本文整理汇总了Java中org.lwjgl.opengl.GL11.glBegin方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glBegin方法的具体用法?Java GL11.glBegin怎么用?Java GL11.glBegin使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glBegin方法的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: renderChunk
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void renderChunk(Chunk chunk) {
if (!chunk.isUpdate()) {
if (chunks.containsKey(chunk.getId())) GL11.glDeleteLists(chunks.get(chunk.getId()), 1);
else chunks.put(chunk.getId(), GL11.glGenLists(1));
GL11.glNewList(chunks.get(chunk.getId()), GL11.GL_COMPILE);
GL11.glBegin(GL11.GL_QUADS);
Block[][][] blocks = chunk.getBlocks();
for (int x = 0; x < 16; x++)
for (int y = 0; y < 32; y++)
for (int z = 0; z < 16; z++)
renderBlock(blocks[x][y][z], chunk.getLocation().clone().add(x, y, z));
GL11.glEnd();
GL11.glEndList();
chunk.setUpdate(true);
}
// Draw the chunk.
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glCullFace(GL11.GL_BACK);
GL11.glCallList(chunks.get(chunk.getId()));
GL11.glDisable(GL11.GL_CULL_FACE);
}
示例2: drawGradientBorderedRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientBorderedRect(double x, double y, double x2, double y2, float l1, int col1, int col2, int col3) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glPushMatrix();
RenderUtils.glColor(col1);
GL11.glLineWidth((float)1.0f);
GL11.glBegin((int)1);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glEnd();
GL11.glPopMatrix();
RenderUtils.drawGradientRect(x, y, x2, y2, col2, col3);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例3: drawFullCircle
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawFullCircle(int cx, int cy, double r, int c) {
r *= 2.0;
cx *= 2;
cy *= 2;
float f = (float)(c >> 24 & 255) / 255.0f;
float f1 = (float)(c >> 16 & 255) / 255.0f;
float f2 = (float)(c >> 8 & 255) / 255.0f;
float f3 = (float)(c & 255) / 255.0f;
RenderUtils.enableGL2D();
GL11.glScalef((float)0.5f, (float)0.5f, (float)0.5f);
GL11.glColor4f((float)f1, (float)f2, (float)f3, (float)f);
GL11.glBegin((int)6);
int i = 0;
while (i <= 360) {
double x = Math.sin((double)i * 3.141592653589793 / 180.0) * r;
double y = Math.cos((double)i * 3.141592653589793 / 180.0) * r;
GL11.glVertex2d((double)((double)cx + x), (double)((double)cy + y));
++i;
}
GL11.glEnd();
GL11.glScalef((float)2.0f, (float)2.0f, (float)2.0f);
RenderUtils.disableGL2D();
}
示例4: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Game loop render
*/
public void render() {
Color.white.bind();
texture.bind(); // or GL11.glBind(texture.getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0,0);
GL11.glVertex2f(100,100);
GL11.glTexCoord2f(1,0);
GL11.glVertex2f(100+texture.getTextureWidth(),100);
GL11.glTexCoord2f(1,1);
GL11.glVertex2f(100+texture.getTextureWidth(),100+texture.getTextureHeight());
GL11.glTexCoord2f(0,1);
GL11.glVertex2f(100,100+texture.getTextureHeight());
GL11.glEnd();
font.drawString(150, 300, "HELLO LWJGL WORLD", Color.yellow);
}
示例5: drawFullCircle
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawFullCircle(float cx, float cy, float r, int c) {
r *= 2.0;
cx *= 2;
cy *= 2;
float f = (float)(c >> 24 & 255) / 255.0f;
float f1 = (float)(c >> 16 & 255) / 255.0f;
float f2 = (float)(c >> 8 & 255) / 255.0f;
float f3 = (float)(c & 255) / 255.0f;
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glScalef((float)0.5f, (float)0.5f, (float)0.5f);
GL11.glColor4f((float)f1, (float)f2, (float)f3, (float)f);
GL11.glBegin((int)6);
int i = 0;
while (i <= 360) {
double x = Math.sin((double)i * 3.141592653589793 / 180.0) * r;
double y = Math.cos((double)i * 3.141592653589793 / 180.0) * r;
GL11.glVertex2d((double)((double)cx + x), (double)((double)cy + y));
++i;
}
GL11.glEnd();
GL11.glScalef((float)2.0f, (float)2.0f, (float)2.0f);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例6: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientRect(float x, float y, float x1, float y1, int topColor, int bottomColor) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glShadeModel((int)7425);
GL11.glBegin((int)7);
RenderUtils.glColor(topColor);
GL11.glVertex2f((float)x, (float)y1);
GL11.glVertex2f((float)x1, (float)y1);
RenderUtils.glColor(bottomColor);
GL11.glVertex2f((float)x1, (float)y);
GL11.glVertex2f((float)x, (float)y);
GL11.glEnd();
GL11.glShadeModel((int)7424);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例7: drawOutlinedBox
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawOutlinedBox(AxisAlignedBB boundingBox) {
if (boundingBox == null) {
return;
}
GL11.glBegin((int)3);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glEnd();
GL11.glBegin((int)3);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glEnd();
GL11.glBegin((int)1);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.maxZ, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glVertex3d((double)boundingBox.minX, (double)boundingBox.maxZ, (double)boundingBox.maxZ);
GL11.glEnd();
}
示例8: drawLogoutSpotTracer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawLogoutSpotTracer(LogoutSpot l)
{
try
{
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDepthMask(false);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_BLEND);
GL11.glLineWidth(1.5F);
GL11.glColor3d(l.red, l.green, l.blue);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex3d(0, 0, 0);
GL11.glVertex3d(l.dX + 0.5, l.dY + 0.5, l.dZ + 0.5);
GL11.glEnd();
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glPopMatrix();
}catch(Exception e) {}
}
示例9: drawComposite
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawComposite()
{
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0F, 0.0F);
GL11.glVertex3f(0.0F, 0.0F, 0.0F);
GL11.glTexCoord2f(1.0F, 0.0F);
GL11.glVertex3f(1.0F, 0.0F, 0.0F);
GL11.glTexCoord2f(1.0F, 1.0F);
GL11.glVertex3f(1.0F, 1.0F, 0.0F);
GL11.glTexCoord2f(0.0F, 1.0F);
GL11.glVertex3f(0.0F, 1.0F, 0.0F);
GL11.glEnd();
}
示例10: onRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender() {
if(this.isEnabled()) {
GL11.glPushMatrix();
GL11.glLineWidth(2F);
GL11.glBlendFunc(770, 771);
GL11.glEnable(GL_BLEND);
GL11.glLineWidth(1.0F);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL_DEPTH_TEST);
GL11.glDepthMask(false);
GL11.glBegin(GL11.GL_LINE_STRIP);
for(double[] pos : positionsList) {
double distance = posit(Math.hypot(pos[0] - RenderManager.renderPosX, pos[1] - RenderManager.renderPosY));
if(distance > 100) continue;
GL11.glColor4f(0.0F, 1.0F, 0.0F, 1.0F - (float)(distance / 100D));
GL11.glVertex3d(pos[0] - RenderManager.renderPosX, pos[1] - RenderManager.renderPosY, pos[2] - RenderManager.renderPosZ);
}
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL_BLEND);
GL11.glPopMatrix();
}
}
示例11: renderSymbol
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderSymbol()
{
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex2f(0.0f, -radius*0.5f);
GL11.glVertex2f(0.0f, radius*0.5f);
GL11.glEnd();
}
示例12: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientRect(double x, double y, double x2, double y2, int col1, int col2)
{
float f = (float)(col1 >> 24 & 0xFF) / 255F;
float f1 = (float)(col1 >> 16 & 0xFF) / 255F;
float f2 = (float)(col1 >> 8 & 0xFF) / 255F;
float f3 = (float)(col1 & 0xFF) / 255F;
float f4 = (float)(col2 >> 24 & 0xFF) / 255F;
float f5 = (float)(col2 >> 16 & 0xFF) / 255F;
float f6 = (float)(col2 >> 8 & 0xFF) / 255F;
float f7 = (float)(col2 & 0xFF) / 255F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor4f(f1, f2, f3, f);
GL11.glVertex2d(x2, y);
GL11.glVertex2d(x, y);
GL11.glColor4f(f5, f6, f7, f4);
GL11.glVertex2d(x, y2);
GL11.glVertex2d(x2, y2);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glShadeModel(GL11.GL_FLAT);
}
示例13: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render()
{
//Line
GL11.glLineWidth(1.0f);
GL11.glColor3f(0.0f, 0.0f, 0.0f);
GL11.glBegin(GL11.GL_LINES);
GraphicsUtil.glVertex(a.pos);
GraphicsUtil.glVertex(b.pos);
GL11.glEnd();
//Arrow
if (type == Type.END && abLen > ARROW_LENGTH)
{
Vec3 n = Vec3.sub(Main.instance().getCamera().pos, b.pos).cross(ab).normalize();
GL11.glBegin(GL11.GL_TRIANGLES);
GraphicsUtil.glVertex(Vec3.madd(b.pos, n, ARROW_WIDTH).madd(ab, -ARROW_LENGTH));
GraphicsUtil.glVertex(b.pos);
GraphicsUtil.glVertex(Vec3.madd(b.pos, n, -ARROW_WIDTH).madd(ab, -ARROW_LENGTH));
GL11.glEnd();
}
//Point
GL11.glPointSize(4.0f);
GL11.glBegin(GL11.GL_POINTS);
if (Main.instance().getFocus() == a) GL11.glColor3f(0.75f, 0.75f, 1.0f);
else GL11.glColor3f(0.0f, 0.0f, 0.0f);
GraphicsUtil.glVertex(a.pos);
if (type == Type.END)
{
if (Main.instance().getFocus() == b) GL11.glColor3f(0.75f, 0.75f, 1.0f);
else GL11.glColor3f(0.0f, 0.0f, 0.0f);
GraphicsUtil.glVertex(b.pos);
}
GL11.glEnd();
}
示例14: drawGradientHRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientHRect(float x, float y, float x1, float y1, int topColor, int bottomColor) {
RenderUtils.enableGL2D();
GL11.glShadeModel((int)7425);
GL11.glBegin((int)7);
RenderUtils.glColor(topColor);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
RenderUtils.glColor(bottomColor);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glEnd();
GL11.glShadeModel((int)7424);
RenderUtils.disableGL2D();
}
示例15: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(String text, Vec2 pos, float size, Alignment align)
{
LineMetrics metrics = font.getLineMetrics(text, frc);
GlyphVector vector = font.createGlyphVector(frc, text);
Rectangle2D bounds = vector.getLogicalBounds();
Vec2 rad = new Vec2((float)bounds.getWidth(), (float)bounds.getHeight()).mult(0.5f);
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, 0.0f);
GL11.glScalef(size, -size, 0.0f);
GL11.glTranslatef((align.x - 1.0f)*rad.x, (-align.y + 1.0f)*rad.y - metrics.getDescent(), 0.0f);
float[] coords = new float[6];
float loopX = 0.0f, loopY = 0.0f;
float px = 0.0f, py = 0.0f;
GL11.glBegin(GL11.GL_LINES);
for (PathIterator path = vector.getOutline().getPathIterator(identity); !path.isDone(); path.next())
{
int code = path.currentSegment(coords);
float x = coords[0], y = coords[1];
switch (code)
{
case PathIterator.SEG_MOVETO: //End segment and move to a new position.
px = x;
py = y;
loopX = x;
loopY = y;
break;
default: //Draw line from previous to current.
GL11.glVertex2f(px, py);
GL11.glVertex2f(x, y);
px = x;
py = y;
break;
case PathIterator.SEG_CLOSE: //Draw line to close loop.
GL11.glVertex2f(x, y);
GL11.glVertex2f(loopX, loopY);
px = 0.0f;
py = 0.0f;
loopX = 0.0f;
loopY = 0.0f;
break;
}
}
GL11.glEnd();
GL11.glPopMatrix();
}