List of usage examples for org.lwjgl.opengl GL11 glTexCoord2f
public static native void glTexCoord2f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t);
From source file:io.flob.blackheart.WallLiftPanel.java
License:Open Source License
private void render_front() { GL11.glNormal3f(0f, 0f, 1f);/*from ww w.j ava2 s. c om*/ GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ()); }
From source file:io.flob.blackheart.WallLiftPanel.java
License:Open Source License
private void render_back() { GL11.glNormal3f(0f, 0f, -1f);//from ww w.j a va 2s. co m GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ()); }
From source file:io.flob.blackheart.WallLiftPanel.java
License:Open Source License
private void render_left() { GL11.glNormal3f(-1, 0, 0);/* w ww . java2 s . com*/ GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ()); }
From source file:io.flob.blackheart.WallLiftPanel.java
License:Open Source License
private void render_right() { GL11.glNormal3f(1, 0, 0);/*from ww w .j a v a 2s . c o m*/ GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ()); }
From source file:io.flob.blackheart.WeaponKnife.java
License:Open Source License
private void render() { GL11.glTexCoord2f(texture[state].getU(), texture[state].getV()); GL11.glVertex2i(/* w w w. j a v a2 s. c o m*/ ((_armoury._barry._level._game._core._display.width() / 2) - (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height() - texture[state].height() * texture_upsize); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) + (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height() - texture[state].height() * texture_upsize); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV2()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) + (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height()); GL11.glTexCoord2f(texture[state].getU(), texture[state].getV2()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) - (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height()); }
From source file:io.flob.clicker.Button.java
License:Open Source License
private void render() { if (selected()) { GL11.glColor3d(0.75f, 0.75f, 0.75f); }/*from ww w.jav a2 s . c o m*/ GL11.glTexCoord2f(_texture.getU(), _texture.getV()); GL11.glVertex2f(position.getX(), position.getY()); GL11.glTexCoord2f(_texture.getU2(), _texture.getV()); GL11.glVertex2f(position.getX() + (size.getX()), position.getY()); GL11.glTexCoord2f(_texture.getU2(), _texture.getV2()); GL11.glVertex2f(position.getX() + (size.getX()), position.getY() + (size.getY())); GL11.glTexCoord2f(_texture.getU(), _texture.getV2()); GL11.glVertex2f(position.getX(), position.getY() + (size.getY())); GL11.glColor3d(1, 1, 1); }
From source file:io.flob.clicker.StateSplash.java
License:Open Source License
@Override public void tick() throws Exception { _core._display.prepare();/* w w w . j a v a2s .c om*/ Texture texture = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("image/splash.png")); texture.bind(); int x1 = (Display.getWidth() / 2) - (texture.getTextureWidth() / 2); int y1 = (Display.getHeight() / 2) - (texture.getTextureHeight() / 2); int x2 = (Display.getWidth() / 2) + (texture.getTextureWidth() / 2); int y2 = (Display.getHeight() / 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.update(); }
From source file:io.github.minecraftgui.controllers.Render.java
License:Open Source License
public void drawTexture(Texture texture, double x, double y, double width, double height) { GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w w .ja v a 2 s. c o m*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1, 1, 1, 1); GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2d(x, y); GL11.glTexCoord2f(0, texture.getHeight()); GL11.glVertex2d(x, y + height); GL11.glTexCoord2f(texture.getWidth(), texture.getHeight()); GL11.glVertex2d(x + width, y + height); GL11.glTexCoord2f(texture.getWidth(), 0); GL11.glVertex2d(x + width, y); } GL11.glEnd(); modInterface.bindMinecraftTextures(); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glTexCoord2f(float u, float v) { GL11.glTexCoord2f(u, v); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve//from w w w. j a va 2 s.c om * @param borderColor the curve border color * @param curve the points along the curve to be drawn */ public void draw(Color color, Color borderColor, Vec2f[] curve) { float alpha = color.a; // if this curve hasn't been drawn, draw it and cache the result if (fbo == null) { FrameBufferCache cache = FrameBufferCache.getInstance(); Rendertarget mapping = cache.get(hitObject); if (mapping == null) mapping = cache.insert(hitObject); fbo = mapping; int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Colors.WHITE_FADE.a = 1.0f; this.draw_curve(color, borderColor, curve); color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); Colors.WHITE_FADE.a = alpha; } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }