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:map.GameMap.java
License:Open Source License
public void drawWater() { GL11.glEnable(GL11.GL_BLEND);/*from www . j a va 2 s .co m*/ GL11.glDepthMask(false); waterMaterial.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, 0, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0, 0, WATER_HEIGHT); GL11.glTexCoord2f(size, 0); GL11.glVertex3f(size, 0, WATER_HEIGHT); GL11.glTexCoord2f(size, size); GL11.glVertex3f(size, size, WATER_HEIGHT); GL11.glTexCoord2f(0, size); GL11.glVertex3f(0, size, WATER_HEIGHT); GL11.glEnd(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); }
From source file:model.Triangle.java
License:Open Source License
public void draw() { if (tex[0] != null) GL11.glTexCoord2f(tex[0].x, tex[0].y); GL11.glNormal3f(norm[0].x, norm[0].y, norm[0].z); GL11.glVertex3f(pos[0].x, pos[0].y, pos[0].z); if (tex[1] != null) GL11.glTexCoord2f(tex[1].x, tex[1].y); GL11.glNormal3f(norm[1].x, norm[1].y, norm[1].z); GL11.glVertex3f(pos[1].x, pos[1].y, pos[1].z); if (tex[2] != null) GL11.glTexCoord2f(tex[2].x, tex[2].y); GL11.glNormal3f(norm[2].x, norm[2].y, norm[2].z); GL11.glVertex3f(pos[2].x, pos[2].y, pos[2].z); }
From source file:mwisbest.openbase.gui.Button.java
License:Open Source License
@Override public void render() { GL11.glPushMatrix();//from ww w .j a v a2s . c om GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(false); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); if (Common.currentTextureID != this.texture.getTextureID()) { int texID = this.texture.getTextureID(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID); Common.currentTextureID = texID; } GL11.glTranslatef(this.x, this.y, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, this.texture.getHeight()); GL11.glVertex2f(0, this.height); GL11.glTexCoord2f(this.texture.getWidth(), this.texture.getHeight()); GL11.glVertex2f(this.width, this.height); GL11.glTexCoord2f(this.texture.getWidth(), 0); GL11.glVertex2f(this.width, 0); GL11.glEnd(); GL11.glPopMatrix(); }
From source file:mwisbest.openbase.opengl.UtilsGL.java
License:Open Source License
/** * Draws the specified texture to positions x and y on the screen and scaled with the specified width and height * /*from w ww. j av a 2 s . c o m*/ * @param texture * @param x * @param y * @param width * @param height */ public static void drawTexture(Texture texture, int x, int y, int width, int height) { GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(false); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); if (Common.currentTextureID != texture.getTextureID()) { int texID = texture.getTextureID(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID); Common.currentTextureID = texID; } GL11.glTranslatef(x, y, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, texture.getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(texture.getWidth(), texture.getHeight()); GL11.glVertex2f(width, height); GL11.glTexCoord2f(texture.getWidth(), 0); GL11.glVertex2f(width, 0); GL11.glEnd(); GL11.glPopMatrix(); }
From source file:myfirstgame.bullet.java
public void drawBullet(int x, int y, Texture tex) { tex.bind();/* w ww. j av a 2 s.c om*/ GL11.glBegin(GL_QUADS); GL11.glTexCoord2f(0, 1); glVertex2f(x, y); GL11.glTexCoord2f(1, 1); glVertex2f(x + sizeX, y); GL11.glTexCoord2f(1, 0); glVertex2f(x + sizeX, y + sizeY); GL11.glTexCoord2f(0, 0); glVertex2f(x, y + sizeY); GL11.glEnd(); }
From source file:myfirstgame.Game.java
public void menu(Texture tex) { int x = 200, y = 200; tex.bind();/*from www.j a v a 2 s .c om*/ GL11.glBegin(GL_QUADS); GL11.glTexCoord2f(0, 1); glVertex2i(x, y); GL11.glTexCoord2f(1, 1); glVertex2i(x + 200, y); GL11.glTexCoord2f(1, 0); glVertex2i(x + 200, y + 200); GL11.glTexCoord2f(0, 0); glVertex2i(x, y + 200); GL11.glEnd(); }
From source file:myfirstgame.grass.java
public void drawGrass(int x, int y, Texture tex) { //grass background gx = x;//from w w w.ja va2 s. com gy = y; tex.bind(); GL11.glBegin(GL_QUADS); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(gx, gy); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(gx + sizeX, gy); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(gx + sizeX, gy + sizeY); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(gx, gy + sizeY); GL11.glEnd(); outline(); }
From source file:myfirstgame.toolBar.java
public void draw(Texture tex) { tex.bind();//ww w .j a v a2s . com GL11.glBegin(GL_QUADS); GL11.glTexCoord2f(0, 1); glVertex2i(x, y); GL11.glTexCoord2f(1, 1); glVertex2i(x + 45, y); GL11.glTexCoord2f(1, 0); glVertex2i(x + 45, y + 250); GL11.glTexCoord2f(0, 0); glVertex2i(x, y + 250); GL11.glEnd(); }
From source file:name.martingeisse.stackd.client.gui.element.FillTexture.java
License:Open Source License
@Override protected void draw() { GL11.glEnable(GL11.GL_TEXTURE_2D);//from w ww. j a v a 2 s.c o m GL11.glDisable(GL11.GL_BLEND); texture.glBindTexture(); final int x = getAbsoluteX(), y = getAbsoluteY(), w = getWidth(), h = getHeight(); final Gui gui = getGui(); final float effectiveRepetitionLengthX = (repetitionLengthX < 1 ? gui.pixelsToUnitsInt(texture.getWidth()) : repetitionLengthX); final float effectiveRepetitionLengthY = (repetitionLengthY < 1 ? gui.pixelsToUnitsInt(texture.getHeight()) : repetitionLengthY); final float s = (w / effectiveRepetitionLengthX); final float t = (h / effectiveRepetitionLengthY); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(x, y); GL11.glTexCoord2f(s, 0.0f); GL11.glVertex2i(x + w, y); GL11.glTexCoord2f(s, t); GL11.glVertex2i(x + w, y + h); GL11.glTexCoord2f(0.0f, t); GL11.glVertex2i(x, y + h); GL11.glEnd(); }
From source file:name.martingeisse.swtlib.canvas.OpenGlImageBlockCanvas.java
License:Open Source License
@Override protected void drawBlock(final int x, final int y) { palette.safeBind(getBlock(x, y));/*from w w w .ja va 2 s .c o m*/ GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); // glBegin/glEnd must be called per block because of changing textures GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(x, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(x + 1, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(x + 1, y + 1); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(x, y + 1); GL11.glEnd(); }