本文整理汇总了Java中org.lwjgl.opengl.GL11.glEnd方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glEnd方法的具体用法?Java GL11.glEnd怎么用?Java GL11.glEnd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.glEnd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: drawBorderedRectReliant
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRectReliant(float x, float y, float x1, float y1, float lineWidth, int inside, int border) {
RenderUtils.enableGL2D();
RenderUtils.drawRect(x, y, x1, y1, inside);
RenderUtils.glColor(border);
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glLineWidth((float)lineWidth);
GL11.glBegin((int)3);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glVertex2f((float)x, (float)y);
GL11.glEnd();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
RenderUtils.disableGL2D();
}
示例2: renderDefaultChar
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Render a single character with the default.png font at current (posX,posY) location...
*/
private float renderDefaultChar(int p_78266_1_, boolean p_78266_2_)
{
int i = p_78266_1_ % 16 * 8;
int j = p_78266_1_ / 16 * 8;
int k = p_78266_2_ ? 1 : 0;
this.renderEngine.bindTexture(this.locationFontTexture);
float f = this.charWidth[p_78266_1_];
float f1 = 7.99F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f((float)i / 128.0F, (float)j / 128.0F);
GL11.glVertex3f(this.posX + (float)k, this.posY, 0.0F);
GL11.glTexCoord2f((float)i / 128.0F, ((float)j + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX - (float)k, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, (float)j / 128.0F);
GL11.glVertex3f(this.posX + f1 - 1.0F + (float)k, this.posY, 0.0F);
GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, ((float)j + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX + f1 - 1.0F - (float)k, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return f;
}
示例3: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
void render()
{
GL11.glLineWidth(1.0f);
GL11.glColor3f(COLOR, COLOR, COLOR);
GL11.glBegin(GL11.GL_LINES);
for (int ix = -WIDTH; ix <= WIDTH; ix++)
{
float x = ix*SIZE;
GL11.glVertex3f(x, FLOOR_HEIGHT, -REAL_WIDTH);
GL11.glVertex3f(x, FLOOR_HEIGHT, REAL_WIDTH);
}
for (int iz = -WIDTH; iz <= WIDTH; iz++)
{
float z = iz*SIZE;
GL11.glVertex3f(-REAL_WIDTH, FLOOR_HEIGHT, z);
GL11.glVertex3f(REAL_WIDTH, FLOOR_HEIGHT, z);
}
GL11.glEnd();
}
示例4: drawGradientBorderedRectReliant
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientBorderedRectReliant(float x, float y, float x1, float y1, float lineWidth, int border, int bottom, int top) {
RenderUtils.enableGL2D();
RenderUtils.drawGradientRect(x, y, x1, y1, top, bottom);
RenderUtils.glColor(border);
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glLineWidth((float)lineWidth);
GL11.glBegin((int)3);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glVertex2f((float)x, (float)y);
GL11.glEnd();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
RenderUtils.disableGL2D();
}
示例5: 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6: onWorldDraw
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void onWorldDraw(float delta, float x, float y, float z) {
float mx, my, mz;
if (!safeShow) return;
if (--safeUpdate < 0) {
safeUpdate = 13;
reCheckSafe(fix(x), fix(y), fix(z));
}
if (safeGhost) GL11.glDisable(GL11.GL_DEPTH_TEST);
else GL11.glEnable( GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_FOG);
GL11.glBegin(GL11.GL_LINES);
for (int i = 0; i < safeCur; ++i) {
Vec3i pos = safePoses[i];
Color color = safeMarks[i];
GL11.glColor3ub(color.rb, color.gb, color.bb);
mx = pos.getX() - x; my = pos.getY() - y; mz = pos.getZ() - z;
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.9f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.9f);
}
GL11.glEnd();
}
示例7: 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) {
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)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);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例8: flushBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* 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;
}
示例9: drawChar
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Draws the character.
*
* @param character The character to be drawn.
* @param characterData The character texture set to be used.
*/
private void drawChar(char character, CharacterData[] characterData, float x, float y) {
// The char data that stores the character data.
CharacterData charData = characterData[character];
// Binds the character data texture.
charData.bind();
GL11.glPushMatrix();
// Enables blending.
GL11.glEnable(GL11.GL_BLEND);
// Sets the blending function.
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
// Begins drawing the quad.
GL11.glBegin(GL11.GL_QUADS); {
// Maps out where the texture should be drawn.
GL11.glTexCoord2f(0, 0);
GL11.glVertex2d(x, y);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2d(x, y + charData.height);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2d(x + charData.width, y + charData.height);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2d(x + charData.width, y);
}
// Ends the quad.
GL11.glEnd();
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
// Binds the opengl texture by the texture id.
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
}
示例10: 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11: drawBorderedRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRect(final float x, final float y,
final float x2, final float y2, final float l1, final int col1,
final int col2) {
drawRect(x, y, x2, y2, col2);
final float f = (col1 >> 24 & 0xFF) / 255F;
final float f1 = (col1 >> 16 & 0xFF) / 255F;
final float f2 = (col1 >> 8 & 0xFF) / 255F;
final float f3 = (col1 & 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.glPushMatrix();
GL11.glColor4f(f1, f2, f3, f);
GL11.glLineWidth(l1);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x, y2);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x2, y);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x2, y);
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);
}
示例12: 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) {
RenderUtils.enableGL2D();
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);
RenderUtils.disableGL2D();
}
示例13: drawK
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void drawK(float scale, float startX, float y)
{
convert(scale * (startX - 0.5f), scale * (y),scale * (startX - 0.5f), scale * (y - 1.1f));
GL11.glLineWidth(3.5f);
GL11.glBegin(GL11.GL_LINE_STRIP);
GL11.glEnable(GL11.GL_LINE_WIDTH);
GL11.glVertex2f(scale * (startX - 0.4f), scale * (y-0.45f));
GL11.glVertex2f(scale * (startX), scale * (y - 1));
GL11.glVertex2f(scale * (startX - 0.4f), scale * (y-0.45f));
GL11.glVertex2f(scale * (startX), scale * (y - 0.1f));
GL11.glEnd();
}
示例14: drawScreen
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
// middle
int middleX = width / 2;
int middleY = height / 2;
// background positions
int x1 = middleX - 100;
int y1 = middleY + 15;
int x2 = middleX + 100;
int y2 = middleY + 26;
// background
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glColor4f(0, 0, 0, 0.5F);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex2d(x1, y1);
GL11.glVertex2d(x2, y1);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x1, y2);
}
GL11.glEnd();
GL11.glColor4f(1, 1, 1, 1);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
// name field
nameField.drawTextBox();
// buttons
super.drawScreen(mouseX, mouseY, partialTicks);
}
示例15: renderTileEntityAt
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderTileEntityAt(TileEntityPictureFrameMultiple frame, double x, double y, double z,
float partialTicks, int destroyStage) {
if (frame.shouldrender) {
// 1:normal 2:failtoload 3:loding
int rendertype = 0;
if (frame.istextureLoaded()) {
if (frame.textureID != -1) {
rendertype = 1;
}
} else {
if (frame.hasImageName()) {
if (frame.canLoadImage()) {
frame.loadImage();
}
if (frame.isFailed()) {
rendertype = 2;
} else {
rendertype = 3;
}
}
}
//render
if (rendertype > 0) {
boolean flippedX = false;
boolean flippedY = false;
GlStateManager.enableBlend();
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GlStateManager.disableLighting();
GlStateManager.color(1, 1, 1, 1);
switch (rendertype) {
case 1:
GlStateManager.bindTexture(frame.textureID);
break;
case 2:
Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.FailToLoadImage);
break;
case 3:
Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.LODINGIMAGE);
break;
default:
return;
}
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GlStateManager.pushMatrix();
GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
EnumFacing direction = EnumFacing.getFront(frame.getBlockMetadata() & 3);
EnumStateType stateType = EnumStateType.HANDGING;
applyDirection(direction);
GlStateManager.enableRescaleNormal();
GL11.glTranslated(0, (frame.height - 1) * 0.5, (frame.width - 1) * -0.5);
GL11.glScaled(1, frame.height - 0.4, frame.width - 0.4);
GL11.glTranslated(-0.93, 0, 0);
GL11.glBegin(GL11.GL_POLYGON);
GL11.glNormal3f(1.0f, 0.0F, 0.0f);
GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 0 : 1, 0);
GL11.glVertex3f(0.5F, -0.5f, -0.5f);
GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 1 : 0, 0);
GL11.glVertex3f(0.5f, 0.5f, -0.5f);
GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 1 : 0, 0);
GL11.glVertex3f(0.5f, 0.5f, 0.5f);
GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 0 : 1, 0);
GL11.glVertex3f(0.5f, -0.5f, 0.5f);
GL11.glEnd();
GlStateManager.popMatrix();
GlStateManager.disableRescaleNormal();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
}
}
}