本文整理汇总了Java中org.lwjgl.util.glu.Sphere.setNormals方法的典型用法代码示例。如果您正苦于以下问题:Java Sphere.setNormals方法的具体用法?Java Sphere.setNormals怎么用?Java Sphere.setNormals使用的例子?那么, 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.util.glu.Sphere
的用法示例。
在下文中一共展示了Sphere.setNormals方法的6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; //导入方法依赖的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: drawCircle
import org.lwjgl.util.glu.Sphere; //导入方法依赖的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3: render
import org.lwjgl.util.glu.Sphere; //导入方法依赖的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4: registerRenderInformation
import org.lwjgl.util.glu.Sphere; //导入方法依赖的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();
}
示例5: initialize
import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
@Override
public void initialize() {
ambient = allocFloats(colorDefaultDiffuse);
diffuse = allocFloats(colorDefaultDiffuse);
specular = allocFloats(colorDefaultSpecular);
shininess = allocFloats(new float[]{32.0f, 0.0f, 0.0f, 0.0f});
light = allocFloats(colorDefaultLight);
lightPos0 = allocFloats(lightDefaultPos0);
lightPos1 = allocFloats(lightDefaultPos1);
display_list = GL11.glGenLists(1);
GL11.glNewList(display_list, GL11.GL_COMPILE);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_LIGHT1);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT, ambient);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, diffuse);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, specular);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SHININESS, shininess);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, light);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPos0);
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPos1);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
Sphere s = new Sphere();
s.setDrawStyle(GLU.GLU_FILL);
s.setNormals(GLU.GLU_SMOOTH);
s.draw(3.8f, 100, 100);
GL11.glDisable(GL11.GL_LIGHT1);
GL11.glDisable(GL11.GL_LIGHT0);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEndList();
}
示例6: main
import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
public static void main(String[] args) {
G3D.init(800, 600);
Texture.enable();
// Texture tex = Texture.fromFile("res/16079.jpg", false);
Texture tex = Texture.fromFile("res/earthmap1k.jpg", false);
Sphere sphere = new Sphere();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setTextureFlag(true);
sphere.setNormals(GLU.GLU_SMOOTH);
int sphereId = glGenLists(1);
glNewList(sphereId, GL_COMPILE);
tex.use();
sphere.draw(2.3f, 50, 50);
tex.stop();
glEndList();
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
G3D.loop(30, () -> {
glTranslatef(0, 0, z);
glRotatef(angle++, 0, 1, 0);
glCallList(sphereId);
if (dir) {
z--;
if (z < -80) {
dir = false;
}
} else {
z++;
if (z > -10) {
dir = true;
}
}
});
}