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:fi.conf.ae.gl.GLGraphicRoutines.java
License:LGPL
public static void drawCube(float r) { r /= 2f;//w w w. j a v a 2 s.c o m GL11.glBegin(GL11.GL_QUADS); // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-r, -r, r); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(r, -r, r); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(r, r, r); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-r, r, r); // Point 4 (Front) // Back Face GL11.glNormal3f(0.0f, 0.0f, -1.0f); // Normal Pointing Away From Viewer GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-r, -r, -r); // Point 1 (Back) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-r, r, -r); // Point 2 (Back) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(r, r, -r); // Point 3 (Back) GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(r, -r, -r); // Point 4 (Back) // Top Face GL11.glNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-r, r, -r); // Point 1 (Top) GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-r, r, r); // Point 2 (Top) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(r, r, r); // Point 3 (Top) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(r, r, -r); // Point 4 (Top) // Bottom Face GL11.glNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-r, -r, -r); // Point 1 (Bottom) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(r, -r, -r); // Point 2 (Bottom) GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(r, -r, r); // Point 3 (Bottom) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-r, -r, r); // Point 4 (Bottom) // Right face GL11.glNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(r, -r, -r); // Point 1 (Right) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(r, r, -r); // Point 2 (Right) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(r, r, r); // Point 3 (Right) GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(r, -r, r); // Point 4 (Right) // Left Face GL11.glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-r, -r, -r); // Point 1 (Left) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-r, -r, r); // Point 2 (Left) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-r, r, r); // Point 3 (Left) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-r, r, -r); // Point 4 (Left) // Done Drawing Quads GL11.glEnd(); }
From source file:fr.def.iss.vd2.lib_v3d.element.V3DSprite.java
License:Open Source License
@Override protected void doDisplay(V3DCamera camera) { if (!enableColor) { GL11.glPushAttrib(GL11.GL_CURRENT_BIT); GL11.glColor4f(1, 1, 1, opacity); }/*from w w w. j av a 2 s . c om*/ GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); GL11.glEnable(GL11.GL_ALPHA_TEST); if (disableRotation) { camera.disableRotation(); } float w = 0.5f * size.x * image.getWidth(); float h = 0.5f * size.y * image.getHeight(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getID()); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-w, -h, 0.0f); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(w, -h, 0.0f); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(w, h, 0.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-w, h, 0.0f); GL11.glEnd(); if (disableRotation) { camera.enableRotation(); } GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_TEXTURE_2D); if (!enableColor) { GL11.glPopAttrib(); } }
From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java
License:Open Source License
private void draw3dQuadList() { int quadCount = buffer.getInt(); GL11.glBegin(GL11.GL_QUADS);/*from w w w. j a v a 2s .c om*/ for (int quadIndex = 0; quadIndex < quadCount; quadIndex++) { for (int i = 0; i < 4; i++) { GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat()); GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); } } GL11.glEnd(); }
From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java
License:Open Source License
private void draw3dTriangleList() { int triangleCount = buffer.getInt(); GL11.glBegin(GL11.GL_TRIANGLES);/*from ww w . ja va2 s . c o m*/ for (int triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) { for (int i = 0; i < 3; i++) { GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat()); GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); } } GL11.glEnd(); }
From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java
License:Open Source License
private void draw3dPolygonList() { int polygonCount = buffer.getInt(); for (int polygonIndex = 0; polygonIndex < polygonCount; polygonIndex++) { GL11.glBegin(GL11.GL_POLYGON);/*from w w w.j a va 2 s . c o m*/ int vertexCount = buffer.getInt(); for (int i = 0; i < vertexCount; i++) { GL11.glTexCoord2f(buffer.getFloat(), buffer.getFloat()); GL11.glNormal3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); GL11.glVertex3f(buffer.getFloat(), buffer.getFloat(), buffer.getFloat()); } GL11.glEnd(); } }
From source file:fr.def.iss.vd2.lib_v3d.v3draw.V3DrawReader.java
License:Open Source License
private void drawRegistrated3dConcavePolygon() { int polygonIndex = buffer.getInt(); Tesselation tesselation = concavePolygonList.get(polygonIndex); List<Integer> vertexTypeList = tesselation.getVertexTypeList(); for (int i = 0; i < vertexTypeList.size(); i++) { List<V3DrawVertex> vertexList = tesselation.getVertexListList().get(i); GL11.glBegin(vertexTypeList.get(i)); for (V3DrawVertex vertex : vertexList) { GL11.glTexCoord2f(vertex.texture.x, vertex.texture.y); GL11.glNormal3f(vertex.normal.x, vertex.normal.y, vertex.normal.z); GL11.glVertex3f(vertex.position.x, vertex.position.y, vertex.position.z); }/*from w w w.j a v a2 s. c o m*/ GL11.glEnd(); } }
From source file:fr.theshark34.sharkengine.ui.components.Checkbox.java
License:Apache License
/** * Draw the checkbox/*from w w w . j a v a 2s. c o m*/ */ public void draw() { // Enabling blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Being sure that texturing is disabled GL11.glDisable(GL11.GL_TEXTURE_2D); // Picking white color GL11.glColor3f(1.0F, 1.0F, 1.0F); // Drawing the checkbox GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(x, y); GL11.glVertex2f(x + width, y); GL11.glVertex2f(x + width, y + height); GL11.glVertex2f(x, y + height); } GL11.glEnd(); // Drawing the text this.font.drawString(x + 25, y + (this.height - this.font.getHeight(text)) / 2, text); // Being sure that texturing is enabled GL11.glEnable(GL11.GL_TEXTURE_2D); // If the mouse is on the checkbox if (Mouse.getX() > this.x && Mouse.getX() < this.x + this.width && Mouse.getY() < Display.getHeight() - this.y && Mouse.getY() > Display.getHeight() - this.y - this.height) // If the mouse clicked and clicked is false, setting coched // to its oposite and setting clicked to true, so it will do // it one time if (Mouse.isButtonDown(0)) { if (!clicked) { clicked = true; coched = !coched; } } else // If mouse isn't on it, setting clicked to false clicked = false; // Checking if the checkbox is coched if (coched) { // Drawing coched checkbox texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, cochedcb.getTextureID()); // Drawing the image GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2f(x, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2f(x + width, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2f(x + width, y + height); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2f(x, y + height); } GL11.glEnd(); } // Disabling texture GL11.glDisable(GL11.GL_TEXTURE_2D); // Disabling blending GL11.glDisable(GL11.GL_BLEND); }
From source file:fr.theshark34.sharkengine.ui.components.Image.java
License:Apache License
/** * Draw it/*from w ww .ja v a 2 s. co m*/ */ @Override public void draw() { // Without this, image can render strangely GL11.glColor3f(1.0F, 1.0F, 1.0F); // Enabling blend and texture GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); // Drawing the image GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2f(x, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2f(x + width, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2f(x + width, y + height); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2f(x, y + height); } GL11.glEnd(); // Disabling blend and texture GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:game.core.blockmap.BlockMapBehavior.java
License:Open Source License
@Override public void draw(GameObject target) { if (textureProvider == null) { return;//w ww . ja va2 s . co m } int w = Math.min(width, 100); int h = Math.min(height, 30); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Texture texture = textureProvider.getBlockTexture(getBlock(x, y)); if (texture == null) { continue; } texture.glBindTexture(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(x, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(x + 1, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(x + 1, y + 1); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(x, y + 1); GL11.glEnd(); } } }
From source file:game.engine.gfx.Sprite.java
License:Open Source License
/** * Calls glTexCoord() / glVertex() on the sprite vertices, assuming the hotspot is at (0, 0). *//*from w w w . j a v a 2s .c o m*/ public void glVertices() { GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2f(-leftExtent, -topExtent); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2f(rightExtent, -topExtent); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2f(rightExtent, bottomExtent); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2f(-leftExtent, bottomExtent); }