Java Code Examples for org.lwjgl.opengl.GL11#glPointSize()
The following examples show how to use
org.lwjgl.opengl.GL11#glPointSize() .
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Example 1
Source File: OpenGLRendererPrimitives20.java From ldparteditor with MIT License | 7 votes |
/** * Initializes the Scene and gives OpenGL-Hints */ @Override public void init() { // MARK OpenGL Hints and Initialization GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LESS); GL11.glEnable(GL11.GL_STENCIL_TEST); GL11.glClearDepth(1.0f); GL11.glClearColor(View.primitive_background_Colour_r[0], View.primitive_background_Colour_g[0], View.primitive_background_Colour_b[0], 1.0f); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glPointSize(4); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); }
Example 2
Source File: RocketRenderHelper.java From AdvancedRocketry with MIT License | 5 votes |
public static void renderPositionAlongOrbit(double x, double y, double z, double xRadius, double yRadius, double phase, double xOffset, double yOffset) { GL11.glPointSize(200/(float)(Math.pow(x - 0.5 - xOffset, 2) + Math.pow(y - yOffset - 0.5, 2) + Math.pow(z - 0.5, 2))); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3d(xOffset + 0.5 + xRadius*Math.cos((Math.PI*phase)/180)/2.2, yOffset - 0.5 + yRadius*Math.sin((Math.PI*phase)/180)/2.2, 0); GL11.glEnd(); }
Example 3
Source File: UnitGrid.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void debugRenderRegions(float landscape_x, float landscape_y) { int RADIUS = 30; int center_x = toGridCoordinate(landscape_x); int center_y = toGridCoordinate(landscape_y); int start_x = StrictMath.max(0, center_x - RADIUS); int end_x = StrictMath.min(occupants.length - 0, center_x + RADIUS); int start_y = StrictMath.max(0, center_y - RADIUS); int end_y = StrictMath.min(occupants.length - 0, center_y + RADIUS); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPointSize(3f); GL11.glBegin(GL11.GL_POINTS); Region last_region = null; for (int y = start_y; y < end_y; y++) for (int x = start_x; x < end_x; x++) { float xf = coordinateFromGrid(x); float yf = coordinateFromGrid(y); Region region = getRegion(x, y); if (region == null) { GL11.glColor3f(1f, 0f, 0f); } else { last_region = region; DebugRender.setColor(region.hashCode()); } GL11.glVertex3f(xf, yf, heightmap.getNearestHeight(xf, yf) + 2f); } GL11.glEnd(); GL11.glBegin(GL11.GL_LINES); GL11.glColor3f(1f, 0f, 0f); if (last_region != null) { last_region.debugRenderConnections(heightmap); last_region.debugRenderConnectionsReset(); } GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example 4
Source File: Renderer.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final static void initGL() { VBO.releaseAll(); GL11.glFrontFace(GL11.GL_CCW); GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPixelStorei(GL11.GL_PACK_ROW_LENGTH, 0); GL11.glPixelStorei(GL11.GL_PACK_SKIP_PIXELS, 0); GL11.glPixelStorei(GL11.GL_PACK_SKIP_ROWS, 0); GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1); GL11.glPixelStorei(GL11.GL_PACK_SWAP_BYTES, 0); GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0); GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0); GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glPixelStorei(GL11.GL_UNPACK_SWAP_BYTES, 0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glShadeModel(GL11.GL_SMOOTH); // GL11.glAlphaFunc(GL11.GL_GREATER, Globals.ALPHA_CUTOFF); // Setup landscape texture coordinate gen GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE); GLState.activeTexture(GL13.GL_TEXTURE1); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GLState.activeTexture(GL13.GL_TEXTURE0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPointSize(7.0f); clearScreen(); GL11.glClearDepth(1.0); }
Example 5
Source File: Picker.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final void debugRender() { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPointSize(10f); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3f(patch_hit_x, patch_hit_y, patch_hit_z); GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example 6
Source File: DebugRender.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
public final static void drawPoint(float x, float y, float z, float size, float r, float g, float b) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(r, g, b); GL11.glPointSize(size); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x, y, z); GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example 7
Source File: RenderState.java From OpenPeripheral-Addons with MIT License | 5 votes |
public void forceKnownState() { GL11.glDisable(GL11.GL_LIGHTING); this.lighting = false; GL11.glDisable(GL11.GL_ALPHA_TEST); this.alphaTest = false; GL11.glDisable(GL11.GL_TEXTURE_2D); this.texture = false; GL11.glDisable(GL11.GL_DEPTH_TEST); this.depthTest = false; GL11.glEnable(GL11.GL_BLEND); this.blend = true; this.blendDst = GL11.GL_ONE_MINUS_SRC_ALPHA; this.blendSrc = GL11.GL_SRC_ALPHA; GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_CULL_FACE); this.cullFace = false; GL11.glPointSize(1.0f); this.pointSize = 1.0f; GL11.glLineWidth(1.0f); this.lineWidth = 1.0f; }
Example 8
Source File: ClientEventHandler.java From Signals with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onWorldRender(RenderWorldLastEvent event){ Tessellator t = Tessellator.getInstance(); BufferBuilder b = t.getBuffer(); EntityPlayer player = Minecraft.getMinecraft().player; if(!shouldRender()) return; double playerX = player.prevPosX + (player.posX - player.prevPosX) * event.getPartialTicks(); double playerY = player.prevPosY + (player.posY - player.prevPosY) * event.getPartialTicks(); double playerZ = player.prevPosZ + (player.posZ - player.prevPosZ) * event.getPartialTicks(); int dimensionID = player.world.provider.getDimension(); GL11.glPushMatrix(); GL11.glTranslated(-playerX, -playerY, -playerZ); GL11.glPointSize(10); GlStateManager.disableTexture2D(); GlStateManager.disableLighting(); b.setTranslation(0, 0, 0); NetworkVisualizationSettings visualizationSettings = player.isSneaking() ? SignalsConfig.client.networkVisualization.sneaking : SignalsConfig.client.networkVisualization.notSneaking; switch(visualizationSettings.renderType){ case EDGES: edgeRenderer.render(dimensionID, b); break; case PATHS: pathRenderer.render(dimensionID, b); break; case SECTION: blockSectionRenderer.render(dimensionID, b); break; } //claimRenderer.render(b); if(visualizationSettings.renderDirectionality) { directionalityRenderer.render(dimensionID, b); } b.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR); List<NetworkStation<MCPos>> stations = RailNetworkManager.getClientInstance().getNetwork().railObjects.getStations(); for(int i = 0; i < stations.size(); i++) { NetworkStation<MCPos> station1 = stations.get(i); if(station1.getPos().getDimID() != dimensionID) continue; for(int j = 0; j < i; j++) { NetworkStation<MCPos> station2 = stations.get(j); if(station2.getPos().getDimID() != dimensionID) continue; if(station1.stationName.equals(station2.stationName) && station1.getPos().getDimID() == station2.getPos().getDimID()) { drawBetween(b, station1.getPos().getPos(), station2.getPos().getPos(), 1, 0, 1, 0, 1); } } } t.draw(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GL11.glPopMatrix(); }
Example 9
Source File: RenderHelper.java From BoundingBoxOutlineReloaded with MIT License | 4 votes |
public static void pointSize5() { GL11.glPointSize(5); }
Example 10
Source File: OpenGLRenderer33.java From ldparteditor with MIT License | 4 votes |
@Override public void init() { if (shaderProgram.isDefault()) shaderProgram = new GLShader("renderer.vert", "renderer.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgram2.isDefault()) shaderProgram2 = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgram2D.isDefault()) shaderProgram2D = new GLShader("2D.vert", "2D.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgramCondline.isDefault()) shaderProgramCondline = new GLShader("condline.vert", "condline.frag"); //$NON-NLS-1$ //$NON-NLS-2$ shaderProgramCondline.use(); GL20.glUniform1f(shaderProgramCondline.getUniformLocation("showAll"), c3d.getLineMode() == 1 ? 1f : 0f); //$NON-NLS-1$ GL20.glUniform1f(shaderProgramCondline.getUniformLocation("condlineMode"), c3d.getRenderMode() == 6 ? 1f : 0f); //$NON-NLS-1$ stack.setShader(shaderProgram); shaderProgram.use(); shaderProgram.texmapOff(); { GL20.glUniform1f(shaderProgram.getUniformLocation("l0_r"), View.light1_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0_g"), View.light1_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0_b"), View.light1_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_r"), View.light1_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_g"), View.light1_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_b"), View.light1_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_r"), View.light2_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_g"), View.light2_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_b"), View.light2_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_r"), View.light2_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_g"), View.light2_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_b"), View.light2_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_r"), View.light3_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_g"), View.light3_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_b"), View.light3_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_r"), View.light3_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_g"), View.light3_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_b"), View.light3_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_r"), View.light4_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_g"), View.light4_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_b"), View.light4_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_r"), View.light4_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_g"), View.light4_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_b"), View.light4_specular_Colour_b[0]); //$NON-NLS-1$ shaderProgram.setFactor(1f); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LESS); GL11.glClearDepth(1.0f); GL11.glClearColor(View.background_Colour_r[0], View.background_Colour_g[0], View.background_Colour_b[0], 1.0f); GL11.glPointSize(5); modelRenderer.init(); modelRendererLDrawStandard.init(); }
Example 11
Source File: OpenGLRenderer20.java From ldparteditor with MIT License | 4 votes |
/** * Initializes the Scene and gives OpenGL-Hints */ @Override public void init() { // MARK OpenGL Hints and Initialization GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LESS); GL11.glClearDepth(1.0f); GL11.glClearColor(View.background_Colour_r[0], View.background_Colour_g[0], View.background_Colour_b[0], 1.0f); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glPointSize(5); // GL11.glLineWidth(2); GL11.glEnable(GL11.GL_LIGHTING); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glEnable(GL11.GL_LIGHT0); GL11.glEnable(GL11.GL_LIGHT1); GL11.glEnable(GL11.GL_LIGHT2); GL11.glEnable(GL11.GL_LIGHT3); GL11.glLightModelfv(GL11.GL_LIGHT_MODEL_AMBIENT, BufferFactory.floatBuffer(new float[] { 0.1f, 0.1f, 0.1f, 1f })); GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light1_Colour_r[0], View.light1_Colour_g[0], View.light1_Colour_b[0], 1f })); GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light1_specular_Colour_r[0], View.light1_specular_Colour_g[0], View.light1_specular_Colour_b[0], 1f })); GL11.glLightf(GL11.GL_LIGHT0, GL11.GL_LINEAR_ATTENUATION, .001f); GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light2_Colour_r[0], View.light2_Colour_g[0], View.light2_Colour_b[0], 1f })); GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light2_specular_Colour_r[0], View.light2_specular_Colour_g[0], View.light2_specular_Colour_b[0], 1f })); GL11.glLightf(GL11.GL_LIGHT1, GL11.GL_LINEAR_ATTENUATION, .001f); GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light3_Colour_r[0], View.light3_Colour_g[0], View.light3_Colour_b[0], 1f })); GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light3_specular_Colour_r[0], View.light3_specular_Colour_g[0], View.light3_specular_Colour_b[0], 1f })); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, .001f); GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light4_Colour_r[0], View.light4_Colour_g[0], View.light4_Colour_b[0], 1f })); GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light4_specular_Colour_r[0], View.light4_specular_Colour_g[0], View.light4_specular_Colour_b[0], 1f })); GL11.glLightf(GL11.GL_LIGHT3, GL11.GL_LINEAR_ATTENUATION, .001f); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE); GL11.glMaterialfv(GL11.GL_FRONT, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { 1.0f, 1.0f, 1.0f, 1.0f })); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 128f); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); if (fsGlossId == -1) { vsGlossId = loadGlossVertexShader(); fsGlossId = loadGlossFragmentShader(); if (pGlossId == -1 && vsGlossId != -1 && fsGlossId != -1) { pGlossId = GL20.glCreateProgram(); GL20.glAttachShader(pGlossId, vsGlossId); GL20.glAttachShader(pGlossId, fsGlossId); GL20.glLinkProgram(pGlossId); GL20.glValidateProgram(pGlossId); baseImageLoc = GL20.glGetUniformLocation(pGlossId, "colorMap"); //$NON-NLS-1$ glossMapLoc = GL20.glGetUniformLocation(pGlossId, "glossMap"); //$NON-NLS-1$ cubeMapLoc = GL20.glGetUniformLocation(pGlossId, "cubeMap"); //$NON-NLS-1$ cubeMapMatteLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMatte"); //$NON-NLS-1$ cubeMapMetalLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMetal"); //$NON-NLS-1$ alphaSwitchLoc = GL20.glGetUniformLocation(pGlossId, "alphaSwitch"); //$NON-NLS-1$ normalSwitchLoc = GL20.glGetUniformLocation(pGlossId, "normalSwitch"); //$NON-NLS-1$ noTextureSwitch = GL20.glGetUniformLocation(pGlossId, "noTextureSwitch"); //$NON-NLS-1$ noGlossMapSwitch = GL20.glGetUniformLocation(pGlossId, "noGlossMapSwitch"); //$NON-NLS-1$ cubeMapSwitch = GL20.glGetUniformLocation(pGlossId, "cubeMapSwitch"); //$NON-NLS-1$ noLightSwitch = GL20.glGetUniformLocation(pGlossId, "noLightSwitch"); //$NON-NLS-1$ } } }
Example 12
Source File: RenderState.java From OpenPeripheral-Addons with MIT License | 4 votes |
public void setPointSize(final float pointSize) { if (pointSize != this.pointSize) { GL11.glPointSize(pointSize); this.pointSize = pointSize; } }
Example 13
Source File: ImmediateModeOGLRenderer.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * @see org.newdawn.slick.opengl.renderer.SGL#glPointSize(float) */ public void glPointSize(float size) { GL11.glPointSize(size); }