@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()); }
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!]"); }
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(); }
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(); }
@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 ); }
@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() ); }
@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 ) ); }
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(); } }
/** * 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(); }
/** * 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); }
public void render(float x, float y, float z) { glPushMatrix(); glTranslatef(x, y, z); Sphere s = new Sphere(); s.draw(radius, 16, 16); glPopMatrix(); }
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(); }
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(); }
/** * 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); }
@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(); }
@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(); }
private void drawSphere() { if (displayListSphere == -1) { displayListSphere = glGenLists(1); Sphere sphere = new Sphere(); sphere.setTextureFlag(true); glNewList(displayListSphere, GL11.GL_COMPILE); sphere.draw(16, 16, 128); glEndList(); } glCallList(displayListSphere); }
/** Initializes the canvas by setting the viewport, lighting, etc. */ public void init() { glShadeModel(GL_SMOOTH); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); sphere=new Sphere(); cylinder=new Cylinder(); disk=new Disk(); //GL_LIGHT0 is a very dim backlight; with it I can only see silhouetted spheres against oblique walls. //GL_LIGHT0 is enabled only in 3D mode. floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f}); floatBuffer.flip(); //glLight(GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, floatBuffer); // RGBA values glLight(GL_LIGHT0, GL_AMBIENT, floatBuffer); // RGBA values glLight(GL_LIGHT0, GL_DIFFUSE, floatBuffer); // RGBA values floatBuffer = toBuffer(new float[] {0.6f, 0.6f, 0.6f, 0.3f}); floatBuffer.flip(); glLight(GL_LIGHT0, GL_SPECULAR, floatBuffer); floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 0.0f}); floatBuffer.flip(); glLight(GL_LIGHT0, GL_POSITION, floatBuffer); // position (directional if last coord is 0) //GL_LIGHT1 is enabled only in 3D mode, and its position is set elsewhere floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT1, GL_AMBIENT, floatBuffer); // very dim gray walls; spheres invisible floatBuffer = toBuffer(new float[] {0.8f, 0.8f, 0.8f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT1, GL_DIFFUSE, floatBuffer); // this is most of what we see floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT1, GL_SPECULAR, floatBuffer); // no noticeable contribution - it looks black! floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT1, GL_SPOT_DIRECTION, floatBuffer); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 180); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5E-5f); glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 64); //GL_LIGHT2 is only enabled in 1D and 2D modes. floatBuffer = toBuffer(new float[] {0.1f, 0.1f, 0.1f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT2, GL_AMBIENT, floatBuffer); floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT2, GL_DIFFUSE, floatBuffer); floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 0.0f, 1.0f}); floatBuffer.flip(); glLight(GL_LIGHT2, GL_SPECULAR, floatBuffer); floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 1.0f, 0.0f}); floatBuffer.flip(); glLight(GL_LIGHT2, GL_POSITION, floatBuffer); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POINT_SMOOTH); glEnable(GL_BLEND); glEnable(GL_DITHER); glPointSize(tracePointSize); curPointSize=tracePointSize; //Print valuable OpenGL driver info to the console for debugging. System.out.println(glGetString(GL_VENDOR)); System.out.println(glGetString(GL_RENDERER)); System.out.println(glGetString(GL_VERSION)); makeCube(); }
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; } } }); }
static public void drawSphere(float r, int stack, int string) { Sphere s = new Sphere(); s.draw(r, stack, string); }