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:game.graphics.GUI_Button.java
License:Open Source License
public void Render() { texture.bind();/*from w w w. j a va 2 s . c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight * (MouseInsideMe ? MouseOverMultiplier : 1), 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(ScreenX + ScreenButtonWidth * (MouseInsideMe ? MouseOverMultiplier : 1), ScreenY + ScreenButtonHeight * (MouseInsideMe ? MouseOverMultiplier : 1), 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(ScreenX + ScreenButtonWidth * (MouseInsideMe ? MouseOverMultiplier : 1), ScreenY, 0); GL11.glEnd(); }
From source file:game.graphics.GUI_Console.java
License:Open Source License
public void Render() { if (Enabled) { texture.bind();/*from w ww . j a va 2 s.com*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY, 0); GL11.glEnd(); font.drawString(ScreenX + 10, ScreenY + 10, Log, Color.green); font.drawString(ScreenX + 10, ScreenY + ScreenButtonHeight - 30, "> " + Prompt, Color.green); } }
From source file:game.graphics.GUI_InvDisplay.java
License:Open Source License
@Override public void Render() { if (Enabled) { texture.bind();/* www. java 2s. co m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY, 0); GL11.glEnd(); for (int i = 0; i < Buttons.size(); i++) { Buttons.get(i).Render(); } player.getInventory().Render(ScreenX + 230, ScreenY + 30, font); } }
From source file:game.graphics.GUI_Object.java
License:Open Source License
private void RenderBackground() { texture.bind();// ww w. j a v a 2 s . co m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(EntityWindowX, EntityWindowY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(EntityWindowX, EntityWindowY + EntityHeight, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(EntityWindowX + EntityWidth, EntityWindowY + EntityHeight, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(EntityWindowX + EntityWidth, EntityWindowY, 0); GL11.glEnd(); }
From source file:game.graphics.GUI_StatDisplay.java
License:Open Source License
@Override public void Render() { if (Enabled) { texture.bind();//from w ww . j av a 2s . com GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY, 0); GL11.glEnd(); Buttons.get(0).Render(); if (player.getLevelUpPoints() > 0) { for (int i = 1; i < Buttons.size(); i++) { Buttons.get(i).Render(); } } font.drawString(ScreenX + 30, ScreenY + 10, "Player stats", Color.black); font.drawString(ScreenX + 30, ScreenY + 30, player.GetStats().getPrimaryString(), Color.black); font.drawString(ScreenX + 150, ScreenY + 30, player.GetStats().getPrimaryStringValues(), Color.black); font.drawString(ScreenX + 250, ScreenY + 30, player.GetStats().getSecondaryString(), Color.black); font.drawString(ScreenX + 420, ScreenY + 30, player.GetStats().getSecondaryStringValues(), Color.black); font.drawString(ScreenX + 30, ScreenY + 250, "Level up points: " + Integer.toString(player.getLevelUpPoints()), Color.black); } }
From source file:game.graphics.GUI_Stats.java
License:Open Source License
private void DrawExperienceBar() { if (ExpTexture != null) { ExpTexture.bind();//ww w.jav a 2 s. co m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(225, 704, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(225, 763, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(225 + 843f * player.Experience / player.GetExpNeedToLevel(), 763, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(225 + 843f * player.Experience / player.GetExpNeedToLevel(), 704, 0); GL11.glEnd(); String drawString = Integer.toString(player.Experience); font1.drawString(645.0F - (float) drawString.length() / 2 * 10, 705.0F, drawString, Color.black); } }
From source file:game.graphics.GUI_Stats.java
License:Open Source License
private void DrawHealthBar() { if (HealthTexture != null) { HealthTexture.bind();// www . j a v a2 s. c om GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(226, 701 - 54 * player.GetStats().GetHealthPercent() / 100, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(226, 701, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(318, 701, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(318, 701 - 54 * player.GetStats().GetHealthPercent() / 100, 0); GL11.glEnd(); String drawString = Integer.toString(player.GetStats().GetHealth()); font1.drawString(271 - (float) drawString.length() / 2 * 10, 668.0F, drawString, Color.black); } }
From source file:game.graphics.GUI_Stats.java
License:Open Source License
private void DrawManaBar() { if (ManaTexture != null) { ManaTexture.bind();//from w ww. j a va 2 s . c o m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(978, 701 - 54 * player.GetStats().GetManaPercent() / 100, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(978, 701, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(1070, 701, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(1070, 701 - 54 * player.GetStats().GetManaPercent() / 100, 0); GL11.glEnd(); String drawString = Integer.toString(player.GetStats().GetMana()); font1.drawString(1020 - (float) drawString.length() / 2 * 10, 668.0F, drawString, Color.black); } }
From source file:game.level.entities.mobs.enemies.Bandit.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);/*from www . ja va 2s . c o m*/ Color.white.bind(); MobArt.Bandit.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-0.3f, -0.3f, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(0.3f, -0.3f, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(0.3f, 0.3f, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-0.3f, 0.3f, 0); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.mobs.enemies.Demon.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w w.jav a 2 s . com*/ Color.white.bind(); MobArt.Demon.bind(); GL11.glBegin(GL11.GL_QUADS); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }