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:shadowmage.ancient_structures.client.render.RenderTools.java
License:Open Source License
public static void renderTexturedQuad(float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2) { GL11.glBegin(GL11.GL_QUADS);//from w w w . j a v a 2 s. c o m GL11.glTexCoord2f(u1, v1); GL11.glVertex2f(x1, y1); 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.glEnd(); }
From source file:shadowmage.meim.client.gui.GuiTextureElement.java
License:Open Source License
@Override public void drawElement(int mouseX, int mouseY) { int x = renderPosX + guiLeft; int y = renderPosY + guiTop; int x1 = x;/*from w w w.j av a2 s. c o m*/ int y1 = y; int x2 = x; int y2 = y + height; int x3 = x + width; int y3 = y + height; int x4 = x + width; int y4 = y; float pixX = 1.f / (float) image.getWidth(); float pixY = 1.f / (float) image.getHeight(); float u1, v1, u2, v2, u3, v3, u4, v4; float uw, uh; uw = scale;//image.getWidth() * pixX * scale; uh = scale; float u = pixX * (float) viewX; float v = pixY * (float) viewY; v = v > 1 ? 1 : v; u1 = u; v1 = v; u2 = u; v2 = v + uh; u3 = u + uw; v3 = v + uh; u4 = u + uw; v4 = v; bindTexture(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(u1, v1); GL11.glVertex3f(x1, y1, 0); GL11.glTexCoord2f(u2, v2); GL11.glVertex3f(x2, y2, 0); GL11.glTexCoord2f(u3, v3); GL11.glVertex3f(x3, y3, 0); GL11.glTexCoord2f(u4, v4); GL11.glVertex3f(x4, y4, 0); GL11.glEnd(); resetBoundTexture(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.f, 0.f, 0.f, 1.f); GL11.glPointSize(5); GL11.glBegin(GL11.GL_POINTS); GL11.glVertex3f(x, y, 0.f); GL11.glEnd(); GL11.glColor4f(1.f, 1.f, 1.f, 1.f); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:src.graphics.cutout.ImageSprite.java
License:Open Source License
public void renderTo(Rendering rendering) { ///*from w w w . j av a 2 s.c o m*/ // Since we've disabled normal lighting, we have to 'fake it' using colour // parameters: GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); final Colour c = colour == null ? Colour.WHITE : colour; if (c.a < 0) { GL11.glColor4f(c.r, c.g, c.b, 0 - c.a); } else { final Lighting l = rendering.lighting; GL11.glColor4f(c.r * fog * l.r(), c.g * fog * l.g(), c.b * fog * l.b(), c.a); } // // Obtain the correct set of UV coordinates for the current frame- model.texture.bindTex(); final float framesUV[][] = model.framesUV(); final float texUV[] = framesUV[(int) animProgress]; // // TODO: Consider replacing this with an aggregate method within the // MeshBuffer class? Re-implement RenderPass, in other words. GL11.glBegin(GL11.GL_TRIANGLES); int tI = 0; for (Vec3D vert : model.coords) { GL11.glTexCoord2f(texUV[tI++], texUV[tI++]); GL11.glVertex3f(position.x + (vert.x * scale), position.y + (vert.y * scale), position.z + (vert.z * scale)); } GL11.glEnd(); }
From source file:src.graphics.sfx.SFX.java
License:Open Source License
protected void renderTex(Vec3D[] verts, Texture tex) { GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//from ww w. j a va2s .co m tex.bindTex(); Vec3D v; GL11.glDepthMask(false); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); v = verts[0]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(0, 1); v = verts[1]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(1, 1); v = verts[2]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glTexCoord2f(1, 0); v = verts[3]; GL11.glVertex3f(v.x, v.y, v.z); GL11.glEnd(); GL11.glDepthMask(true); }
From source file:src.graphics.space.Starfield.java
License:Open Source License
private void axisWithTransform(Mat3D transform, Texture tex, float radius) { final Vec3D tV = new Vec3D(); tex.bindTex();//from w w w. j a v a 2 s.c o m GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, 0, 0); transform.trans(tV.set(-1, -1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(1, -1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(1, 1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(tV.x, tV.y, tV.z); transform.trans(tV.set(-1, 1, 0)).scale(1.1f * radius); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(tV.x, tV.y, tV.z); GL11.glEnd(); }
From source file:src.graphics.widgets.UINode.java
License:Open Source License
/** Utility methods for drawing/graphic display: *//*w w w . ja v a2 s .co m*/ final public static void drawQuad(float xmin, float ymin, float xmax, float ymax, float umin, float vmin, float umax, float vmax, float absDepth) { GL11.glTexCoord2f(umin, vmax); GL11.glVertex3f(xmin, ymin, absDepth); GL11.glTexCoord2f(umin, vmin); GL11.glVertex3f(xmin, ymax, absDepth); GL11.glTexCoord2f(umax, vmin); GL11.glVertex3f(xmax, ymax, absDepth); GL11.glTexCoord2f(umax, vmax); GL11.glVertex3f(xmax, ymin, absDepth); }
From source file:src.user.Minimap.java
License:Open Source License
private void renderTex(float fadeVal) { ////from ww w. ja va 2s .c o m //You draw a diamond-shaped area around the four points- final float w = xdim(), h = ydim(), x = xpos(), y = ypos(); GL11.glBegin(GL11.GL_QUADS); if (fadeVal == -1) GL11.glTexCoord2f(0, 0); else GL11.glTexCoord3f(0, 0, fadeVal); GL11.glVertex2f(x, y + (h / 2)); if (fadeVal == -1) GL11.glTexCoord2f(0, 1); else GL11.glTexCoord3f(0, 1, fadeVal); GL11.glVertex2f(x + (w / 2), y + h); if (fadeVal == -1) GL11.glTexCoord2f(1, 1); else GL11.glTexCoord3f(1, 1, fadeVal); GL11.glVertex2f(x + w, y + (h / 2)); if (fadeVal == -1) GL11.glTexCoord2f(1, 0); else GL11.glTexCoord3f(1, 0, fadeVal); GL11.glVertex2f(x + (w / 2), y); GL11.glEnd(); }
From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java
License:BSD License
@Override public void texCoord(final float u, final float v) { GL11.glTexCoord2f(u, v); }
From source file:terminal.gld.TrueTypeFont.java
License:Open Source License
private void drawQuad(float drawX, float drawY, float drawX2, float drawY2, float srcX, float srcY, float srcX2, float srcY2) { float DrawWidth = drawX2 - drawX; float DrawHeight = drawY2 - drawY; float TextureSrcX = -.01f + srcX / textureWidth; float TextureSrcY = srcY / textureHeight; float SrcWidth = srcX2 - srcX; float SrcHeight = srcY2 - srcY; float RenderWidth = (SrcWidth / textureWidth); float RenderHeight = (SrcHeight / textureHeight); GL11.glTexCoord2f(TextureSrcX, TextureSrcY); GL11.glVertex3f(drawX, drawY, .1f);//from ww w.j a va 2s . com GL11.glTexCoord2f(TextureSrcX, TextureSrcY + RenderHeight); GL11.glVertex3f(drawX, drawY + DrawHeight, .1f); GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY + RenderHeight); GL11.glVertex3f(drawX + DrawWidth, drawY + DrawHeight, .1f); GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY); GL11.glVertex3f(drawX + DrawWidth, drawY, .1f); }
From source file:tileengine.MenuItem.java
public void drawBox() { for (int x = 0; x < 3; x++) { int selectedTexture = 197, selectedColumn = 0, selectedRow = 0; //Selvitetn milloin piirretn textboxin reunoja if (x == 0) { selectedTexture = 196;//from w w w . j a va 2s . com } if (x == 2) { selectedTexture = 198; } if (selected) { selectedTexture += 3; } //pieni hksi for loopin avulla valitun texturen selvittmiseksi for (selectedColumn = selectedTexture; selectedColumn >= GameHandler.spriteSheetX / GameHandler.spriteSheetScale; selectedColumn -= 32) { selectedRow++; } float textureXOffSet = ((float) 1 / GameHandler.spriteSheetScale) * selectedColumn; float textureYOffSet = ((float) 1 / GameHandler.spriteSheetScale) * selectedRow; GL11.glTexCoord2f(textureXOffSet + (float) 1 / GameHandler.spriteSheetScale, textureYOffSet + (float) 1 / GameHandler.spriteSheetScale); GL11.glVertex2f(posX + 64 + x * 64, posY); GL11.glTexCoord2f(textureXOffSet, textureYOffSet + (float) 1 / GameHandler.spriteSheetScale); GL11.glVertex2f(posX + x * 64, posY); GL11.glTexCoord2f(textureXOffSet, textureYOffSet); GL11.glVertex2f(posX + x * 64, posY + 64); GL11.glTexCoord2f(textureXOffSet + (float) 1 / GameHandler.spriteSheetScale, textureYOffSet); GL11.glVertex2f(posX + 64 + x * 64, posY + 64); } }