protected void initGLState() {
    System.err.println("GL_VENDOR: " + glGetString(GL_VENDOR));
    System.err.println("GL_RENDERER: " + glGetString(GL_RENDERER));
    System.err.println("GL_VERSION: " + glGetString(GL_VERSION));

    // setup ogl
    FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] {5.0f, 5.0f, 10.0f, 0.0f});
    FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] {0.8f, 0.1f, 0.0f, 1.0f});
    FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] {0.0f, 0.8f, 0.2f, 1.0f});
    FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] {0.2f, 0.2f, 1.0f, 1.0f});

    pos.flip();
    red.flip();
    green.flip();
    blue.flip();

    glLightfv(GL_LIGHT0, GL_POSITION, pos);
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_DEPTH_TEST);

    /* make the gears */
    gear1 = glGenLists(1);
    glNewList(gear1, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
    gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
    glEndList();

    gear2 = glGenLists(1);
    glNewList(gear2, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
    gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
    glEndList();

    gear3 = glGenLists(1);
    glNewList(gear3, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
    gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
    glEndList();

    glEnable(GL_NORMALIZE);

    glMatrixMode(GL_PROJECTION);

    float h = (float) 300 / (float) 300;
    glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -40.0f);
  }
Beispiel #2
0
  private static void initialize() {
    if (!initialized) {
      initialized = true;

      starGLCallList = GLAllocation.generateDisplayLists(3);
      GL11.glPushMatrix();
      GL11.glNewList(starGLCallList, GL11.GL_COMPILE);
      renderStars();
      GL11.glEndList();
      GL11.glPopMatrix();
      Tessellator tessellator = Tessellator.instance;
      glSkyList = starGLCallList + 1;
      GL11.glNewList(glSkyList, GL11.GL_COMPILE);
      byte b2 = 64;
      int i = 256 / b2 + 2;
      float f = 16.0F;
      int j;
      int k;

      for (j = -b2 * i; j <= b2 * i; j += b2) {
        for (k = -b2 * i; k <= b2 * i; k += b2) {
          tessellator.startDrawingQuads();
          tessellator.addVertex((j + 0), f, (k + 0));
          tessellator.addVertex((j + b2), f, (k + 0));
          tessellator.addVertex((j + b2), f, (k + b2));
          tessellator.addVertex((j + 0), f, (k + b2));
          tessellator.draw();
        }
      }

      GL11.glEndList();
      glSkyList2 = starGLCallList + 2;
      GL11.glNewList(glSkyList2, GL11.GL_COMPILE);
      f = -16.0F;
      tessellator.startDrawingQuads();

      for (j = -b2 * i; j <= b2 * i; j += b2) {
        for (k = -b2 * i; k <= b2 * i; k += b2) {
          tessellator.addVertex((j + b2), f, (k + 0));
          tessellator.addVertex((j + 0), f, (k + 0));
          tessellator.addVertex((j + 0), f, (k + b2));
          tessellator.addVertex((j + b2), f, (k + b2));
        }
      }

      tessellator.draw();
      GL11.glEndList();
    }
  }
  @Override
  protected void doFlush() {
    // TODO: Use fallback material modes for this
    if (!(activeMaterial.getShader() instanceof BasicShader)) {
      throw new IllegalStateException("Need Basic Shader in 1.1 mode");
    }

    GL11.glNewList(displayList, GL11.GL_COMPILE);
    ((BasicShader) activeMaterial.getShader()).assign(true);
    GL11.glPushMatrix();
    GL11.glBegin(renderMode);
    for (int i = 0; i < numVerticies; i += 1) {
      int index = i * 4;
      if (useColors) {
        GL11.glColor3f(
            colorBuffer.get(index), colorBuffer.get(index + 1), colorBuffer.get(index + 2));
      }
      if (useNormals) {
        GL11.glNormal3f(
            normalBuffer.get(index), normalBuffer.get(index + 1), normalBuffer.get(index + 2));
      }
      if (useTextures) {
        GL11.glTexCoord2f(uvBuffer.get((i * 2)), uvBuffer.get((i * 2) + 1));
      }
      GL11.glVertex4f(
          vertexBuffer.get(index),
          vertexBuffer.get(index + 1),
          vertexBuffer.get(index + 2),
          vertexBuffer.get(index + 3));
    }
    GL11.glEnd();
    GL11.glPopMatrix();
    GL11.glEndList();
  }
Beispiel #4
0
  /**
   * <code>buildDisplayList</code> sets up the 256 display lists that are used to render each font
   * character. Each list quad is 16x16, as defined by the font image size.
   */
  public void buildDisplayList() {
    float cx;
    float cy;

    base = GL11.glGenLists(256);

    for (int loop = 0; loop < 256; loop++) {
      cx = (loop % 16) / 16.0f;
      cy = (loop / 16) / 16.0f;

      GL11.glNewList(base + loop, GL11.GL_COMPILE);
      GL11.glBegin(GL11.GL_QUADS);
      GL11.glTexCoord2f(cx, 1 - cy - 0.0625f);
      GL11.glVertex2i(0, 0);
      GL11.glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f);
      GL11.glVertex2i(16, 0);
      GL11.glTexCoord2f(cx + 0.0625f, 1 - cy);
      GL11.glVertex2i(16, 16);
      GL11.glTexCoord2f(cx, 1 - cy);
      GL11.glVertex2i(0, 16);
      GL11.glEnd();
      GL11.glTranslatef(10, 0, 0);
      GL11.glEndList();
    }
  }
Beispiel #5
0
  // TODO: replace with a proper resident buffer with interleaved vertex and uv coordinates
  private void renderQuad() {
    if (displayListQuad == -1) {
      displayListQuad = glGenLists(1);

      glNewList(displayListQuad, GL11.GL_COMPILE);

      glBegin(GL_QUADS);
      glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

      glTexCoord2d(0.0, 0.0);
      glVertex3i(-1, -1, -1);

      glTexCoord2d(1.0, 0.0);
      glVertex3i(1, -1, -1);

      glTexCoord2d(1.0, 1.0);
      glVertex3i(1, 1, -1);

      glTexCoord2d(0.0, 1.0);
      glVertex3i(-1, 1, -1);

      glEnd();

      glEndList();
    }

    glCallList(displayListQuad);
  }
Beispiel #6
0
  public final void update() {
    chunkUpdates++;
    this.setAllDirty();

    Tesselator t = Tesselator.instance;
    for (int i = 0; i < 3; i++) {
      glNewList(this.glRenderList + i, GL_COMPILE);
      t.begin();

      for (int x = x0; x < x1; x++) {
        for (int y = y0; y < y1; y++) {
          for (int z = z0; z < z1; z++) {
            int type = this.level.getTile(x, y, z);
            if (type > 0) {
              Tile tile = Tile.tiles[type];
              tile.render(i, x, y, z);
            }
          }
        }
      }

      t.end();
      glEndList();
      this.isDirty = false;
    }
  }
  private int[] getDisplayLists(int liquidId, World world) {

    if (stage.containsKey(liquidId)) return stage.get(liquidId);

    int[] d = new int[displayStages];
    stage.put(liquidId, d);

    BlockInterface block = new BlockInterface();

    // Retrieve the texture depending on type of item.
    if (liquidId < Block.blocksList.length && Block.blocksList[liquidId] != null)
      block.texture = Block.blocksList[liquidId].blockIndexInTexture;
    else if (Item.itemsList[liquidId] != null)
      block.texture = Item.itemsList[liquidId].getIconFromDamage(0);
    else return null;

    for (int s = 0; s < displayStages; ++s) {
      d[s] = GLAllocation.generateDisplayLists(1);
      GL11.glNewList(d[s], 4864 /* GL_COMPILE */);

      block.minX = 0.5 - 4F * factor + 0.01;
      block.minY = 0;
      block.minZ = 0.5 - 4F * factor + 0.01;

      block.maxX = 0.5 + 4F * factor - 0.01;
      block.maxY = (float) s / (float) displayStages;
      block.maxZ = 0.5 + 4F * factor - 0.01;

      RenderEntityBlock.renderBlock(block, world, 0, 0, 0, false, true);

      GL11.glEndList();
    }

    return d;
  }
Beispiel #8
0
  private void generateDisplayListWire() {
    float offset = 0.001f;

    displayListWire = glGenLists(1);

    glNewList(displayListWire, GL11.GL_COMPILE);
    glColor4f(0.0f, 0.0f, 0.0f, 1.0f);

    Vector3f dimensions = aabb.getExtents();

    // FRONT
    glBegin(GL_LINE_LOOP);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, -dimensions.z - offset);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, -dimensions.z - offset);
    glEnd();

    // BACK
    glBegin(GL_LINE_LOOP);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, +dimensions.z + offset);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, +dimensions.z + offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, +dimensions.z + offset);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, +dimensions.z + offset);
    glEnd();

    // TOP
    glBegin(GL_LINE_LOOP);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, +dimensions.z + offset);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, +dimensions.z + offset);
    glEnd();

    // BOTTOM
    glBegin(GL_LINE_LOOP);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, +dimensions.z + offset);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, +dimensions.z + offset);
    glEnd();

    // LEFT
    glBegin(GL_LINE_LOOP);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(-dimensions.x - offset, -dimensions.y - offset, +dimensions.z + offset);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, +dimensions.z + offset);
    glVertex3f(-dimensions.x - offset, +dimensions.y + offset, -dimensions.z - offset);
    glEnd();

    // RIGHT
    glBegin(GL_LINE_LOOP);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, -dimensions.z - offset);
    glVertex3f(+dimensions.x + offset, -dimensions.y - offset, +dimensions.z + offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, +dimensions.z + offset);
    glVertex3f(+dimensions.x + offset, +dimensions.y + offset, -dimensions.z - offset);
    glEnd();
    glEndList();
  }
Beispiel #9
0
 public static int prepareSphere(int texId, float size) {
   int list = glGenLists(1);
   glNewList(list, GL_COMPILE);
   glBindTexture(GL_TEXTURE_2D, texId);
   sphere.draw(size, Config.details, Config.details);
   glEndList();
   return list;
 }
Beispiel #10
0
  public void initGLState() {
    System.err.println("GL_VENDOR: " + glGetString(GL_VENDOR));
    System.err.println("GL_RENDERER: " + glGetString(GL_RENDERER));
    System.err.println("GL_VERSION: " + glGetString(GL_VERSION));

    MemoryStack s = stackPush();

    // setup ogl
    glLightfv(GL_LIGHT0, GL_POSITION, s.floats(5.0f, 5.0f, 10.0f, 0.0f));
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_DEPTH_TEST);

    /* make the gears */
    gear1 = glGenLists(1);
    glNewList(gear1, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, s.floats(0.8f, 0.1f, 0.0f, 1.0f));
    gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
    glEndList();

    gear2 = glGenLists(1);
    glNewList(gear2, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, s.floats(0.0f, 0.8f, 0.2f, 1.0f));
    gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
    glEndList();

    gear3 = glGenLists(1);
    glNewList(gear3, GL_COMPILE);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, s.floats(0.2f, 0.2f, 1.0f, 1.0f));
    gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
    glEndList();

    s.pop();

    glEnable(GL_NORMALIZE);

    glMatrixMode(GL_PROJECTION);

    float h = (float) 300 / (float) 300;
    glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -40.0f);
  }
Beispiel #11
0
  private void generateDisplayListWire() {
    double offset = 0.001;

    _displayListWire = glGenLists(1);

    glNewList(_displayListWire, GL11.GL_COMPILE);
    glColor4f(0.0f, 0.0f, 0.0f, 1.0f);

    // FRONT
    glBegin(GL_LINE_LOOP);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glEnd();

    // BACK
    glBegin(GL_LINE_LOOP);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glEnd();

    // TOP
    glBegin(GL_LINE_LOOP);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glEnd();

    // BOTTOM
    glBegin(GL_LINE_LOOP);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glEnd();

    // LEFT
    glBegin(GL_LINE_LOOP);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(-_dimensions.x - offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glVertex3d(-_dimensions.x - offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glEnd();

    // RIGHT
    glBegin(GL_LINE_LOOP);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, -_dimensions.z - offset);
    glVertex3d(+_dimensions.x + offset, -_dimensions.y - offset, +_dimensions.z + offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, +_dimensions.z + offset);
    glVertex3d(+_dimensions.x + offset, +_dimensions.y + offset, -_dimensions.z - offset);
    glEnd();
    glEndList();
  }
Beispiel #12
0
  public void initializeDisplayList() {
    list = glGenLists(1);
    glNewList(list, GL_COMPILE);
    {
      glBegin(GL_TRIANGLES);
      {
        // glColor3f(1.0f, 1.0f, 0.0f);
        for (int i = 0; i < triFaces.size(); i++) {
          // glColor3f(1.0f, 0.0f, 0.0f);
          Vector3f n1 = normals.get((int) (triFaces.get(i).normal.x - 1));
          glNormal3f(n1.x, n1.y, n1.z);
          Vector3f v1 = verticies.get((int) (triFaces.get(i).vertex.x - 1));
          glVertex3f(v1.x, v1.y, v1.z);
          // glColor3f(0.0f, 1.0f, 0.0f);
          Vector3f n2 = normals.get((int) (triFaces.get(i).normal.y - 1));
          glNormal3f(n2.x, n2.y, n2.z);
          Vector3f v2 = verticies.get((int) (triFaces.get(i).vertex.y - 1));
          glVertex3f(v2.x, v2.y, v2.z);
          // glColor3f(0.0f, 0.0f, 1.0f);
          Vector3f n3 = normals.get((int) (triFaces.get(i).normal.z - 1));
          glNormal3f(n3.x, n3.y, n3.z);
          Vector3f v3 = verticies.get((int) (triFaces.get(i).vertex.z - 1));
          glVertex3f(v3.x, v3.y, v3.z);
        }
      }
      glEnd();

      glBegin(GL_QUADS);
      {
        // glColor3f(1.0f, 0.0f, 0.0f);
        for (int i = 0; i < quadFaces.size(); i++) {
          // glColor3f(1.0f, 0.0f, 0.0f);
          Vector3f n1 = normals.get((int) (quadFaces.get(i).normal.x - 1));
          glNormal3f(n1.x, n1.y, n1.z);
          Vector3f v1 = verticies.get((int) (quadFaces.get(i).vertex.x - 1));
          glVertex3f(v1.x, v1.y, v1.z);
          // glColor3f(0.0f, 1.0f, 0.0f);
          Vector3f n2 = normals.get((int) (quadFaces.get(i).normal.y - 1));
          glNormal3f(n2.x, n2.y, n2.z);
          Vector3f v2 = verticies.get((int) (quadFaces.get(i).vertex.y - 1));
          glVertex3f(v2.x, v2.y, v2.z);
          // glColor3f(0.0f, 0.0f, 1.0f);
          Vector3f n3 = normals.get((int) (quadFaces.get(i).normal.z - 1));
          glNormal3f(n3.x, n3.y, n3.z);
          Vector3f v3 = verticies.get((int) (quadFaces.get(i).vertex.z - 1));
          glVertex3f(v3.x, v3.y, v3.z);
          Vector3f n4 = normals.get((int) (quadFaces.get(i).normal.w - 1));
          glNormal3f(n4.x, n4.y, n4.z);
          Vector3f v4 = verticies.get((int) (quadFaces.get(i).vertex.w - 1));
          glVertex3f(v4.x, v4.y, v4.z);
        }
      }
      glEnd();
    }
    glEndList();
  }
  public GCPlutoSkyProvider() {
    GL11.glPushMatrix();
    GL11.glNewList(this.starGLCallList, GL11.GL_COMPILE);
    this.renderStars();
    GL11.glEndList();
    GL11.glPopMatrix();
    final Tessellator tessellator = Tessellator.instance;
    this.glSkyList = this.starGLCallList + 1;
    GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
    final byte byte2 = 64;
    final int i = 256 / byte2 + 2;
    float f = 16F;

    for (int j = -byte2 * i; j <= byte2 * i; j += byte2) {
      for (int l = -byte2 * i; l <= byte2 * i; l += byte2) {
        tessellator.startDrawingQuads();
        tessellator.addVertex(j + 0, f, l + 0);
        tessellator.addVertex(j + byte2, f, l + 0);
        tessellator.addVertex(j + byte2, f, l + byte2);
        tessellator.addVertex(j + 0, f, l + byte2);
        tessellator.draw();
      }
    }

    GL11.glEndList();
    this.glSkyList2 = this.starGLCallList + 2;
    GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE);
    f = -16F;
    tessellator.startDrawingQuads();

    for (int k = -byte2 * i; k <= byte2 * i; k += byte2) {
      for (int i1 = -byte2 * i; i1 <= byte2 * i; i1 += byte2) {
        tessellator.addVertex(k + byte2, f, i1 + 0);
        tessellator.addVertex(k + 0, f, i1 + 0);
        tessellator.addVertex(k + 0, f, i1 + byte2);
        tessellator.addVertex(k + byte2, f, i1 + byte2);
      }
    }

    tessellator.draw();
    GL11.glEndList();
  }
Beispiel #14
0
  private void compileDisplayList(float f) {
    displayList = GLAllocation.generateDisplayLists(1);
    GL11.glNewList(displayList, 4864 /*GL_COMPILE*/);
    Tessellator tessellator = Tessellator.instance;
    for (int i = 0; i < faces.length; i++) {
      faces[i].draw(tessellator, f);
    }

    GL11.glEndList();
    compiled = true;
  }
Beispiel #15
0
 private void preRenderBlocks(int p_147890_1_) {
   GL11.glNewList(this.glRenderList + p_147890_1_, GL11.GL_COMPILE);
   GL11.glPushMatrix();
   this.setupGLTranslation();
   float var2 = 1.000001F;
   GL11.glTranslatef(-8.0F, -8.0F, -8.0F);
   GL11.glScalef(var2, var2, var2);
   GL11.glTranslatef(8.0F, 8.0F, 8.0F);
   tessellator.startDrawingQuads();
   tessellator.setTranslation((double) (-this.posX), (double) (-this.posY), (double) (-this.posZ));
 }
Beispiel #16
0
  /**
   * Build the character set display list from the given texture. Creates one quad for each
   * character, with one letter textured onto each quad. Assumes the texture is a 256x256 image
   * containing every character of the charset arranged in a 16x16 grid. Each character is 16x16
   * pixels. Call destroyFont() to release the display list memory.
   *
   * <p>Should be in ORTHO (2D) mode to render text (see setOrtho()).
   *
   * <p>Special thanks to NeHe and Giuseppe D'Agata for the "2D Texture Font" tutorial
   * (http://nehe.gamedev.net).
   *
   * @param charSetImage texture image containing 100 characters in a 10x10 grid
   * @param fontWidth how many pixels to allow per character on screen
   * @see destroyFont()
   */
  public void buildFont(int fontTxtrHandle, int textureSize, int fontSize) {
    int unitSize = fontSize; // pixel size of one block in 10x10 grid
    float usize = (float) unitSize / (float) (textureSize); // UV size of
    // one block in
    // grid
    float chU, chV; // character UV position

    // Create 100 Display Lists
    fontListBase = GL11.glGenLists(100);

    // make a quad for each character in texture
    for (int i = 0; i < 100; i++) {
      int x = (i % 10); // column
      int y = (i / 10); // row

      // make character UV coordinate
      // the character V position is tricky because we have to invert the
      // V coord
      // (char # 0 is at top of texture image, but V 0 is at bottom)
      chU = (float) (x * unitSize) / (float) textureSize;
      chV = (float) (y * unitSize) / (float) textureSize;
      // chV = (float) (textureSize - (y * unitSize) - unitSize) / (float)
      // textureSize;

      GL11.glNewList(fontListBase + i, GL11.GL_COMPILE); // start display
      // list
      {
        GL11.glBegin(GL11.GL_QUADS); // Make A unitSize square quad
        {
          GL11.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left)
          GL11.glVertex2i(0, unitSize);

          GL11.glTexCoord2f(chU + usize, chV); // Texture Coord
          // (Bottom Right)
          GL11.glVertex2i(unitSize, unitSize);

          GL11.glTexCoord2f(chU + usize, chV + usize); // Texture
          // Coord
          // (Top
          // Right)
          GL11.glVertex2i(unitSize, 0);

          GL11.glTexCoord2f(chU, chV + usize); // Texture Coord (Top
          // Left)
          GL11.glVertex2i(0, 0);
        }
        GL11.glEnd();
        GL11.glTranslatef(charwidths[i], 0, 0); // shift right the width
        // of the character
      }
      GL11.glEndList(); // done display list
    }
  }
Beispiel #17
0
 public static void initDisplayLists() throws IOException {
   Main.dl_zombiebody = glGenLists(1);
   glNewList(Main.dl_zombiebody, GL_COMPILE);
   zombiebody();
   glEndList();
   Main.dl_zombiehead = glGenLists(1);
   glNewList(Main.dl_zombiehead, GL_COMPILE);
   zombiehead();
   glEndList();
   Main.dl_bullet = Model.getDL(System.getProperty("user.dir") + "/res/obj/bullet.obj");
   Main.dl_grenade = Model.getDL(System.getProperty("user.dir") + "/res/obj/grenade.obj");
   Main.dl_cexplosive = Model.getDL(System.getProperty("user.dir") + "/res/obj/item2.obj");
   Main.dl_gun = new int[3];
   Main.dl_gun[0] = Model.getDL(System.getProperty("user.dir") + "/res/obj/gun0.obj");
   Main.dl_gun[1] = Model.getDL(System.getProperty("user.dir") + "/res/obj/gun1.obj");
   Main.dl_gun[2] = Model.getDL(System.getProperty("user.dir") + "/res/obj/gun2.obj");
   Main.dl_floorandmap = glGenLists(1);
   glNewList(Main.dl_floorandmap, GL_COMPILE);
   floor();
   new Model(System.getProperty("user.dir") + "/res/map/map.obj").render();
   glEndList();
 }
  public void finishUpdate() {
    int var1;
    int var2;
    int var3;

    for (var1 = 0; var1 < 2; ++var1) {
      if (!this.skipRenderPass[var1]) {
        GL11.glNewList(this.glRenderList + var1, GL11.GL_COMPILE);

        for (var2 = 0; var2 <= this.activeListIndex[var1]; ++var2) {
          var3 = this.glWorkLists[this.activeSet][var1][var2];
          GL11.glCallList(var3);
        }

        GL11.glEndList();
      }
    }

    if (this.activeSet == 0) {
      this.activeSet = 1;
    } else {
      this.activeSet = 0;
    }

    for (var1 = 0; var1 < 2; ++var1) {
      if (!this.skipRenderPass[var1]) {
        for (var2 = 0; var2 <= this.activeListIndex[var1]; ++var2) {
          var3 = this.glWorkLists[this.activeSet][var1][var2];
          GL11.glNewList(var3, GL11.GL_COMPILE);
          GL11.glEndList();
        }
      }
    }

    for (var1 = 0; var1 < 2; ++var1) {
      this.activeListIndex[var1] = 0;
    }
  }
  public void opengldrawtolist() {

    this.objectlist = GL11.glGenLists(1);

    GL11.glNewList(objectlist, GL11.GL_COMPILE);
    for (int i = 0; i < faces.size(); i++) {
      int[] tempfaces = (int[]) (faces.get(i)); // TODO magic
      int[] tempfacesnorms = (int[]) (facesnorms.get(i));
      int[] tempfacestexs = (int[]) (facestexs.get(i));

      //// Quad Begin Header ////
      int polytype;
      if (tempfaces.length == 3) {
        polytype = GL11.GL_TRIANGLES;
      } else if (tempfaces.length == 4) {
        polytype = GL11.GL_QUADS;
      } else {
        polytype = GL11.GL_POLYGON;
      }
      GL11.glBegin(polytype);
      ////////////////////////////

      for (int w = 0; w < tempfaces.length; w++) {
        if (tempfacesnorms[w] != 0) {
          float normtempx = ((float[]) vertexsetsnorms.get(tempfacesnorms[w] - 1))[0];
          float normtempy = ((float[]) vertexsetsnorms.get(tempfacesnorms[w] - 1))[1];
          float normtempz = ((float[]) vertexsetsnorms.get(tempfacesnorms[w] - 1))[2];
          GL11.glNormal3f(normtempx, normtempy, normtempz);
        }

        if (tempfacestexs[w] != 0) {
          float textempx = ((float[]) vertexsetstexs.get(tempfacestexs[w] - 1))[0];
          float textempy = ((float[]) vertexsetstexs.get(tempfacestexs[w] - 1))[1];
          float textempz = ((float[]) vertexsetstexs.get(tempfacestexs[w] - 1))[2];
          GL11.glTexCoord3f(textempx, 1f - textempy, textempz);
        }

        float tempx = ((float[]) vertexsets.get(tempfaces[w] - 1))[0];
        float tempy = ((float[]) vertexsets.get(tempfaces[w] - 1))[1];
        float tempz = ((float[]) vertexsets.get(tempfaces[w] - 1))[2];
        GL11.glVertex3f(tempx, tempy, tempz);
      }

      //// Quad End Footer /////
      GL11.glEnd();
      ///////////////////////////

    }
    GL11.glEndList();
  }
  static {
    logger.config("fbo: supported=%s", fboSupported);
    logger.config("GL13: supported=%s, enabled=%s", gl13Supported, useGL13);

    int bits =
        GL11.GL_VIEWPORT_BIT | GL11.GL_SCISSOR_BIT | GL11.GL_DEPTH_BITS | GL11.GL_LIGHTING_BIT;
    if (useGL13) {
      bits |= GL13.GL_MULTISAMPLE_BIT;
    }
    glAttributes = bits;

    GL11.glNewList(drawList, GL11.GL_COMPILE);
    drawBox();
    GL11.glEndList();
  }
  public static void renderSphereGeometry() {
    if (displayListSphere == -1) {
      displayListSphere = glGenLists(1);

      Sphere sphere = new Sphere();

      glNewList(displayListSphere, GL11.GL_COMPILE);

      sphere.draw(1, 8, 8);

      glEndList();
    }

    glCallList(displayListSphere);
  }
Beispiel #22
0
  private void buildList() {
    glList = GL11.glGenLists(1);

    GL11.glNewList(glList, GL11.GL_COMPILE);

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(0, 0);
    GL11.glTexCoord2f(texture.getWidth(), 0);
    GL11.glVertex2f(texture.getImageWidth(), 0);
    GL11.glTexCoord2f(texture.getWidth(), texture.getHeight());
    GL11.glVertex2f(texture.getImageWidth(), texture.getImageHeight());
    GL11.glTexCoord2f(0, texture.getHeight());
    GL11.glVertex2f(0, texture.getImageHeight());
    GL11.glEnd();

    GL11.glEndList();
  }
Beispiel #23
0
 /**
  * @param path Path of the .obj file
  * @param index GLUint
  */
 public static void name(String path, int index) {
   int list = glGenLists(index);
   glNewList(list, GL_COMPILE);
   {
     Model m = null;
     try {
       m = OBJLoader.loadModel(new File(path));
     } catch (FileNotFoundException e) {
       e.printStackTrace();
       Display.destroy();
       System.exit(1);
     } catch (IOException e) {
       e.printStackTrace();
       Display.destroy();
       System.exit(1);
     }
     float b;
     //			glColor3f(0.3f, 0.20f, 0.13f);
     b = (float) Math.random();
     glColor3f(b, 0, 0);
     int count = 0;
     glBegin(GL_TRIANGLES);
     for (Face face : m.faces) {
       count++;
       Vector3f n1 = m.normals.get((int) face.normal.x - 1);
       glNormal3f(n1.x, n1.y, n1.z);
       Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
       glVertex3f(v1.x, v1.y, v1.z);
       Vector3f n2 = m.normals.get((int) face.normal.y - 1);
       glNormal3f(n2.x, n2.y, n2.z);
       Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
       glVertex3f(v2.x, v2.y, v2.z);
       Vector3f n3 = m.normals.get((int) face.normal.z - 1);
       glNormal3f(n3.x, n3.y, n3.z);
       Vector3f v3 = m.vertices.get((int) face.vertex.z - 1);
       glVertex3f(v3.x, v3.y, v3.z);
     }
     glEnd();
     System.out.println(count);
   }
   glEndList();
 }
Beispiel #24
0
  private void generateDisplayListSolid() {
    displayListSolid = glGenLists(1);

    glNewList(displayListSolid, GL11.GL_COMPILE);
    glBegin(GL_QUADS);
    glColor4f(solidColor.x, solidColor.y, solidColor.z, solidColor.w);

    Vector3f dimensions = aabb.getExtents();

    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, dimensions.y, dimensions.z);

    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);

    GL11.glVertex3f(-dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, -dimensions.z);
    GL11.glVertex3f(dimensions.x, -dimensions.y, dimensions.z);
    GL11.glVertex3f(-dimensions.x, -dimensions.y, dimensions.z);
    glEnd();
    glEndList();
  }
Beispiel #25
0
 public static int prepareSquare(int texId, float size) {
   int list = glGenLists(1);
   glNewList(list, GL_COMPILE);
   glDisable(GL_CULL_FACE);
   glBindTexture(GL_TEXTURE_2D, texId);
   glTranslatef(-size / 2, -size / 2, 0);
   // glRotatef(180.0f, 0.0f, 0.0f, 0.0f);
   glBegin(GL_QUADS);
   glTexCoord2f(0.0f, 0.0f);
   glVertex2f(0.0f, 0.0f);
   glTexCoord2f(1.0f, 0.0f);
   glVertex2f(size, 0.0f);
   glTexCoord2f(1.0f, 1.0f);
   glVertex2f(size, size);
   glTexCoord2f(0.0f, 1.0f);
   glVertex2f(0.0f, size);
   glEnd();
   glEnable(GL_CULL_FACE);
   glEndList();
   return list;
 }
 public void func_1197_a(int i, int j, int k) {
   if (i == field_1761_c && j == field_1760_d && k == field_1759_e) {
     return;
   } else {
     func_1195_b();
     field_1761_c = i;
     field_1760_d = j;
     field_1759_e = k;
     field_1746_q = i + field_1758_f / 2;
     field_1743_r = j + field_1757_g / 2;
     field_1741_s = k + field_1756_h / 2;
     field_1752_l = i & 0x3ff;
     field_1751_m = j;
     field_1750_n = k & 0x3ff;
     field_1755_i = i - field_1752_l;
     field_1754_j = j - field_1751_m;
     field_1753_k = k - field_1750_n;
     float f = 6F;
     field_1736_v =
         AxisAlignedBB.func_1168_a(
             (float) i - f,
             (float) j - f,
             (float) k - f,
             (float) (i + field_1758_f) + f,
             (float) (j + field_1757_g) + f,
             (float) (k + field_1756_h) + f);
     GL11.glNewList(field_1744_C + 2, 4864);
     RenderItem.func_142_a(
         AxisAlignedBB.func_1161_b(
             (float) field_1752_l - f,
             (float) field_1751_m - f,
             (float) field_1750_n - f,
             (float) (field_1752_l + field_1758_f) + f,
             (float) (field_1751_m + field_1757_g) + f,
             (float) (field_1750_n + field_1756_h) + f));
     GL11.glEndList();
     func_1194_f();
     return;
   }
 }
Beispiel #27
0
  private void generateDisplayListSolid() {
    _displayListSolid = glGenLists(1);

    glNewList(_displayListSolid, GL11.GL_COMPILE);
    glBegin(GL_QUADS);
    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

    GL11.glVertex3d(-_dimensions.x, _dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, _dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, _dimensions.y, -_dimensions.z);
    GL11.glVertex3d(-_dimensions.x, _dimensions.y, -_dimensions.z);

    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, -_dimensions.z);
    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, _dimensions.z);
    GL11.glVertex3d(-_dimensions.x, _dimensions.y, _dimensions.z);
    GL11.glVertex3d(-_dimensions.x, _dimensions.y, -_dimensions.z);

    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, _dimensions.y, _dimensions.z);
    GL11.glVertex3d(-_dimensions.x, _dimensions.y, _dimensions.z);

    GL11.glVertex3d(_dimensions.x, _dimensions.y, -_dimensions.z);
    GL11.glVertex3d(_dimensions.x, _dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, _dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, -_dimensions.z);

    GL11.glVertex3d(-_dimensions.x, _dimensions.y, -_dimensions.z);
    GL11.glVertex3d(_dimensions.x, _dimensions.y, -_dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, -_dimensions.z);
    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, -_dimensions.z);

    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, -_dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, -_dimensions.z);
    GL11.glVertex3d(_dimensions.x, -_dimensions.y, _dimensions.z);
    GL11.glVertex3d(-_dimensions.x, -_dimensions.y, _dimensions.z);
    glEnd();
    glEndList();
  }
Beispiel #28
0
 /**
  * Sets a new position for the renderer and setting it up so it can be reloaded with the new data
  * for that position
  */
 public void setPosition(int par1, int par2, int par3) {
   if (par1 != this.posX || par2 != this.posY || par3 != this.posZ) {
     this.setDontDraw();
     this.posX = par1;
     this.posY = par2;
     this.posZ = par3;
     this.posXPlus = par1 + 8;
     this.posYPlus = par2 + 8;
     this.posZPlus = par3 + 8;
     this.posXClip = par1 & 1023;
     this.posYClip = par2;
     this.posZClip = par3 & 1023;
     this.posXMinus = par1 - this.posXClip;
     this.posYMinus = par2 - this.posYClip;
     this.posZMinus = par3 - this.posZClip;
     float var4 = 6.0F;
     this.rendererBoundingBox =
         AxisAlignedBB.getBoundingBox(
             (double) ((float) par1 - var4),
             (double) ((float) par2 - var4),
             (double) ((float) par3 - var4),
             (double) ((float) (par1 + 16) + var4),
             (double) ((float) (par2 + 16) + var4),
             (double) ((float) (par3 + 16) + var4));
     GL11.glNewList(this.glRenderList + 2, GL11.GL_COMPILE);
     RenderItem.renderAABB(
         AxisAlignedBB.getAABBPool()
             .getAABB(
                 (double) ((float) this.posXClip - var4),
                 (double) ((float) this.posYClip - var4),
                 (double) ((float) this.posZClip - var4),
                 (double) ((float) (this.posXClip + 16) + var4),
                 (double) ((float) (this.posYClip + 16) + var4),
                 (double) ((float) (this.posZClip + 16) + var4)));
     GL11.glEndList();
     this.markDirty();
   }
 }
 private static void setUpDisplayLists() {
   bunnyDisplayList = glGenLists(1);
   glNewList(bunnyDisplayList, GL_COMPILE);
   {
     Model m = null;
     try {
       m = OBJLoader.loadModel(new File(MODEL_LOCATION));
     } catch (FileNotFoundException e) {
       e.printStackTrace();
       Display.destroy();
       System.exit(1);
     } catch (IOException e) {
       e.printStackTrace();
       Display.destroy();
       System.exit(1);
     }
     glColor3f(0.4f, 0.27f, 0.17f);
     glBegin(GL_TRIANGLES);
     for (Face face : m.faces) {
       Vector3f n1 = m.normals.get((int) face.normal.x - 1);
       glNormal3f(n1.x, n1.y, n1.z);
       Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
       glVertex3f(v1.x, v1.y, v1.z);
       Vector3f n2 = m.normals.get((int) face.normal.y - 1);
       glNormal3f(n2.x, n2.y, n2.z);
       Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
       glVertex3f(v2.x, v2.y, v2.z);
       Vector3f n3 = m.normals.get((int) face.normal.z - 1);
       glNormal3f(n3.x, n3.y, n3.z);
       Vector3f v3 = m.vertices.get((int) face.vertex.z - 1);
       glVertex3f(v3.x, v3.y, v3.z);
     }
     glEnd();
   }
   glEndList();
 }
  public void func_1198_a() {
    if (!field_1738_u) {
      return;
    }
    field_1762_b++;
    int i = field_1761_c;
    int j = field_1760_d;
    int k = field_1759_e;
    int l = field_1761_c + field_1758_f;
    int i1 = field_1760_d + field_1757_g;
    int j1 = field_1759_e + field_1756_h;
    for (int k1 = 0; k1 < 2; k1++) {
      field_1748_p[k1] = true;
    }

    Chunk.field_1540_a = false;
    HashSet hashset = new HashSet();
    hashset.addAll(field_1745_B);
    field_1745_B.clear();
    int l1 = 1;
    ChunkCache chunkcache =
        new ChunkCache(field_1763_a, i - l1, j - l1, k - l1, l + l1, i1 + l1, j1 + l1);
    RenderBlocks renderblocks = new RenderBlocks(chunkcache);
    field_40590_G = 0;
    int i2 = 0;
    do {
      if (i2 >= 2) {
        break;
      }
      boolean flag = false;
      boolean flag1 = false;
      boolean flag2 = false;
      for (int j2 = j; j2 < i1; j2++) {
        for (int k2 = k; k2 < j1; k2++) {
          for (int l2 = i; l2 < l; l2++) {
            int i3 = chunkcache.func_600_a(l2, j2, k2);
            if (i3 <= 0) {
              continue;
            }
            if (!flag2) {
              flag2 = true;
              GL11.glNewList(field_1744_C + i2, 4864);
              GL11.glPushMatrix();
              func_1203_g();
              float f = 1.000001F;
              GL11.glTranslatef(
                  (float) (-field_1756_h) / 2.0F,
                  (float) (-field_1757_g) / 2.0F,
                  (float) (-field_1756_h) / 2.0F);
              GL11.glScalef(f, f, f);
              GL11.glTranslatef(
                  (float) field_1756_h / 2.0F,
                  (float) field_1757_g / 2.0F,
                  (float) field_1756_h / 2.0F);
              field_1742_D.func_977_b();
              field_1742_D.func_984_b(-field_1761_c, -field_1760_d, -field_1759_e);
            }
            if (i2 == 0 && Block.field_342_q[i3]) {
              TileEntity tileentity = chunkcache.func_603_b(l2, j2, k2);
              if (TileEntityRenderer.field_1554_a.func_1028_a(tileentity)) {
                field_1745_B.add(tileentity);
              }
            }
            Block block = Block.field_345_n[i3];
            int j3 = block.func_234_g();
            if (i2 == 0 && renderblocks.func_35927_a(l2, j2, k2, i2)) {
              flag1 = true;
            }
            if (j3 != i2) {
              flag = true;
              continue;
            }
            if (j3 == i2) {
              flag1 |= renderblocks.func_1234_a(block, l2, j2, k2);
            }
          }
        }
      }

      if (flag2) {
        field_40590_G += field_1742_D.func_982_a();
        GL11.glPopMatrix();
        GL11.glEndList();
        field_1742_D.func_984_b(0.0D, 0.0D, 0.0D);
      } else {
        flag1 = false;
      }
      if (flag1) {
        field_1748_p[i2] = false;
      }
      if (!flag) {
        break;
      }
      i2++;
    } while (true);
    HashSet hashset1 = new HashSet();
    hashset1.addAll(field_1745_B);
    hashset1.removeAll(hashset);
    field_1737_F.addAll(hashset1);
    hashset.removeAll(field_1745_B);
    field_1737_F.removeAll(hashset);
    field_1747_A = Chunk.field_1540_a;
    field_1739_E = true;
  }