Example usage for org.lwjgl.opengl GL11 glVertex2f

List of usage examples for org.lwjgl.opengl GL11 glVertex2f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex2f.

Prototype

public static native void glVertex2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y);

Source Link

Document

Specifies a single vertex between #glBegin Begin and #glEnd End by giving its coordinates in two dimensions.

Usage

From source file:org.joge.core.draw.Graphics.java

License:Open Source License

public void drawOvall(float x_center, float y_center, float w, float h, int n) {
    double pheta, angle_increment;
    float x, y;//w w  w  .ja  va2s. c  om
    if (n <= 0) {
        n = 1;
    }
    angle_increment = 2 * PI / n;
    setColor();
    disableGl();
    GL11.glPushMatrix();
    GL11.glTranslatef(x_center, y_center, 0);
    GL11.glBegin(GL11.GL_LINE_LOOP);
    for (pheta = 0.0f; pheta < 2 * PI; pheta += angle_increment) {
        x = w / 2 * (float) Math.cos(pheta);
        y = h / 2 * (float) Math.sin(pheta);

        GL11.glVertex2f(x, y);
    }
    GL11.glEnd();
    GL11.glPopMatrix();
    enableGl();
}

From source file:org.joge.core.draw.Graphics.java

License:Open Source License

public void fillOvall(float x_center, float y_center, float w, float h, int n) {
    double pheta, angle_increment;
    float x, y;//from   ww  w.j av  a2 s . co  m
    if (n <= 0) {
        n = 1;
    }
    angle_increment = 2 * PI / n;
    setColor();
    disableGl();
    GL11.glPushMatrix();
    GL11.glTranslatef(x_center, y_center, 0);
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);
    for (pheta = 0.0f; pheta < 2 * PI; pheta += angle_increment) {
        x = w / 2 * (float) Math.cos(pheta);
        y = h / 2 * (float) Math.sin(pheta);

        GL11.glVertex2f(x, y);
    }
    GL11.glEnd();
    GL11.glPopMatrix();
    enableGl();
}

From source file:org.joge.core.draw.Image.java

License:Open Source License

public void drawWithOutLoadIdentity(float xpos, float ypos) {
    GL11.glTranslatef(x + xpos, y + ypos, 0);
    GL11.glBegin(GL11.GL_QUADS);//from  w  w w  .ja  v a 2s .co m
    {
        GL11.glTexCoord2f(tOffsetX, tOffsetY);
        GL11.glVertex2f(0, 0);
        GL11.glTexCoord2f(tOffsetX, tHeight + tOffsetY);
        GL11.glVertex2f(0, height);
        GL11.glTexCoord2f(tWidth + tOffsetX, tHeight + tOffsetY);
        GL11.glVertex2f(width, height);
        GL11.glTexCoord2f(tWidth + tOffsetX, tOffsetY);
        GL11.glVertex2f(width, 0);
    }
    GL11.glEnd();
}

From source file:org.meanworks.engine.gui.impl.PerformanceGraph.java

License:Open Source License

public static void line(int x1, int y1, int x2, int y2) {
    GL11.glVertex2f(x1, y1);
    GL11.glVertex2f(x2, y2);//from  w  w w.java2  s  .c  o m
}

From source file:org.minetweak.world.World.java

License:Apache License

private void renderOverlay() {
    Configuration conf = Game.getInstance().getConfiguration();

    Game.getInstance().initOverlayRendering();

    GL11.glColor3f(1, 1, 1);// ww  w  .  j a  v  a2s.  c o m

    if (Game.RENDER_INFORMATION_OVERLAY) {
        GLFont infoFont = FontStorage.getFont("Monospaced_20");

        /* Down Left Info */
        infoFont.print(4, 4, "CraftMania");
        infoFont.print(4, 30, _player.coordinatesToString());
        infoFont.print(4, 45, "Visible Chunks:      " + _visibleChunks.size());
        infoFont.print(4, 60, "Updading Blocks:     " + _updatingBlocks);
        infoFont.print(4, 75, "Total Chunks in RAM: " + _chunkManager.getTotalChunkCount());
        infoFont.print(4, 90, "Local Chunks:        " + _localChunks.size());
        infoFont.print(4, 105, "Total Local Blocks:  " + _localBlockCount);
        infoFont.print(4, 120, "Time:  " + _time);
        infoFont.print(4, 135, "Sunlight:  " + _sunlight);

    }
    /** RENDER **/
    if (currentGui != null) {
        Game.getInstance().renderTransculentOverlayLayer();
        currentGui.render();
    } else {
        int width = conf.getWidth();
        int height = conf.getHeight();
        // Center Cross
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        if (CENTER_CROSS_CALL_LIST == 0) {
            CENTER_CROSS_CALL_LIST = GL11.glGenLists(1);
            GL11.glNewList(CENTER_CROSS_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE);

            int crossSize = 10;
            int crossHole = 5;

            GL11.glLineWidth(2.5f);

            GL11.glColor3f(0, 0, 0);
            GL11.glBegin(GL11.GL_LINES);
            GL11.glVertex3f(width / 2f - crossSize - crossHole, height / 2f, 0);
            GL11.glVertex3f(width / 2f - crossHole, height / 2f, 0);

            GL11.glVertex3f(width / 2f + crossSize + crossHole, height / 2f, 0);
            GL11.glVertex3f(width / 2f + crossHole, height / 2f, 0);

            GL11.glVertex3f(width / 2f, height / 2f - crossSize - crossHole, 0);
            GL11.glVertex3f(width / 2f, height / 2f - crossHole, 0);

            GL11.glVertex3f(width / 2f, height / 2f + crossSize + crossHole, 0);
            GL11.glVertex3f(width / 2f, height / 2f + crossHole, 0);

            GL11.glEnd();
            GL11.glEndList();
        } else {
            GL11.glCallList(CENTER_CROSS_CALL_LIST);
        }
        GL11.glEnable(GL11.GL_TEXTURE_2D);

        // Inventory bar
        GL11.glPushMatrix();
        Texture texGui = TextureStorage.getTexture("gui.gui");
        texGui.bind();
        float tileSize = 20.0f / texGui.getImageWidth();
        if (INVENTORY_BAR_CALL_LIST == 0) {
            INVENTORY_BAR_CALL_LIST = GL11.glGenLists(2);

            /* Bar */
            GL11.glNewList(INVENTORY_BAR_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE);

            GL11.glTranslatef(width / 2.0f - 9 * 20, 10, 0);
            GL11.glColor3f(1.0f, 1.0f, 1.0f);
            GL11.glBegin(GL11.GL_QUADS);

            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(0, 40);

            GL11.glTexCoord2f(tileSize * 9, 0);
            GL11.glVertex2f(9 * 40, 40);

            GL11.glTexCoord2f(tileSize * 9, tileSize);
            GL11.glVertex2f(9 * 40, 0);

            GL11.glTexCoord2f(0, tileSize);
            GL11.glVertex2f(0, 0);

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

            /* Little frame around selected item */
            float frameTileSize = 24.0f / texGui.getImageWidth();
            float frameTileY = 22.0f / texGui.getImageHeight();

            GL11.glNewList(INVENTORY_BAR_CALL_LIST + 1, GL11.GL_COMPILE);
            GL11.glBegin(GL11.GL_QUADS);

            GL11.glTexCoord2f(0, frameTileY);
            GL11.glVertex2f(0, 48);

            GL11.glTexCoord2f(frameTileSize, frameTileY);
            GL11.glVertex2f(48, 48);

            GL11.glTexCoord2f(frameTileSize, frameTileY + frameTileSize);
            GL11.glVertex2f(48, 0);

            GL11.glTexCoord2f(0, frameTileY + frameTileSize);
            GL11.glVertex2f(0, 0);

            GL11.glEnd();
            GL11.glEndList();
        } else {
            GL11.glCallList(INVENTORY_BAR_CALL_LIST);
        }

        /* Content */
        GL11.glPushMatrix();
        GL11.glTranslatef(20, 20, 0);
        for (int i = 0; i < 9; ++i) {
            Inventory.InventoryPlace place = getActivePlayer().getInventory().getInventoryPlace(i);
            if (place != null) {
                place.render();
            }
            GL11.glTranslatef(40, 0, 0);
        }
        texGui.bind();
        GL11.glPopMatrix();
        GL11.glTranslatef(getActivePlayer().getSelectedInventoryItemIndex() * 40.0f - 4, -4, 0);
        GL11.glCallList(INVENTORY_BAR_CALL_LIST + 1);

        GL11.glPopMatrix();
    }
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private void drawBackground() {
    GL11.glDisable(GL11.GL_DEPTH_TEST);// w  w w .ja  v a  2s  .c  o m
    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    GL11.glClearColor(Settings.BKG_COLOR_RED, Settings.BKG_COLOR_GREEN, Settings.BKG_COLOR_BLUE,
            Settings.BKG_COLOR_ALPHA);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glDisable(GL_LIGHTING);

    GL11.glBegin(GL11.GL_QUADS);

    GL11.glColor4f(Settings.BKG_COLOR_RED, Settings.BKG_COLOR_GREEN, Settings.BKG_COLOR_BLUE,
            Settings.BKG_COLOR_ALPHA);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(1.0f, -1.0f);

    GL11.glColor4f(Settings.BKG_COLOR_RED / 2, Settings.BKG_COLOR_GREEN / 2, Settings.BKG_COLOR_BLUE / 2,
            Settings.BKG_COLOR_ALPHA);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);

    GL11.glEnd();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
}

From source file:org.spoutcraft.api.gui.RenderUtil.java

License:Open Source License

/**
 * Draws a symmetrical polygon. Large values of segments (>50) approximate a circle.
 * @param cx x coordinate or the center of the circle
 * @param cy y coordinate for the center of the circle
 * @param r radius of the circle// ww w  .  j  a  v a  2  s  .  c om
 * @param numSegments to draw (number of sides to the polygon. Large values > 50 approximate a circle)
 */
public static void drawSymmetricalPolygon(float cx, float cy, float r, int numSegments) {
    float theta = 2 * 3.1415926F / ((float) numSegments);
    float c = (float) Math.cos(theta); // Precalculate the sine and cosine
    float s = (float) Math.sin(theta);
    float t;

    float x = r; // We start at angle = 0
    float y = 0;

    GL11.glBegin(GL11.GL_LINE_LOOP);
    for (int ii = 0; ii < numSegments; ii++) {
        GL11.glVertex2f(x + cx, y + cy); // Output vertex

        // Apply the rotation matrix
        t = x;
        x = c * x - s * y;
        y = s * t + c * y;
    }
    GL11.glEnd();
}

From source file:org.spoutcraft.spoutcraftapi.gui.RenderUtil.java

License:Open Source License

/**
 * Draws a symmetrical polygon. Large values of segments (>50) approximate a circle.
 * @param cx x coordinate or the center of the circle
 * @param cy y coordinate for the center of the circle
 * @param r radius of the circle/* w w  w  .ja  va 2  s.  c om*/
 * @param numSegments to draw (number of sides to the polygon. Large values > 50 approximate a circle)
 */
public static void drawSymmetricalPolygon(float cx, float cy, float r, int numSegments) {
    float theta = 2 * 3.1415926F / ((float) numSegments);
    float c = (float) Math.cos(theta);//precalculate the sine and cosine
    float s = (float) Math.sin(theta);
    float t;

    float x = r;//we start at angle = 0 
    float y = 0;

    GL11.glBegin(GL11.GL_LINE_LOOP);
    for (int ii = 0; ii < numSegments; ii++) {

        GL11.glVertex2f(x + cx, y + cy);//output vertex 

        //apply the rotation matrix
        t = x;
        x = c * x - s * y;
        y = s * t + c * y;
    }
    GL11.glEnd();
}

From source file:org.terasology.rendering.gui.components.UIPieChart.java

License:Apache License

public void render() {
    super.render();

    if (_data.size() == 0)
        return;/*from   w w  w .  jav  a 2  s. c  o  m*/

    ArrayList<String> sortedKeys = new ArrayList<String>(_data.keySet());
    Collections.sort(sortedKeys);

    glPushMatrix();
    glTranslatef(getSize().x / 2, getSize().y / 2, 0.0f);
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);

    GL11.glColor3f(1.0f, 1.0f, 1.0f);
    GL11.glVertex3f(0f, 0f, 0f);

    double stepSize = (Math.PI * 2.0) / SEGMENTS;

    int segment = 0;
    double prevValueSum = 0.0f;

    for (int i = 0; i <= SEGMENTS; i++) {
        double value = _data.get(sortedKeys.get(segment));

        if (((double) i / SEGMENTS) >= value + prevValueSum) {
            segment++;
            prevValueSum += value;

            Vector3f segmentColor = new Vector3f((segment * 0.1f) % 1.0f, (segment * 0.2f) % 1.0f,
                    (segment * 0.4f) % 1.0f);
            glColor3f(segmentColor.x, segmentColor.y, segmentColor.z);
        }

        GL11.glVertex2f((float) Math.sin(stepSize * i) * (getSize().x / 2),
                (float) Math.cos(stepSize * i) * (getSize().x / 2));
    }

    GL11.glEnd();
    glPopMatrix();
}

From source file:pso.Surface.java

License:Open Source License

public static void assemble(float[][] val, float minc, float maxc, int rezx, int rezy) {
    int i, j;//from w w w  .  ja v  a 2s.c o m
    float px, py;
    float tmp;

    Color col;

    float spx = -rezx / 2;
    float spy = -rezy / 2;

    handle = GL11.glGenLists(1);
    GL11.glNewList(handle, GL11.GL_COMPILE);

    GL11.glBegin(GL11.GL_QUADS);

    px = spx;
    for (i = 0; i < rezx - 1; i++) {
        py = spy;
        for (j = 0; j < rezy - 1; j++) {
            tmp = (float) (1 - ((val[i][j] - minc) / (maxc - minc)));
            tmp = tmp * 66 / 100 + 34 / 100;
            col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f));
            GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f),
                    (float) (col.getBlue() / 255f));

            GL11.glVertex2f(px, py);

            tmp = (float) (1 - ((val[i][j + 1] - minc) / (maxc - minc)));
            tmp = tmp * 66 / 100 + 34 / 100;
            col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f));
            GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f),
                    (float) (col.getBlue() / 255f));

            GL11.glVertex2f(px, py + 1);

            tmp = (float) (1 - ((val[i + 1][j + 1] - minc) / (maxc - minc)));
            tmp = tmp * 66 / 100 + 34 / 100;
            col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f));
            GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f),
                    (float) (col.getBlue() / 255f));

            GL11.glVertex2f(px + 1, py + 1);

            tmp = (float) (1 - ((val[i + 1][j] - minc) / (maxc - minc)));
            tmp = tmp * 66 / 100 + 34 / 100;
            col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f));
            GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f),
                    (float) (col.getBlue() / 255f));

            GL11.glVertex2f(px + 1, py);

            py += 1;
        }
        px += 1;
    }

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