List of usage examples for org.lwjgl.opengl GL11 glBindTexture
public static void glBindTexture(@NativeType("GLenum") int target, @NativeType("GLuint") int texture)
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
@Override public void fillQuad(float x1, float y1, float x2, float y2) { ByteBuffer quadPoints = ByteBuffer.allocateDirect(4 * 2 * 4); quadPoints.order(ByteOrder.nativeOrder()); FloatBuffer floatBuff = quadPoints.asFloatBuffer(); floatBuff.put(x1);/*from w w w . jav a2 s . co m*/ floatBuff.put(y1); floatBuff.put(x1); floatBuff.put(y2); floatBuff.put(x2); floatBuff.put(y2); floatBuff.put(x2); floatBuff.put(y1); floatBuff.position(0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, floatBuff); GL11.glDrawArrays(GL11.GL_QUADS, 0, 4); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
@Override public void drawLine(float[] points, boolean loop) { if (points.length % 3 != 0) { throw new IllegalArgumentException("Point array length needs to be multiple of 3."); }//from w w w .ja v a 2s. c o m ByteBuffer floatBuff = generateTemporaryFloatBuffer(points); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, floatBuff); GL11.glDrawArrays(loop ? GL11.GL_LINE_LOOP : GL11.GL_LINE_STRIP, 0, points.length / 3); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
@Override public TextureHandle generateTexture(int width, int height, ShortBuffer data) { // 1 byte aligned. GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); int texture = GL11.glGenTextures(); if (texture == 0) { return null; }//from w w w .java2 s .c o m //fix strange alpha test problem (minimap and landscape are unaffected) ShortBuffer bfr = BufferUtils.createShortBuffer(data.capacity()); int cap = data.capacity(); for (int i = 0; i != cap; i++) bfr.put(i, data.get(i)); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height, 0, GL11.GL_RGBA, GL12.GL_UNSIGNED_SHORT_4_4_4_4, bfr); setTextureParameters(); return new LWJGLTextureHandle(this, texture); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
private void bindTexture(TextureHandle texture) throws IllegalBufferException { int id;// w ww . jav a 2 s .c o m if (texture == null) { id = 0; } else { if (!texture.isValid()) { throw new IllegalBufferException("Texture handle is not valid: " + texture); } id = texture.getInternalId(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, id); }
From source file:group.project.unknown.level.Spritesheet.java
License:Apache License
public void bind() { GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); }
From source file:group.project.unknown.level.Spritesheet.java
License:Apache License
public void unbind() { GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:gui.lwjgl.GUIRenderer.java
@Override public void render(GUIRenderable element) { GL30.glBindVertexArray(element.getGUIElement().getVaoID()); GL20.glEnableVertexAttribArray(VERTEX_POSITIONS); GL20.glEnableVertexAttribArray(TEXTURE_COORDS); Matrix4f transformationMatrix = Maths.createTransformationMatrix( new Vector2f(((2.0f * element.getGUIElement().getPosition().x) / Display.getWidth() - 1), -1 * ((2.0f * element.getGUIElement().getPosition().y) / Display.getHeight()) + 1f), element.getGUIElement().getRotation(), element.getGUIElement().getWidth() / (float) (Display.getWidth() / 2), element.getGUIElement().getHeight() / (float) (Display.getHeight() / 2)); this.loadUniformMatrix("transformationMatrix", transformationMatrix); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, element.getGUIElement().getTexture().getTextureID()); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6); GL20.glDisableVertexAttribArray(VERTEX_POSITIONS); GL20.glDisableVertexAttribArray(TEXTURE_COORDS); GL30.glBindVertexArray(0);// w w w . java2 s . c o m }
From source file:hellfirepvp.astralsorcery.client.util.resource.BindableResource.java
License:Open Source License
public void bind() { if (AssetLibrary.reloading) return; //we do nothing but wait. if (resource == null) { allocateGlId();//from ww w .ja va2s. c o m } GL11.glBindTexture(GL11.GL_TEXTURE_2D, resource.getGlTextureId()); //GlStateManager.bindTexture(resource.getGlTextureId()); }
From source file:illarion.graphics.lwjgl.DriverSettingsLWJGL.java
License:Open Source License
/** * Setup OpenGL to render a texture.//from w ww .j a v a2 s . com * * @param textureID the ID of the texture that shall be bind */ public void enableTexture(final int textureID) { if (currentMode != MODE_TEXTURE) { disableLast(); GL11.glEnable(GL11.GL_TEXTURE_2D); currentMode = MODE_TEXTURE; } if ((currentTexture != textureID) && (textureID > -1)) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); } currentTexture = textureID; }
From source file:illarion.graphics.lwjgl.DriverSettingsLWJGL.java
License:Open Source License
/** * Setup OpenGL to render a texture by using texture pointers. * /*from w ww.java 2 s . c o m*/ * @param textureID the ID of the texture that shall be bind */ public void enableTexturePointer(final int textureID) { if (currentMode != MODE_TEXTUREPOINTER) { disableLast(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); currentMode = MODE_TEXTUREPOINTER; } if ((currentTexture != textureID) && (textureID > -1)) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); } currentTexture = textureID; }