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:rainet.Board.java

public void draw() throws IOException {
    bgTex.bind();/*from  w w w. j  a v  a2  s.c om*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(Display.getWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(Display.getWidth(), Display.getHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(0, Display.getHeight());
    GL11.glEnd();

    for (int i = 0; i < pieces.size(); i++) {
        for (int j = 0; j < pieces.get(i).size(); j++) {
            if (pieces.get(i).get(j) != null)
                ((Piece) pieces.get(i).get(j)).draw(this.sX + (this.bX + this.wX) * j,
                        this.sY + (this.bY + this.wY) * i, this.wX, this.wY);
        }
    }
}

From source file:rainet.Button.java

public void draw() throws IOException {
    if (isVisible) {
        bTex.bind();/*from   w w  w  .  j a  v  a2s  .com*/
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(upsd ? 1 : 0, upsd ? 1 : 0);
        GL11.glVertex2f(sx, sy);
        GL11.glTexCoord2f(upsd ? 0 : 1, upsd ? 1 : 0);
        GL11.glVertex2f(sx + width, sy);
        GL11.glTexCoord2f(upsd ? 0 : 1, upsd ? 0 : 1);
        GL11.glVertex2f(sx + width, sy + height);
        GL11.glTexCoord2f(upsd ? 1 : 0, upsd ? 0 : 1);
        GL11.glVertex2f(sx, sy + height);
        GL11.glEnd();
    }
}

From source file:rainet.Game.java

/**
 * renders the game/* ww w  . j  a  v a 2  s  . c o m*/
 */
public void render() throws IOException {
    Color.white.bind();
    gBoard.draw();
    float lx = pointToScale(440), vx = pointToScale(-2), py = pointToScale(934), py2 = pointToScale(4),
            pwidth = pointToScale(75), pheight = pointToScale(83), pbuff = pointToScale(-13);
    for (int i = 0; i < 4; i++) {
        if (links[i] != -1) {
            textureLinks[links[i] == 500 ? 0 : 1].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py + pheight);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py + pheight);
            GL11.glEnd();
        }
        if (viruses[i] != -1) {
            textureViruses[viruses[i] == 500 ? 0 : 1].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py + pheight);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py + pheight);
            GL11.glEnd();
        }
        if (olinks[i] != -1) {
            textureLinks[olinks[i] == 500 ? 0 : 1].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py2);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py2);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py2 + pheight);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py2 + pheight);
            GL11.glEnd();
        }
        if (oviruses[i] != -1) {
            textureViruses[oviruses[i] == 500 ? 0 : 1].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py2);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py2);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py2 + pheight);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py2 + pheight);
            GL11.glEnd();
        }

    }

    for (Button b : buttons) {
        b.draw();
    }

    if (selectedP[0] != -1 && selectedP[1] != -1)
        gBoard.drawSelect(selectedP[0], selectedP[1]);

}

From source file:rainet.Piece.java

public void draw(float x, float y, float width, float height) throws IOException {
    if (pTexF == null)
        this.pTexF = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/piece" + this.sID + this.pID + "_front.png"));
    if (pTexB == null)
        this.pTexB = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(
                "res/piece" + this.sID + this.pID + (this.sID == Game.mySide ? "_fade.png" : "_back.png")));
    (faceUp ? pTexF : pTexB).bind();// w  w  w.  jav  a2s  .c o  m
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(x, y);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(x + width, y);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(x + width, y + height);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();
}

From source file:rainet.Piece.java

public void drawSelect(float x, float y, float width, float height) throws IOException {
    Game.selectedT.bind();/*from  w  ww.  ja v  a2s .  c om*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(x, y);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(x + width, y);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(x + width, y + height);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();
}

From source file:rntest.Board.java

public void draw() {
    bgtex.bind();//from ww  w  .  ja  va  2 s  .  com
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(Display.getWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(Display.getWidth(), Display.getHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(0, Display.getHeight());
    GL11.glEnd();

    for (int i = 0; i < pieces.size(); i++) {
        for (int j = 0; j < pieces.get(i).size(); j++) {
            if (pieces.get(i).get(j) != null)
                ((Piece) pieces.get(i).get(j)).draw(this.sX + (this.bX + this.wX) * j,
                        this.sY + (this.bY + this.wY) * i, this.wX, this.wY);
        }
    }

}

From source file:rntest.Board.java

public void drawUpsideDown() {
    bgtexflipped.bind();/*from  w  w w.ja va  2 s  . co  m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(0, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(Display.getWidth(), 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(Display.getWidth(), Display.getHeight());
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(0, Display.getHeight());
    GL11.glEnd();

    for (int i = 0; i < pieces.size(); i++) {
        for (int j = 0; j < pieces.get(i).size(); j++) {
            if (pieces.get(i).get(j) != null)
                ((Piece) pieces.get(i).get(j)).draw(this.sX + (this.bX + this.wX) * ((this.width - 1) - j),
                        this.sY + (this.bY + this.wY) * ((this.height - 1) - i), this.wX, this.wY);
        }
    }
}

From source file:rntest.Main.java

/**
 * renders the game/*from   w w w. jav a2  s . c om*/
 */
public void render() {
    Color.white.bind();
    gBoard.draw();
    //        gBoard.drawUpsideDown();
    float lx = pointToScale(440), vx = pointToScale(-2), py = pointToScale(934), py2 = pointToScale(4),
            pwidth = pointToScale(75), pheight = pointToScale(83), pbuff = pointToScale(-13);
    for (int i = 0; i < 4; i++) {
        //447, 934 link
        //5, 934 virus
        //67 1017
        int ind1 = Arrays.binarySearch(sideProgression, SIDE_YELLOW);
        int ind2 = Arrays.binarySearch(sideProgression, SIDE_BLUE);
        if (links[ind1][i] != 0) {
            textureLinks[Arrays.binarySearch(sideProgression, links[ind1][i])].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py + pheight);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py + pheight);
            GL11.glEnd();
        }
        if (viruses[ind1][i] != 0) {
            textureViruses[Arrays.binarySearch(sideProgression, viruses[ind1][i])].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py + pheight);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py + pheight);
            GL11.glEnd();
        }
        if (links[ind2][i] != 0) {
            textureLinks[Arrays.binarySearch(sideProgression, links[ind2][i])].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py2);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py2);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i + pwidth, py2 + pheight);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(vx + (pwidth + pbuff) * i, py2 + pheight);
            GL11.glEnd();
        }
        if (viruses[ind2][i] != 0) {
            textureViruses[Arrays.binarySearch(sideProgression, viruses[ind2][i])].bind();
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glTexCoord2f(0, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py2);
            GL11.glTexCoord2f(1, 1);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py2);
            GL11.glTexCoord2f(1, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i + pwidth, py2 + pheight);
            GL11.glTexCoord2f(0, 0);
            GL11.glVertex2f(lx + (pwidth + pbuff) * i, py2 + pheight);
            GL11.glEnd();
        }
        //lx+=lx;
    }
}

From source file:rntest.Piece.java

public void draw(float x, float y, float width, float height) {
    (faceUp ? textureF : textureB).bind();
    GL11.glBegin(GL11.GL_QUADS);//from w  w w  . j a va2 s .  co m
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex2f(x, y);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex2f(x + width, y);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex2f(x + width, y + height);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();
}

From source file:rtype.entity.Missile.java

License:Open Source License

public void draw() {

    animationCursor += animationSpeed * tick;
    animationCursor %= animationTextures.length;

    GL11.glLoadIdentity();/*  ww  w .  j  a  v  a2  s.  c  o  m*/
    GL11.glTranslatef(position.x, position.y, Prototyp.DEFAULT_Z); // Translate Into/Out Of The Screen By z

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.animationTextures[(int) animationCursor].getTextureId());
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glBegin(GL11.GL_QUADS);
    {
        GL11.glTexCoord2f(textureRight, textureUp); //Upper right
        GL11.glVertex2f(width, -height);

        GL11.glTexCoord2f(textureLeft, textureUp); //Upper left         
        GL11.glVertex2f(-width, -height);

        GL11.glTexCoord2f(textureLeft, textureDown); //Lower left
        GL11.glVertex2f(-width, height);

        GL11.glTexCoord2f(textureRight, textureDown); // Lower right
        GL11.glVertex2f(width, height);

    }
    GL11.glEnd();

}