Example usage for org.lwjgl.opengl GL11 glTexCoord2f

List of usage examples for org.lwjgl.opengl GL11 glTexCoord2f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glTexCoord2f.

Prototype

public static native void glTexCoord2f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t);

Source Link

Document

Sets the current two-dimensional texture coordinate.

Usage

From source file:game.level.entities.mobs.player.items.StandardItem.java

License:Open Source License

@Override
public void Render(int ScreenX, int ScreenY) {

    ItemArt.Items.bind();//from  w  ww .j a  v  a  2 s  . co m
    GL11.glBegin(GL11.GL_QUADS);

    GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * YTextureRef);
    GL11.glVertex3f(ScreenX, ScreenY, 0);

    GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * (YTextureRef + 1));
    GL11.glVertex3f(ScreenX, ScreenY + IconWidth, 0);

    GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * (YTextureRef + 1));
    GL11.glVertex3f(ScreenX + IconWidth, ScreenY + IconWidth, 0);

    GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * YTextureRef);
    GL11.glVertex3f(ScreenX + IconWidth, ScreenY, 0);

    GL11.glEnd();
}

From source file:game.level.entities.mobs.Player.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);/* ww w . j a v  a  2s.c om*/
    Color.white.bind();
    MobArt.Player.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, -PLAYER_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_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, -PLAYER_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -PLAYER_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, -PLAYER_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -PLAYER_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, -PLAYER_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    // HEAD
    GL11.glColor3f(255f / 255f, 187f / 255f, 255f / 255f);
    GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);

    GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);

    GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);

    GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);

    GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT);
    GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f);
    GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f);
    RenderHealthBar();
    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);

}

From source file:hud.MapDisplay.java

License:Open Source License

public void draw() {
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
    GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
    GL11.glLineWidth(2.0f);//from w  w  w  .  ja va 2  s.  co m
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    game.getMap().getMinimap().bind();
    GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2i(x, y);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2i(x, y + height);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2i(x + width, y + height);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();
}

From source file:hud.StatusOverlay.java

License:Open Source License

public void draw() {
    int energy = Math.round(player.getMech().getEnergy() * 2.56f);
    int armour = Math.round(player.getMech().getArmour() * 2.56f);
    int baseArmour = player.getHomeBase().getLife();
    int ammo = Math.round(player.getMech().getAmmo() * 2.56f);
    baseStatus.setValue(baseArmour);/*w  w w  .j a va  2  s.  c  o  m*/

    if (player.getUnitOrder() != null) {
        if (player.getUnitOrder().ready()) {
            orderReadyIcon.bind();
        } else {
            orderProcessingIcon.bind();
        }
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex2i(384, 16);
        GL11.glTexCoord2f(0, 1);
        GL11.glVertex2i(384, 48);
        GL11.glTexCoord2f(1, 1);
        GL11.glVertex2i(384 + 32, 48);
        GL11.glTexCoord2f(1, 0);
        GL11.glVertex2i(384 + 32, 16);
        GL11.glEnd();
        GL11.glDisable(GL11.GL_BLEND);
    }

    GL11.glDisable(GL11.GL_LIGHTING);
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL13.glActiveTexture(GL13.GL_TEXTURE1);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    energyStatus.draw();
    armourStatus.draw();
    baseStatus.draw();
    ammoStatus.draw();

}

From source file:illarion.graphics.lwjgl.TextureLWJGL.java

License:Open Source License

/**
 * Generate the display list in case its needed and return the ID of the
 * list needed to display this texture.//from www  .  jav  a  2 s  . c  o m
 * 
 * @return the ID of the display list
 */
public int getDisplayListID() {
    if ((displayListID == -1) || displayListDirty) {
        if (displayListID == -1) {
            displayListID = GL11.glGenLists(1);
        }

        GL11.glNewList(displayListID, GL11.GL_COMPILE);
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

        GL11.glTexCoord2f(getRelX1(), getRelY2());
        GL11.glVertex2f(-0.5f, -0.5f);
        GL11.glTexCoord2f(getRelX1(), getRelY1());
        GL11.glVertex2f(-0.5f, 0.5f);
        GL11.glTexCoord2f(getRelX2(), getRelY2());
        GL11.glVertex2f(0.5f, -0.5f);
        GL11.glTexCoord2f(getRelX2(), getRelY1());
        GL11.glVertex2f(0.5f, 0.5f);

        GL11.glEnd();
        GL11.glEndList();

        displayListDirty = false;
    }

    return displayListID;
}

From source file:im.bci.jnuit.lwjgl.LwjglNuitRenderer.java

License:Open Source License

@Override
public void visit(Widget widget, TexturedBackground background) {
    IAnimationFrame frame = background.getPlay().getCurrentFrame();
    if (null != frame) {
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, (Integer) frame.getImage().getId());
        float x1 = widget.getX();
        float x2 = widget.getX() + widget.getWidth();
        float y1 = widget.getY();
        float y2 = widget.getY() + widget.getHeight();
        float u1 = background.isMirrorX() ? frame.getU2() : frame.getU1();
        float v1 = background.isMirrorY() ? frame.getV2() : frame.getV1();
        float u2 = background.isMirrorX() ? frame.getU1() : frame.getU2();
        float v2 = background.isMirrorY() ? frame.getV1() : frame.getV2();
        GL11.glBegin(GL11.GL_QUADS);// ww  w. j a v  a 2  s  .  c  om
        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.glTexCoord2f(u1, v1);
        GL11.glVertex2f(x1, y1);
        GL11.glEnd();
    }
}

From source file:io.flob.blackheart.Button.java

License:Open Source License

private void render() {
    if (!active) {
        GL11.glColor3d(0.25f, 0.25f, 0.25f);
    } else if (selected()) {
        GL11.glColor3d(0.75f, 0.75f, 0.75f);
    }//  w ww  .  ja  v  a2  s  . co  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.blackheart.CollectableGold.java

License:Open Source License

@Override
public void _render() {
    GL11.glEnd();/*from  w  ww.  ja v  a  2  s.co  m*/

    GL11.glPushMatrix();
    GL11.glTranslatef(position().getX(), position().getY(), position().getZ());
    FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
    GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
    for (int i = 0; i < 3; i += 2) {
        for (int j = 0; j < 3; j++) {
            if (i == j) {
                modelview.put(i * 4 + j, 1.0f);
            } else {
                modelview.put(i * 4 + j, 0.0f);
            }
        }
    }
    GL11.glLoadMatrix(modelview);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glTexCoord2f(_texture[state].getU(), _texture[state].getV2());
    GL11.glVertex2f(-size(), -size());
    GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV2());
    GL11.glVertex2f(size(), -size());
    GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV());
    GL11.glVertex2f(size(), size());
    GL11.glTexCoord2f(_texture[state].getU(), _texture[state].getV());
    GL11.glVertex2f(-size(), size());
    GL11.glEnd();
    GL11.glPopMatrix();

    GL11.glBegin(GL11.GL_QUADS);
}

From source file:io.flob.blackheart.FloorBlood.java

License:Open Source License

@Override
public void _render() {
    if (texture == null) {
        texture = TextureLibrary.placeholder;
    }/*from  w  w  w.  j a  v a  2  s. c o m*/
    GL11.glNormal3f(0, 1, 0);
    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());
    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());
}

From source file:io.flob.blackheart.HUD.java

License:Open Source License

private void render_info_images() {
    // Points//from w  w w .j av  a2s . co m
    GL11.glTexCoord2f(info_points_texture.getU(), info_points_texture.getV());
    GL11.glVertex2i(_level._game._core._display.width() - (info_texture_size + info_texture_offset),
            info_texture_offset);
    GL11.glTexCoord2f(info_points_texture.getU2(), info_points_texture.getV());
    GL11.glVertex2i(_level._game._core._display.width() - info_texture_offset, info_texture_offset);
    GL11.glTexCoord2f(info_points_texture.getU2(), info_points_texture.getV2());
    GL11.glVertex2i(_level._game._core._display.width() - info_texture_offset,
            info_texture_offset + info_texture_size);
    GL11.glTexCoord2f(info_points_texture.getU(), info_points_texture.getV2());
    GL11.glVertex2i(_level._game._core._display.width() - (info_texture_size + info_texture_offset),
            info_texture_offset + info_texture_size);

    // Weapon
    GL11.glTexCoord2f(info_weapon_texture.getU(), info_weapon_texture.getV());
    GL11.glVertex2i(_level._game._core._display.width() - (info_texture_size + info_texture_offset),
            _level._game._core._display.height() - info_texture_offset - info_texture_size);
    GL11.glTexCoord2f(info_weapon_texture.getU2(), info_weapon_texture.getV());
    GL11.glVertex2i(_level._game._core._display.width() - info_texture_offset,
            _level._game._core._display.height() - info_texture_offset - info_texture_size);
    GL11.glTexCoord2f(info_weapon_texture.getU2(), info_weapon_texture.getV2());
    GL11.glVertex2i(_level._game._core._display.width() - info_texture_offset,
            _level._game._core._display.height() - info_texture_offset);
    GL11.glTexCoord2f(info_weapon_texture.getU(), info_weapon_texture.getV2());
    GL11.glVertex2i(_level._game._core._display.width() - (info_texture_size + info_texture_offset),
            _level._game._core._display.height() - info_texture_offset);

    // Health
    GL11.glTexCoord2f(info_health_texture.getU(), info_health_texture.getV());
    GL11.glVertex2i(info_texture_offset,
            _level._game._core._display.height() - info_texture_offset - info_texture_size);
    GL11.glTexCoord2f(info_health_texture.getU2(), info_health_texture.getV());
    GL11.glVertex2i(info_texture_offset + info_texture_size,
            _level._game._core._display.height() - info_texture_offset - info_texture_size);
    GL11.glTexCoord2f(info_health_texture.getU2(), info_health_texture.getV2());
    GL11.glVertex2i(info_texture_offset + info_texture_size,
            _level._game._core._display.height() - info_texture_offset);
    GL11.glTexCoord2f(info_health_texture.getU(), info_health_texture.getV2());
    GL11.glVertex2i(info_texture_offset, _level._game._core._display.height() - info_texture_offset);
}