Example usage for org.lwjgl.opengl GL11 glTexCoord2d

List of usage examples for org.lwjgl.opengl GL11 glTexCoord2d

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glTexCoord2d.

Prototype

public static native void glTexCoord2d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t);

Source Link

Document

Double version of #glTexCoord2f TexCoord2f .

Usage

From source file:cn.lambdalib.util.client.RenderUtils.java

License:MIT License

public static void addVertexLegacy(Vec3 vertex, double u, double v) {
    GL11.glTexCoord2d(u, v);
    GL11.glVertex3d(vertex.xCoord, vertex.yCoord, vertex.zCoord);
}

From source file:com.bluepowermod.client.render.RenderHelper.java

License:Open Source License

/**
 * Adds a vertex with a texture./*from   w  ww  .j  a va2s . c om*/
 *
 * @author Koen Beckers (K4Unl)
 * @param x
 * @param y
 * @param z
 * @param tx
 * @param ty
 */
public static void addVertexWithTexture(double x, double y, double z, double tx, double ty) {

    GL11.glTexCoord2d(tx, ty);
    GL11.glVertex3d(x, y, z);
}

From source file:com.github.jtse.puzzle.ogl.Textures.java

License:Apache License

public static void renderImage(Texture texture, int x, int y, int z) {
    // Color.white.bind();
    // texture.bind(); // or GL11.glBind(texture.getTextureID());
    //GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glBindTexture(GL_TEXTURE_2D, texture.getTextureID());

    // GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE,
    // GL11.GL_MODULATE );

    // when texture area is small, bilinear filter the closest mipmap

    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
    // GL11.GL_LINEAR_MIPMAP_NEAREST );
    // when texture area is large, bilinear filter the first mipmap
    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
    // GL11.GL_LINEAR );

    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S,
    // GL11.GL_CLAMP );
    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T,
    // GL11.GL_CLAMP );

    glBegin(GL11.GL_QUADS);/*  w  w w  .j ava  2s. co  m*/

    GL11.glTexCoord2d(0.0d, 0.0d);
    GL11.glVertex3d(x, y, z);

    // It's 0.99 instead of 1.0 because 1.0 creates edge artifacts
    GL11.glTexCoord2d(0.99d, 0.0d);
    GL11.glVertex3d(x + texture.getTextureWidth(), y, z);

    GL11.glTexCoord2d(0.99d, 0.99d);
    GL11.glVertex3d(x + texture.getTextureWidth(), y + texture.getTextureHeight(), z);

    GL11.glTexCoord2d(0.0d, 0.99d);
    GL11.glVertex3d(x, y + texture.getTextureHeight(), z);

    glEnd();
}

From source file:de.kitsunealex.projectx.client.render.RenderTruncatedIcosahedron.java

License:Open Source License

private void renderShape(Vector3[] verts, boolean reverse) {
    Vector3 center = new Vector3();
    for (int i = 0; i < verts.length; i++) {
        center.add(verts[i]);/*from   www . j a  v  a  2  s  .c om*/
    }

    center.multiply(1D / verts.length);

    Vector3 prev = verts[0];
    int start = reverse ? verts.length : 1;
    int end = reverse ? -1 : verts.length + 1;
    int step = reverse ? -1 : 1;

    for (int i = start; i != end; i += step) {
        GL11.glTexCoord2d(0.5D, 0.5D);
        GL11.glVertex3d(center.x, center.y, center.z);
        GL11.glTexCoord2d(0D, 0D);
        GL11.glVertex3d(prev.x, prev.y, prev.z);
        GL11.glTexCoord2d(1D, 0D);
        GL11.glVertex3d(verts[(i % verts.length)].x, verts[(i % verts.length)].y, verts[(i % verts.length)].z);
        prev = verts[(i % verts.length)];
    }
}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void draw2DRect(float x0, float y0, float x1, float y1, float z) {
    GL11.glBegin(GL11.GL_QUADS);//from   w  w w  .  j a  va2 s . com
    GL11.glNormal3f(0, 0, 1);
    GL11.glTexCoord2d(0, 0);
    GL11.glVertex3d(x0, y0, z);
    GL11.glNormal3f(0, 0, 1);
    GL11.glTexCoord2d(0, 0.9999999);
    GL11.glVertex3d(x0, y1, z);
    GL11.glNormal3f(0, 0, 1);
    GL11.glTexCoord2d(0.9999999, 0.9999999);
    GL11.glVertex3d(x1, y1, z);
    GL11.glNormal3f(0, 0, 1);
    GL11.glTexCoord2d(0.9999999, 0);
    GL11.glVertex3d(x1, y0, z);
    GL11.glEnd();
}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawRepeatedBackgroundPlane(float rx, float ry, float tx, float ty) {

    initOrtho();// w w w .  j  a  v a2  s. co  m

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2d(tx, ty + ry);
    GL11.glVertex3d(0, GLValues.glHeight, -GLValues.glDepth);
    GL11.glTexCoord2d(tx + rx, ty + ry);
    GL11.glVertex3d(GLValues.glWidth, GLValues.glHeight, -GLValues.glDepth);
    GL11.glTexCoord2d(tx + rx, ty);
    GL11.glVertex3d(GLValues.glWidth, 0, -GLValues.glDepth);
    GL11.glTexCoord2d(tx, ty);
    GL11.glVertex3d(0, 0, -GLValues.glDepth);
    GL11.glEnd();

}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawCircle(float r, float d) {

    GL11.glBegin(GL11.GL_TRIANGLE_FAN);/*w w  w .  j av a 2  s.c om*/

    for (float a = (float) ((2.0f * Math.PI) / d); a < 2 * Math.PI; a += (2.0f * Math.PI) / (float) d) {

        GL11.glNormal3f(0, 0, -1.0f);
        GL11.glTexCoord2d((Math.sin(a) + 1.0f) / 2.0f, (Math.cos(a) + 1.0f) / 2.0f);
        GL11.glVertex3d(Math.sin(a) * r, Math.cos(a) * r, 0);

    }

    GL11.glEnd();

}

From source file:fi.conf.ae.gl.GLGraphicRoutines.java

License:LGPL

public static void drawHexagon(float r) {
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);//from   www .j  a  va  2 s.  co  m

    for (float a = (float) ((2.0f * Math.PI) / 6.0f); a < 2 * Math.PI; a += (2.0f * Math.PI) / 6.0f) {

        GL11.glNormal3f(0, 0, -1.0f);
        GL11.glTexCoord2d((Math.sin(a) + 1.0f) / 2.0f, (Math.cos(a) + 1.0f) / 2.0f);
        GL11.glVertex3d(Math.sin(a) * r, Math.cos(a) * r, 0);

    }
    GL11.glEnd();
}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawString(String string, String textureIdentifier, float charWidth, float charHeight,
        Alignment align) {//from   w ww .ja va2  s .com

    float hOverlap = 0.01f;
    float vOverlap = 0.0f;

    float xfix = 0;

    if (align.equals(Alignment.CENTERED)) {
        xfix = string.length() * charWidth * 0.5f;
    } else if (align.equals(Alignment.RIGHT)) {
        xfix = string.length() * charWidth - hOverlap;
    }

    GL11.glPushMatrix();
    GL11.glTranslatef(0, -0.5f * charHeight, 0);

    GLTextureManager.getInstance().bindTexture(textureIdentifier);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);

        float x1 = (c % 16f) / 16f;
        float x2 = x1 + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = y1 + 1f / 16f;

        GL11.glTexCoord2d(x1 + hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, 0, 0);
        GL11.glTexCoord2d(x1 + hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y2 - vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, charHeight, 0);
        GL11.glTexCoord2d(x2 - hOverlap, y1 + vOverlap);
        GL11.glVertex3d(i * charWidth + charWidth - xfix, 0, 0);

    }

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

}

From source file:fi.conf.ae.gl.text.GLBitmapFontBlitter.java

License:LGPL

public static void drawScrollerString(String string, float charWidth, float charHeight, float freq,
        float amplitude, float phase, String font) {

    float overlap = 0.2f;

    float fix = 0;

    GL11.glPushMatrix();/*from  w w w  .  j a va 2 s.c  o m*/

    GLTextureManager.getInstance().bindTexture(font);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);

    GL11.glEnable(GL11.GL_DEPTH_TEST);

    //GLRoutines.drawSprite(0f, 0f, 2f, 2f, 1f);

    GL11.glBegin(GL11.GL_QUADS);

    for (int i = 0; i < string.length(); i++) {

        char c = string.charAt(i);
        float s = (float) Math.sin(phase + freq * 2 * Math.PI * i / string.length()) * amplitude;
        float x1 = (c % 16f) / 16f;
        float x2 = (c % 16f) / 16f + 1f / 16f;
        float y1 = (c / 16) / 16f;
        float y2 = (c / 16) / 16f + 1f / 16f;

        //drawSprite(x1, y1, x2, y2, 0);

        //GL11.glColor3f((float)Math.random()*1.3f, (float)Math.random()*1.3f, (float)Math.random()*1.3f);

        GL11.glTexCoord2d(x1, y1);
        GL11.glVertex3d(i * charWidth - fix - overlap, s, 0);
        GL11.glTexCoord2d(x1, y2);
        GL11.glVertex3d(i * charWidth - fix - overlap, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y2);
        GL11.glVertex3d(i * charWidth + charWidth - fix, charHeight + s, 0);
        GL11.glTexCoord2d(x2, y1);
        GL11.glVertex3d(i * charWidth + charWidth - fix, s, 0);

    }

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