Example usage for org.lwjgl.opengl GL11 glEnd

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

Introduction

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

Prototype

public static native void glEnd();

Source Link

Document

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

Usage

From source file:hud.OrdersDisplay.java

License:Open Source License

public void draw() {
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
    GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
    GL11.glLineWidth(2.0f);/* ww  w . ja v  a2  s .c  o  m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glPushMatrix();
    GL11.glTranslatef(x + 16, y + 16, 0);
    ais[curAI].draw();
    GL11.glPopMatrix();
    GL11.glDisable(GL11.GL_BLEND);
    Material.DEFAULT_WHITE.bind();

}

From source file:hud.StatusBar.java

License:Open Source License

public void draw() {
    GL11.glColor4f(0.0f, 0.5f, 1.0f, 1.0f);
    GL11.glBegin(GL11.GL_QUADS);//from   ww w .  j  av  a2s .c  o m

    // Draw energy
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + 8);
    GL11.glVertex2i(x + value, y + 8);
    GL11.glVertex2i(x + value, y);

    GL11.glEnd();

}

From source file:hud.StatusOverlay.java

License:Open Source License

public void draw() {
    int energy = Math.round(player.getMech().getEnergy() * 2.56f);
    int armour = Math.round(player.getMech().getArmour() * 2.56f);
    int baseArmour = player.getHomeBase().getLife();
    int ammo = Math.round(player.getMech().getAmmo() * 2.56f);
    baseStatus.setValue(baseArmour);/* w  ww.  j a v a  2 s .  co  m*/

    if (player.getUnitOrder() != null) {
        if (player.getUnitOrder().ready()) {
            orderReadyIcon.bind();
        } else {
            orderProcessingIcon.bind();
        }
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex2i(384, 16);
        GL11.glTexCoord2f(0, 1);
        GL11.glVertex2i(384, 48);
        GL11.glTexCoord2f(1, 1);
        GL11.glVertex2i(384 + 32, 48);
        GL11.glTexCoord2f(1, 0);
        GL11.glVertex2i(384 + 32, 16);
        GL11.glEnd();
        GL11.glDisable(GL11.GL_BLEND);
    }

    GL11.glDisable(GL11.GL_LIGHTING);
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL13.glActiveTexture(GL13.GL_TEXTURE1);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    energyStatus.draw();
    armourStatus.draw();
    baseStatus.draw();
    ammoStatus.draw();

}

From source file:hud.UnitDisplay.java

License:Open Source License

public void draw() {
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
    GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
    GL11.glLineWidth(2.0f);/*from  w w w  . j  ava2  s  .  c om*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_BLEND);

    int[] viewport = GLUtils.getViewport();

    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluPerspective(45, 1.0f, 0.001f, 5.0f);
    GL11.glViewport(getX(), viewport[3] - (getY() + height), width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluLookAt(2.0f * (float) Math.cos(angle), 2.0f * (float) Math.sin(angle), 1.0f, 0, 0, 0, 0, 0, 1);
    //        GL11.glTranslatef(x + width/2, y + height/2,0);
    currentUnit.draw();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPopMatrix();
    GL11.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
}

From source file:illarion.graphics.lwjgl.render.TextureRenderImmediate.java

License:Open Source License

/**
 * Draw a texture at a specified location using the immediate mode.
 * /*from  www  .j av  a2  s  .  c o m*/
 * @param x the x coordinate of the texture
 * @param y the y coordinate of the texture
 * @param z the z coordinate (so the layer) of the texture
 * @param width the width of the area the texture shall be rendered on
 * @param height the height of the area the texture shall be rendered on
 * @param texture the texture that shall be drawn
 * @param color the color that is supposed to be used with that texture
 * @param mirror mirror the texture horizontal
 * @param rotation the value the texture is rotated by
 */
@Override
public void drawTexture(final float x, final float y, final float z, final float width, final float height,
        final TextureLWJGL texture, final SpriteColor color, final boolean mirror, final float rotation) {

    DriverSettingsLWJGL.getInstance().enableTexture(texture.getTextureID());
    color.setActiveColor();

    GL11.glPushMatrix();

    int xmod = 1;
    if (mirror) {
        xmod = -1;
        GL11.glTranslatef(x + width, y, z);
    } else {
        GL11.glTranslatef(x, y, z);
    }

    GL11.glScalef(width * xmod, height, 1.f);
    GL11.glTranslatef(0.5f, 0.5f, 0);

    if (rotation != 0.f) {
        GL11.glRotatef(rotation, 0, 0, 1);
    }

    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    if (mirror) {
        GL11.glTexCoord2d(texture.getRelX2(), texture.getRelY2());
        GL11.glVertex2f(-0.5f, -0.5f);
        GL11.glTexCoord2d(texture.getRelX2(), texture.getRelY1());
        GL11.glVertex2f(-0.5f, 0.5f);
        GL11.glTexCoord2d(texture.getRelX1(), texture.getRelY2());
        GL11.glVertex2f(0.5f, -0.5f);
        GL11.glTexCoord2d(texture.getRelX1(), texture.getRelY1());
        GL11.glVertex2f(0.5f, 0.5f);
    } else {
        GL11.glTexCoord2d(texture.getRelX1(), texture.getRelY2());
        GL11.glVertex2f(-0.5f, -0.5f);
        GL11.glTexCoord2d(texture.getRelX1(), texture.getRelY1());
        GL11.glVertex2f(-0.5f, 0.5f);
        GL11.glTexCoord2d(texture.getRelX2(), texture.getRelY2());
        GL11.glVertex2f(0.5f, -0.5f);
        GL11.glTexCoord2d(texture.getRelX2(), texture.getRelY1());
        GL11.glVertex2f(0.5f, 0.5f);
    }

    GL11.glEnd();
    GL11.glPopMatrix();
}

From source file:illarion.graphics.lwjgl.TextureLWJGL.java

License:Open Source License

/**
 * Generate the display list in case its needed and return the ID of the
 * list needed to display this texture./*from   w w w .  ja  va 2s  .c  o  m*/
 * 
 * @return the ID of the display list
 */
public int getDisplayListID() {
    if ((displayListID == -1) || displayListDirty) {
        if (displayListID == -1) {
            displayListID = GL11.glGenLists(1);
        }

        GL11.glNewList(displayListID, GL11.GL_COMPILE);
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        GL11.glTexCoord2f(getRelX1(), getRelY2());
        GL11.glVertex2f(-0.5f, -0.5f);
        GL11.glTexCoord2f(getRelX1(), getRelY1());
        GL11.glVertex2f(-0.5f, 0.5f);
        GL11.glTexCoord2f(getRelX2(), getRelY2());
        GL11.glVertex2f(0.5f, -0.5f);
        GL11.glTexCoord2f(getRelX2(), getRelY1());
        GL11.glVertex2f(0.5f, 0.5f);

        GL11.glEnd();
        GL11.glEndList();

        displayListDirty = false;
    }

    return displayListID;
}

From source file:im.bci.jnuit.lwjgl.LwjglNuitFont.java

License:Open Source License

private void drawString(float x, float y, String whatchars, int startIndex, int endIndex, float scaleX,
        float scaleY, Align format) {

    IntObject intObject = null;//from w  w  w . j a  v  a 2  s . c  om
    int charCurrent;

    int totalwidth = 0;
    int i = startIndex, d, c;
    float startY = 0;

    switch (format) {
    case RIGHT: {
        d = -1;
        c = correctR;

        while (i < endIndex) {
            if (whatchars.charAt(i) == '\n') {
                startY -= fontHeight;
            }
            i++;
        }
        break;
    }
    case CENTER: {
        for (int l = startIndex; l <= endIndex; l++) {
            charCurrent = whatchars.charAt(l);
            if (charCurrent == '\n') {
                break;
            }
            if (charCurrent < 256) {
                intObject = charArray[charCurrent];
            } else {
                intObject = customChars.get(new Character((char) charCurrent));
            }
            totalwidth += intObject.width - correctL;
        }
        totalwidth /= -2;
    }
    case LEFT:
    default:
        d = 1;
        c = correctL;
        break;
    }

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);
    GL11.glBegin(GL11.GL_QUADS);

    while (i >= startIndex && i <= endIndex) {

        charCurrent = whatchars.charAt(i);
        if (charCurrent < 256) {
            intObject = charArray[charCurrent];
        } else {
            intObject = customChars.get(new Character((char) charCurrent));
        }

        if (intObject != null) {
            if (d < 0) {
                totalwidth += (intObject.width - c) * d;
            }
            if (charCurrent == '\n') {
                startY -= fontHeight * d;
                totalwidth = 0;
                if (format == Align.CENTER) {
                    for (int l = i + 1; l <= endIndex; l++) {
                        charCurrent = whatchars.charAt(l);
                        if (charCurrent == '\n') {
                            break;
                        }
                        if (charCurrent < 256) {
                            intObject = charArray[charCurrent];
                        } else {
                            intObject = customChars.get(new Character((char) charCurrent));
                        }
                        totalwidth += intObject.width - correctL;
                    }
                    totalwidth /= -2;
                }
                // if center get next lines total width/2;
            } else {
                drawQuad((totalwidth + intObject.width) * scaleX + x, startY * scaleY + y,
                        totalwidth * scaleX + x, (startY + intObject.height) * scaleY + y,
                        intObject.storedX + intObject.width, intObject.storedY + intObject.height,
                        intObject.storedX, intObject.storedY);
                if (d > 0) {
                    totalwidth += (intObject.width - c) * d;
                }
            }
            i += d;

        }
    }
    GL11.glEnd();
}

From source file:im.bci.jnuit.lwjgl.LwjglNuitRenderer.java

License:Open Source License

@Override
public void visit(Widget widget, TexturedBackground background) {
    IAnimationFrame frame = background.getPlay().getCurrentFrame();
    if (null != frame) {
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, (Integer) frame.getImage().getId());
        float x1 = widget.getX();
        float x2 = widget.getX() + widget.getWidth();
        float y1 = widget.getY();
        float y2 = widget.getY() + widget.getHeight();
        float u1 = background.isMirrorX() ? frame.getU2() : frame.getU1();
        float v1 = background.isMirrorY() ? frame.getV2() : frame.getV1();
        float u2 = background.isMirrorX() ? frame.getU1() : frame.getU2();
        float v2 = background.isMirrorY() ? frame.getV1() : frame.getV2();
        GL11.glBegin(GL11.GL_QUADS);//w  w w .j a v  a2  s.c o m
        GL11.glTexCoord2f(u1, v2);
        GL11.glVertex2f(x1, y2);
        GL11.glTexCoord2f(u2, v2);
        GL11.glVertex2f(x2, y2);
        GL11.glTexCoord2f(u2, v1);
        GL11.glVertex2f(x2, y1);
        GL11.glTexCoord2f(u1, v1);
        GL11.glVertex2f(x1, y1);
        GL11.glEnd();
    }
}

From source file:info.plugmania.novacraft.event.gui.Render3DOverlayEvent.java

License:GNU General Public License

public void drawLine(Position point1, Position point2, int colour, float lineWidth) {
    float red = (float) (colour >> 24 & 255) / 255.0F;
    float green = (float) (colour >> 16 & 255) / 255.0F;
    float blue = (float) (colour >> 8 & 255) / 255.0F;
    float alpha = (float) (colour & 255) / 255.0F;
    GL11.glColor4f(red, green, blue, alpha);
    GL11.glLineWidth(lineWidth);//from w w w . java  2  s . co m
    enable();
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex3d(point1.getX() - p.posX, point1.getY() - p.posY, point1.getZ() - p.posZ);
    GL11.glVertex3d(point2.getX() - p.posX, point2.getY() - p.posY, point2.getZ() - p.posZ);
    GL11.glEnd();
    disable();
}

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

License:Open Source License

@Override
public void _render() {
    GL11.glEnd();

    GL11.glPushMatrix();/* w w  w.j  a v  a2 s  . c  om*/
    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(), -size());
    GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV2());
    GL11.glVertex2f(size(), -size());
    GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV());
    GL11.glVertex2f(size(), size());
    GL11.glTexCoord2f(_texture[state].getU(), _texture[state].getV());
    GL11.glVertex2f(-size(), size());
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glBegin(GL11.GL_QUADS);
}