Example usage for org.lwjgl.opengl GL11 glBegin

List of usage examples for org.lwjgl.opengl GL11 glBegin

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glBegin.

Prototype

public static native void glBegin(@NativeType("GLenum") int mode);

Source Link

Document

Begins the definition of vertex attributes of a sequence of primitives to be transferred to the GL.

Usage

From source file:io.flob.blackheart.ICollectable.java

License:Open Source License

@Override
public void _render() {
    GL11.glEnd();//  w  w  w.ja  va 2s .  com

    if (texture == null) {
        texture = TextureLibrary.placeholder;
    }
    GL11.glPushMatrix();
    GL11.glTranslatef(position.getX(), position.getY(), position.getZ());
    FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    for (int i = 0; i < 3; i += 2) {
        for (int j = 0; j < 3; j++) {
            if (i == j) {
                modelview.put(i * 4 + j, 1.0f);
            } else {
                modelview.put(i * 4 + j, 0.0f);
            }
        }
    }
    GL11.glLoadMatrix(modelview);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glTexCoord2f(texture.getU(), texture.getV2());
    GL11.glVertex2f(-size, -size);
    GL11.glTexCoord2f(texture.getU2(), texture.getV2());
    GL11.glVertex2f(size, -size);
    GL11.glTexCoord2f(texture.getU2(), texture.getV());
    GL11.glVertex2f(size, size);
    GL11.glTexCoord2f(texture.getU(), texture.getV());
    GL11.glVertex2f(-size, size);
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glBegin(GL11.GL_QUADS);
}

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void tick() throws Exception {

    if (display_list_dirty) {
        load_display_list();//ww  w . ja  va2s  . c  o m
    }

    ByteBuffer temp = ByteBuffer.allocateDirect(16);
    temp.order(ByteOrder.nativeOrder());
    float fog_colour[] = new float[] { 0f, 0f, 0f, 0f };
    GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
    temp.asFloatBuffer().put(fog_colour).flip();
    GL11.glFog(GL11.GL_FOG_COLOR, temp.asFloatBuffer());
    GL11.glFogf(GL11.GL_FOG_DENSITY, 0.25f);
    GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE);
    GL11.glFogf(GL11.GL_FOG_START, 0);
    GL11.glFogf(GL11.GL_FOG_END, 200);

    _barry.tick();

    try {
        Collections.sort(objects_dynamic, this.sort_objects);
    } catch (Exception ex) {
        Output.error(ex.getMessage());
    }

    if (Debug.collision_boxs) {
        _game._core._display.flush_texture();
        for (int count = 0; count < objects_static.size(); count++) {
            if (objects_static.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_static.get(count);
                objcet.collision_box().render();
            }
        }
        for (int count = 0; count < objects_dynamic.size(); count++) {
            if (objects_dynamic.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_dynamic.get(count);
                objcet.collision_box().render();
            }
        }
        _barry.collision_box().render();
        _barry.ray_picker().collision_box().render();
    }

    GL11.glPushMatrix();
    _game._core._texture.game_atlas.bind();
    if (_game.anaglyph()) {
        GL11.glTranslatef(1 * 0.03f, 0, 0);
        GL11.glColorMask(true, false, false, true);
    }
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count).tick();
    }
    GL11.glEnd();
    if (_game.anaglyph()) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glColorMask(false, true, true, true);
        GL11.glTranslatef(-1 * 0.03f, 0, 0);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glCallList(display_list);
        for (int count = 0; count < objects_dynamic.size(); count++) {
            objects_dynamic.get(count)._render();
        }
        GL11.glEnd();
        GL11.glColorMask(true, true, true, true);
    }
    GL11.glPopMatrix();

    for (int count = 0; count < objects_dynamic.size(); count++) {
        if (objects_dynamic.get(count).IRemove()) {
            objects_dynamic.remove(count);
        }
    }

    _hud.tick();

    if (_barry.health() <= 0) {
        _game._core.state(_game._core._game_dead);
    }
}

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void _render() throws Exception {
    // assume the texture is already bound
    _barry._look_through();/*  w w w .j a v  a2s. c o  m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count)._render();
    }
    GL11.glEnd();
}

From source file:io.flob.blackheart.MobMachinegun.java

License:Open Source License

@Override
public void _render() {
    GL11.glEnd();/* w  w w. j  a  v a 2s  .  c o m*/

    float size_x = size().getX() / 2f;
    float size_y = size().getY() / 2f + 0.025f; // HARD SET!
    GL11.glPushMatrix();
    GL11.glTranslatef(position().getX(), position().getY(), position().getZ());
    FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    for (int i = 0; i < 3; i += 2) {
        for (int j = 0; j < 3; j++) {
            if (i == j) {
                modelview.put(i * 4 + j, 1.0f);
            } else {
                modelview.put(i * 4 + j, 0.0f);
            }
        }
    }
    GL11.glLoadMatrix(modelview);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glTexCoord2f(texture[state].getU(), texture[state].getV2());
    GL11.glVertex2f(-size_x, -size_y);
    GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV2());
    GL11.glVertex2f(size_x, -size_y);
    GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV());
    GL11.glVertex2f(size_x, size_y);
    GL11.glTexCoord2f(texture[state].getU(), texture[state].getV());
    GL11.glVertex2f(-size_x, size_y);
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glBegin(GL11.GL_QUADS);
}

From source file:io.flob.blackheart.StateGameDead.java

License:Open Source License

@Override
public void tick() throws Exception {
    _core._input.mouse(false);/*from w w w .j a  v  a  2  s  .c o  m*/
    _core._texture.game_atlas.bind();
    _core._game._level._render();
    _core._display.mode_2D();
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(texture_background.getU(), texture_background.getV());
    GL11.glVertex2f(0, 0);
    GL11.glTexCoord2f(texture_background.getU2(), texture_background.getV());
    GL11.glVertex2f(_core._display.width(), 0);
    GL11.glTexCoord2f(texture_background.getU2(), texture_background.getV2());
    GL11.glVertex2f(_core._display.width(), _core._display.height());
    GL11.glTexCoord2f(texture_background.getU(), texture_background.getV2());
    GL11.glVertex2f(0, _core._display.height());
    button_tryagain.tick();
    GL11.glEnd();
    _core._font.button.render_centred((int) button_tryagain.getCenterX(), (int) button_tryagain.getCenterY(),
            button_tryagain_text);
    // Title
    _core._font.title.render_centred(_core._display.width() / 2, 80, title_text);
    _core._display.mode_3D();
    if (button_tryagain.clicked()) {
        Mouse.setCursorPosition((int) (button_tryagain.getX() + (button_tryagain.width() / 2)),
                (int) (button_tryagain.getY() - button_tryagain.height()));
        _core._game._level.reload();
    }
}

From source file:io.flob.blackheart.StateGameLevelComplete.java

License:Open Source License

private void render_background() {
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(texture_background.getU(), texture_background.getV());
    GL11.glVertex2f(0, 0);// w w w  . j  a v a  2  s.  co  m
    GL11.glTexCoord2f(texture_background.getU2(), texture_background.getV());
    GL11.glVertex2f(_core._display.width(), 0);
    GL11.glTexCoord2f(texture_background.getU2(), texture_background.getV2());
    GL11.glVertex2f(_core._display.width(), _core._display.height());
    GL11.glTexCoord2f(texture_background.getU(), texture_background.getV2());
    GL11.glVertex2f(0, _core._display.height());
}

From source file:io.flob.blackheart.StateSplash.java

License:Open Source License

@Override
public void tick() throws Exception {
    _core._display.prepare();//  w ww .j  a v a2  s.c  om
    _core._display.mode_2D();
    Texture texture = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("image/splash/flob.png"));
    texture.bind();
    int x1 = (_core._display.width() / 2) - (texture.getTextureWidth() / 2);
    int y1 = (_core._display.height() / 2) - (texture.getTextureHeight() / 2);
    int x2 = (_core._display.width() / 2) + (texture.getTextureWidth() / 2);
    int y2 = (_core._display.height() / 2) + (texture.getTextureHeight() / 2);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(x1, y1);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(x2, y1);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(x2, y2);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(x1, y2);
    GL11.glEnd();
    _core._display.mode_3D();
    _core._display.update();
}

From source file:io.flob.blackheart.StateTitle.java

License:Open Source License

private void render_background() {
    Texture texture = _core._texture.title_background;
    texture.bind();/*  w w w .  j  a  v a  2  s. c om*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(texture.getTextureWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(0, texture.getTextureHeight());
    GL11.glEnd();

    // Due to a limit in the font size the title_overlay has to be an image
    texture = _core._texture.title_overlay;
    texture.bind();
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(texture.getTextureWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(0, texture.getTextureHeight());
    GL11.glEnd();
}

From source file:io.flob.blackheart.StateTitle.java

License:Open Source License

private void render_buttons() {
    _core._texture.game_atlas.bind();//from  ww  w .  j a  va 2s.  co m
    GL11.glBegin(GL11.GL_QUADS);
    button_mute.active(_core._sound.mute());
    button_mute.tick();
    button_help.tick();
    button_anaglyph.active(_core._game.anaglyph);
    button_anaglyph.tick();
    button_facebook.tick();
    button_mouse_invert.active(_core._game.mouse_invert == 1);
    button_mouse_invert.tick();
    button_play.tick();
    GL11.glEnd();
}

From source file:io.flob.blackheart.StateTitleHelp.java

License:Open Source License

private void render_background() {
    Texture texture = _core._texture.title_background;
    texture.bind();/*from w w w .ja va 2  s  . c o m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(texture.getTextureWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(0, texture.getTextureHeight());
    GL11.glEnd();

    texture = _core._texture.title_help;
    texture.bind();
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(texture.getTextureWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(0, texture.getTextureHeight());
    GL11.glEnd();
}