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:io.flob.blackheart.HUD.java
License:Open Source License
private void render_crosshair() { GL11.glTexCoord2f(crosshair_texture.getU(), crosshair_texture.getV()); GL11.glVertex2i(((_level._game._core._display.width() / 2) - crosshair_size / 2), ((_level._game._core._display.height() / 2) - crosshair_size / 2)); GL11.glTexCoord2f(crosshair_texture.getU2(), crosshair_texture.getV()); GL11.glVertex2i(((_level._game._core._display.width() / 2) + crosshair_size / 2), ((_level._game._core._display.height() / 2) - crosshair_size / 2)); GL11.glTexCoord2f(crosshair_texture.getU2(), crosshair_texture.getV2()); GL11.glVertex2i(((_level._game._core._display.width() / 2) + crosshair_size / 2), ((_level._game._core._display.height() / 2) + crosshair_size / 2)); GL11.glTexCoord2f(crosshair_texture.getU(), crosshair_texture.getV2()); GL11.glVertex2i(((_level._game._core._display.width() / 2) - crosshair_size / 2), ((_level._game._core._display.height() / 2) + crosshair_size / 2)); }
From source file:io.flob.blackheart.ICeiling.java
License:Open Source License
@Override public void _render() { if (texture == null) { texture = TextureLibrary.placeholder; }/*from ww w .j a v a2s .co m*/ GL11.glNormal3f(0, -1, 0); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ()); 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()); }
From source file:io.flob.blackheart.ICollectable.java
License:Open Source License
@Override public void _render() { GL11.glEnd();/*from w w w. j a v a 2 s .co m*/ if (texture == null) { texture = TextureLibrary.placeholder; } 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.getU(), texture.getV2()); GL11.glVertex2f(-size, -size); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex2f(size, -size); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex2f(size, size); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex2f(-size, size); GL11.glEnd(); GL11.glPopMatrix(); GL11.glBegin(GL11.GL_QUADS); }
From source file:io.flob.blackheart.IDoor.java
License:Open Source License
private void render_front() { TextureUV _texture;//from ww w.ja va 2s . c o m float offset = -Level.texture_bleed_offset; if (parallel) { _texture = texture_face; } else { _texture = texture_side; } GL11.glNormal3f(0f, 0f, 1f); GL11.glTexCoord2f(_texture.getU(), _texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU2(), _texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU2(), _texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU(), _texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ() + offset); }
From source file:io.flob.blackheart.IDoor.java
License:Open Source License
private void render_back() { TextureUV _texture;/*ww w . j a v a 2 s .co m*/ float offset; if (parallel) { _texture = texture_face; offset = Level.texture_bleed_offset; } else { _texture = texture_side; offset = -Level.texture_bleed_offset; } GL11.glNormal3f(0f, 0f, -1f); GL11.glTexCoord2f(_texture.getU2(), _texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU2(), _texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU(), _texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ() + offset); GL11.glTexCoord2f(_texture.getU(), _texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ() + offset); }
From source file:io.flob.blackheart.IDoor.java
License:Open Source License
private void render_left() { TextureUV _texture;/* w ww . j a v a 2 s. c om*/ float offset = Level.texture_bleed_offset; if (parallel) { _texture = texture_side; } else { _texture = texture_face; } GL11.glNormal3f(-1, 0, 0); GL11.glTexCoord2f(_texture.getU(), _texture.getV2()); GL11.glVertex3f(-size + position.getX() + offset, -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(_texture.getU2(), _texture.getV2()); GL11.glVertex3f(-size + position.getX() + offset, -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(_texture.getU2(), _texture.getV()); GL11.glVertex3f(-size + position.getX() + offset, size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(_texture.getU(), _texture.getV()); GL11.glVertex3f(-size + position.getX() + offset, size + position.getY(), -size + position.getZ()); }
From source file:io.flob.blackheart.IDoor.java
License:Open Source License
private void render_right() { TextureUV _texture;// www . j a v a 2s. c o m float offset; if (parallel) { _texture = texture_side; offset = -Level.texture_bleed_offset; } else { _texture = texture_face; offset = Level.texture_bleed_offset; } GL11.glNormal3f(1, 0, 0); GL11.glTexCoord2f(_texture.getU2(), _texture.getV2()); GL11.glVertex3f(size + position.getX() - offset, -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(_texture.getU2(), _texture.getV()); GL11.glVertex3f(size + position.getX() - offset, size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(_texture.getU(), _texture.getV()); GL11.glVertex3f(size + position.getX() - offset, size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(_texture.getU(), _texture.getV2()); GL11.glVertex3f(size + position.getX() - offset, -size + position.getY(), size + position.getZ()); }
From source file:io.flob.blackheart.IDoor.java
License:Open Source License
private void render_surround() { // Bottom// w ww .j av a 2 s . c om GL11.glNormal3f(0, -1, 0); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV()); GL11.glVertex3f(-size + position_start.getX(), -size + position_start.getY() + Level.texture_bleed_offset, -size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV()); GL11.glVertex3f(size + position_start.getX(), -size + position_start.getY() + Level.texture_bleed_offset, -size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV2()); GL11.glVertex3f(size + position_start.getX(), -size + position_start.getY() + Level.texture_bleed_offset, size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV2()); GL11.glVertex3f(-size + position_start.getX(), -size + position_start.getY() + Level.texture_bleed_offset, size + position_start.getZ()); // Top GL11.glNormal3f(0, 1, 0); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV()); GL11.glVertex3f(-size + position_start.getX(), size + position_start.getY() - Level.texture_bleed_offset, -size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV2()); GL11.glVertex3f(-size + position_start.getX(), size + position_start.getY() - Level.texture_bleed_offset, size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV2()); GL11.glVertex3f(size + position_start.getX(), size + position_start.getY() - Level.texture_bleed_offset, size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV()); GL11.glVertex3f(size + position_start.getX(), size + position_start.getY() - Level.texture_bleed_offset, -size + position_start.getZ()); if (parallel) { // right GL11.glNormal3f(1, 0, 0); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV2()); GL11.glVertex3f(size + position_start.getX() - Level.texture_bleed_offset, -size + position_start.getY(), -size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV()); GL11.glVertex3f(size + position_start.getX() - Level.texture_bleed_offset, size + position_start.getY(), -size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV()); GL11.glVertex3f(size + position_start.getX() - Level.texture_bleed_offset, size + position_start.getY(), size + position_start.getZ()); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV2()); GL11.glVertex3f(size + position_start.getX() - Level.texture_bleed_offset, -size + position_start.getY(), size + position_start.getZ()); } else { // back GL11.glNormal3f(0f, 0f, -1f); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV2()); GL11.glVertex3f(-size + position_start.getX(), -size + position_start.getY(), -size + position_start.getZ() + Level.texture_bleed_offset); GL11.glTexCoord2f(texture_surround.getU2(), texture_surround.getV()); GL11.glVertex3f(-size + position_start.getX(), size + position_start.getY(), -size + position_start.getZ() + Level.texture_bleed_offset); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV()); GL11.glVertex3f(size + position_start.getX(), size + position_start.getY(), -size + position_start.getZ() + Level.texture_bleed_offset); GL11.glTexCoord2f(texture_surround.getU(), texture_surround.getV2()); GL11.glVertex3f(size + position_start.getX(), -size + position_start.getY(), -size + position_start.getZ() + Level.texture_bleed_offset); } }
From source file:io.flob.blackheart.IWall.java
License:Open Source License
private void render_front() { if (texture_front == null) { texture_front = TextureLibrary.placeholder; }//from w w w. j a v a 2s . c o m GL11.glNormal3f(0f, 0f, 1f); GL11.glTexCoord2f(texture_front.getU(), texture_front.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture_front.getU2(), texture_front.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture_front.getU2(), texture_front.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture_front.getU(), texture_front.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), size + position.getZ()); }
From source file:io.flob.blackheart.IWall.java
License:Open Source License
private void render_back() { if (texture_back == null) { texture_back = TextureLibrary.placeholder; }//from ww w . j a va 2s. c o m GL11.glNormal3f(0f, 0f, -1f); GL11.glTexCoord2f(texture_back.getU2(), texture_back.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture_back.getU2(), texture_back.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture_back.getU(), texture_back.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture_back.getU(), texture_back.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), -size + position.getZ()); }