121, 56, 12L);
        GL11.glTexCoordPointer(2, 5126, 56, 16L);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
        GL11.glTexCoordPointer(2, 5122, 56, 24L);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
        GL11.glNormalPointer(5120, 56, 28L);
        GL20.glVertexAttribPointer(11, 2, 5126, false, 56, 32L);
        GL20.glVertexAttribPointer(12, 4, 5122, false, 56, 40L);
        GL20.glVertexAttribPointer(10, 3, 5122, false, 56, 48L);
    } else {

        GlStateManager.glVertexPointer(3, 5126, 28, 0);
        GlStateManager.glColorPointer(4, 5121, 28, 12);
        GlStateManager.glTexCoordPointer(2, 5126, 28, 16);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
        GlStateManager.glTexCoordPointer(2, 5122, 28, 24);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    }

    vertexBuffer.drawArrays(7);
    GlStateManager.popMatrix();
    vertexBuffer.unbindBuffer();
    GlStateManager.resetColor();

    for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements()) {
        VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement
            .getUsage();
        int i = vertexformatelement.getIndex();

        switch (vertexformatelement$enumusage) {
            case POSITION:
                GlStateManager.glDisableClientState(32884);
                break;
            case UV:
                OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + i);
                GlStateManager.glDisableClientState(32888);
                OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
                break;
            case COLOR:
                GlStateManager.glDisableClientState(32886);
                GlStateManager.resetColor();
        }
    }

    OpenGlHelper.glBindBuffer(OpenGlHelper.GL_ARRAY_BUFFER, 0);

    // Finally disable some of those extra OpenGL states that were be enabled due to shaders.
    if (areOptifineShadersEnabled) {
        GL11.glDisableClientState(32885);
        GL20.glDisableVertexAttribArray(11);
        GL20.glDisableVertexAttribArray(12);
        GL20.glDisableVertexAttribArray(10);
    }

    GlStateManager.resetColor();
    GlStateManager.popMatrix();
}