本文整理汇总了Java中org.lwjgl.util.glu.Sphere类的典型用法代码示例。如果您正苦于以下问题:Java Sphere类的具体用法?Java Sphere怎么用?Java Sphere使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Sphere类属于org.lwjgl.util.glu包,在下文中一共展示了Sphere类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: init
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override
public void init(FMLInitializationEvent e) {
super.init(e);
{
Sphere sphere = new Sphere();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.setOrientation(GLU.GLU_OUTSIDE);
defierSphereIdOutside = GL11.glGenLists(1);
GL11.glNewList(defierSphereIdOutside, GL11.GL_COMPILE);
sphere.draw(0.5F, 30, 30);
GL11.glEndList();
sphere.setOrientation(GLU.GLU_INSIDE);
defierSphereIdInside = GL11.glGenLists(1);
GL11.glNewList(defierSphereIdInside, GL11.GL_COMPILE);
sphere.draw(0.5F, 30, 30);
GL11.glEndList();
}
ClientRegistry.bindTileEntitySpecialRenderer(DefierTileEntity.class, new DefierTESR());
ClientRegistry.bindTileEntitySpecialRenderer(EnergyProviderTileEntity.class, new EnergyProviderTESR());
}
示例2: bake
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void bake() {
//--------------------Sphere--------------------//
sphere = addDraw(new Sphere(), GLU.GLU_FILL, GLU.GLU_FLAT, form -> form.draw(1F, 16, 16));
//---------------------Cube---------------------//
cube = addDraw(new Cube(), GLU.GLU_FILL, GLU.GLU_FLAT, Cube::draw);
//-----------------Json Models-----------------//
for(BlockBaker model : BlockBaker.values()) {
try {
model.bake();
} catch(Exception e) {
Solar.LOG.fatal("[Model Bakery] Failed to bake json model: " + model.getLocation().toString());
e.printStackTrace();
}
}
Solar.LOG.info("[PIE HAS BEEN SUCCESSFULLY BAKED!]");
}
示例3: drawSphere
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void drawSphere(double x, double y, double z, float size, int slices, int stacks) {
final Sphere s = new Sphere();
GL11.glPushMatrix();
GL11.glBlendFunc(770, 771);
GL11.glEnable(GL_BLEND);
GL11.glLineWidth(1.2F);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL_DEPTH_TEST);
GL11.glDepthMask(false);
s.setDrawStyle(GLU.GLU_SILHOUETTE);
GL11.glTranslated(x - RenderManager.renderPosX, y - RenderManager.renderPosY, z - RenderManager.renderPosZ);
s.draw(size, slices, stacks);
GL11.glLineWidth(2.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL_BLEND);
GL11.glPopMatrix();
}
示例4: drawCircle
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public void drawCircle(ResourceLocation texture) {
Sphere sphere = new Sphere();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.setOrientation(GLU.GLU_OUTSIDE);
sphereId = GL11.glGenLists(1);
GL11.glNewList(sphereId, GL11.GL_COMPILE);
Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
sphere.draw(0.5F, 32, 32);
GL11.glEndList();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.setOrientation(GLU.GLU_INSIDE);
secondSphereId = GL11.glGenLists(2);
GL11.glNewList(secondSphereId, GL11.GL_COMPILE);
Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
sphere.draw(0.49F, 32, 32);
GL11.glEndList();
}
示例5: renderSelf
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
super.renderSelf( options );
glColorMaterial( GL_FRONT, GL_DIFFUSE );
color4f( MoleculeShapesColor.LONE_PAIR_ELECTRON.get() );
new Sphere().draw( 0.1f, 10, 10 );
}
示例6: renderSelf
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
super.renderSelf( options );
// TODO: add a specular component. noted 1f [0,128]
glColorMaterial( GL_FRONT, GL_DIFFUSE );
LWJGLUtils.color4f( color.get() );
new Sphere().draw( radius, MoleculeShapesProperties.sphereSamples.get(), MoleculeShapesProperties.sphereSamples.get() );
}
示例7: renderSelf
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
super.renderSelf( options );
// red sphere TODO cleanup
GL11.glPushMatrix();
Vector3F center = getBallCenter();
GL11.glTranslatef( center.x, center.y, center.z );
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT, GL_DIFFUSE );
glEnable( GL_CULL_FACE );
glEnable( GL_LIGHTING );
GL11.glColor4f( 0.6f, 0, 0, 1 );
new Sphere().draw( BALL_RADIUS, 25, 25 );
glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );
GL11.glColor4f( 1, 0, 0, 0.4f );
new Sphere().draw( BALL_RADIUS, 25, 25 );
glEnable( GL_DEPTH_TEST );
glDisable( GL_COLOR_MATERIAL );
glDisable( GL_CULL_FACE );
GL11.glPopMatrix();
// render the back-facing parts
handleMesh.setMaterial( new ColorMaterial( 1, 1, 1, 0.2f ) );
glFrontFace( GL_CW );
handleMesh.render( options );
// then switch back to normal
glFrontFace( GL_CCW );
handleMesh.setMaterial( new ColorMaterial( 1, 1, 1, 0.4f ) );
}
示例8: paintPointCloud
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
private void paintPointCloud(PointCloud pointCloud) {
Sphere s = new Sphere();
//Use the color
GL11.glColor4d(pointCloud.color.getRed()/255.0d, pointCloud.color.getGreen()/255.0d, pointCloud.color.getBlue()/255.0d, pointCloud.color.getAlpha()/255.0d);
for (Point3d p: pointCloud.points) {
GL11.glPushMatrix();
GL11.glTranslated(p.x,p.y,p.z);
s.draw(0.04f, 3, 3);
GL11.glPopMatrix();
}
}
示例9: Ball
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
* Creates a new ball.
*
* @param x the x position of the ball
* @param y the y position of the ball
* @param z the z position of the ball
* @param textureName the texture to apply to the ball
* @param radius the radius of the ball
*/
public Ball(float x, float y, float z, String textureName, float radius)
{
super(x, y, z, textureName);
this.sphere = new Sphere();
this.body = new SpherePhysicsBody(new Vector3f(x, y, z), radius, 1.0f);
displayListId = glGenLists(1);
glNewList(displayListId, GL_COMPILE);
{
glBegin(GL_SPHERE_MAP);
{
FloatBuffer materialColor = BufferConverter.asFloatBuffer(new float[] {0.7f, 0.7f, 0.7f, 1.0f});
FloatBuffer materialSpecular = BufferConverter.asFloatBuffer(new float[] {1.0f, 0.75f, 0.75f, 1.0f});
FloatBuffer materialShininess = BufferConverter.asFloatBuffer(new float[] {30.0f, 0.0f, 0.0f, 0.0f});
glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
glMaterial(GL_FRONT, GL_SPECULAR, materialSpecular);
glMaterial(GL_FRONT, GL_SHININESS, materialShininess);
sphere.draw(radius, 40, 40);
}
glEnd();
}
glEndList();
}
示例10: renderStatic
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
* Renders the planet by itself without calculating orbits or anything.
* Used for rendering planets on gui buttons.
*/
public void renderStatic(Minecraft mc) {
ResourceLocation img = new ResourceLocation("futurecraft", surfacePath);
mc.getTextureManager().bindTexture(img);
glColor3f(1, 1, 1);
Sphere sphere = new Sphere();
sphere.setTextureFlag(true);
sphere.draw(10, 25, 25);
}
示例11: render
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public void render(float x, float y, float z) {
glPushMatrix();
glTranslatef(x, y, z);
Sphere s = new Sphere();
s.draw(radius, 16, 16);
glPopMatrix();
}
示例12: drawSphere
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void drawSphere(int facets)
{
Sphere s = new Sphere(); // an LWJGL class
s.setOrientation(GLU.GLU_OUTSIDE); // normals point outwards
s.setTextureFlag(true); // generate texture coords
// GL11.glPushMatrix();
// {
// GL11.glRotatef(-90f, 1,0,0); // rotate the sphere to align the axis vertically
s.draw(1, facets, facets); // run GL commands to draw sphere
// }
// GL11.glPopMatrix();
}
示例13: renderSphere
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void renderSphere(double x, double y, double z, double r, double g, double b, double alpha, float radius) {
GL11.glPushMatrix();
FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/weapons/textures/models/dynamiclyColor.png");
RenderUtils.color(r, g, b, alpha);
GL11.glTranslated(x, y, z);
Sphere s = new Sphere();
s.draw(radius, 32, 16);
GL11.glPopMatrix();
}
示例14: render
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
* Render's an awesome star.
*/
public void render(Camera cam, float time) {
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer renderer = tessellator.getWorldRenderer();
//draw the star itself
glPushMatrix();
GlStateManager.disableLighting();
GlStateManager.disableTexture2D();
glTranslatef(0, 0, 0);
glColor3f(2.0f, 2.0f, 2.0f);
Sphere sphere = new Sphere();
sphere.setTextureFlag(false);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.draw((this.physical.diameter / 1000000) * 2, 100, 100);
glPopMatrix();
//draw the star glow
glPushMatrix();
GlStateManager.enableTexture2D();
glBlendFunc(GL_ONE, GL_ONE);
Textures.loadTexture("textures/environment/star_glow.png");
glRotatef((float)-cam.rot.x, 0, 1, 0);
glRotatef((float)-cam.rot.y, 1, 0, 0);
float glowSize = ((this.physical.diameter / 1000000) * 2) * 20;
renderer.startDrawingQuads();
renderer.setColorRGBA(255, 255, 255, 255);
renderer.addVertexWithUV(-glowSize, -glowSize, 0, 0, 1);
renderer.addVertexWithUV(glowSize, -glowSize, 0, 1, 1);
renderer.addVertexWithUV(glowSize, glowSize, 0, 1, 0);
renderer.addVertexWithUV(-glowSize, glowSize, 0, 0, 0);
tessellator.draw();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPopMatrix();
GlStateManager.enableLighting();
GlStateManager.enableTexture2D();
this.renderChildren(cam, time);
}
示例15: registerRenderInformation
import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override
public void registerRenderInformation() {
Sphere sphere = new Sphere();
// GLU_POINT will render it as dots.
// GLU_LINE will render as wireframe
// GLU_SILHOUETTE will render as ?shadowed? wireframe
// GLU_FILL as a solid.
sphere.setDrawStyle(GLU.GLU_FILL);
// GLU_SMOOTH will try to smoothly apply lighting
// GLU_FLAT will have a solid brightness per face, and will not shade.
// GLU_NONE will be completely solid, and probably will have no depth to
// it's appearance.
sphere.setNormals(GLU.GLU_SMOOTH);
// GLU_INSIDE will render as if you are inside the sphere, making it
// appear inside out.(Similar to how ender portals are rendered)
sphere.setOrientation(GLU.GLU_OUTSIDE);
sphere.setTextureFlag(true);
// Simple 1x1 red texture to serve as the spheres skin, the only pixel
// in this image is red.
// sphereID is returned from our sphereID() method
sphereID = GL11.glGenLists(1);
// Create a new list to hold our sphere data.
GL11.glNewList(sphereID, GL11.GL_COMPILE);
// Offset the sphere by it's radius so it will be centered
GL11.glTranslatef(0.50F, 0.50F, 0.50F);
sphere.draw(0.5F, 12, 24);
// Drawing done, unbind our texture
// Tell LWJGL that we are done creating our list.
GL11.glEndList();
Sphere sphereInside = new Sphere();
sphereInside.setDrawStyle(GLU.GLU_FILL);
sphereInside.setNormals(GLU.GLU_NONE);
sphereInside.setOrientation(GLU.GLU_INSIDE);
sphereInside.setTextureFlag(true);
sphereID2 = GL11.glGenLists(1);
GL11.glNewList(sphereID2, GL11.GL_COMPILE);
GL11.glTranslatef(0.50F, 0.50F, 0.50F);
sphereInside.draw(0.5F, 12, 24);
GL11.glEndList();
}