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:rtype.Prototyp.java

License:Open Source License

private void applyDistorsions() {

    if (player1 == null)
        return;/*w w w .j av  a 2 s . com*/

    float chargeP = player1.power / PlayerShip.MAX_POWER;

    float R_WIDTH = 350 * chargeP;
    float R_HEIGHT = 200 * chargeP;
    float MIDDLE_X_ON_SCREEN = R_WIDTH / 2 * chargeP;

    float R_POSITION_X = player1.position.x + 25;
    float R_POSITION_Y = player1.position.y - R_HEIGHT / 2;

    float TEXT_OUT_X_LOW = (R_POSITION_X + (SCREEN_WIDTH / 2f)) / 1024f;
    float TEXT_OUT_X_HIGH = (R_POSITION_X + R_WIDTH + (SCREEN_WIDTH / 2f)) / 1024;
    float TEXT_OUT_Y_LOW = (R_POSITION_Y + (SCREEN_HEIGHT / 2f)) / 1024;
    float TEXT_OUT_Y_HIGH = (R_POSITION_Y + R_HEIGHT + (SCREEN_HEIGHT / 2f)) / 1024;

    float TEXT_IN_X_LOW = (R_POSITION_X + R_WIDTH / 2 + (SCREEN_WIDTH / 2f)) / 1024f;
    float TEXT_IN_X_HIGH = (R_POSITION_X + R_WIDTH / 2 + 1 + (SCREEN_WIDTH / 2f)) / 1024;
    float TEXT_IN_Y_LOW = (R_POSITION_Y + R_HEIGHT / 2 + (SCREEN_HEIGHT / 2f)) / 1024f;
    float TEXT_IN_Y_HIGH = (R_POSITION_Y + R_HEIGHT / 2 + 1 + (SCREEN_HEIGHT / 2f)) / 1024;

    float SCR_OUT_X_LOW = R_POSITION_X;
    float SCR_OUT_X_HIGH = R_POSITION_X + R_WIDTH;
    float SCR_OUT_Y_LOW = R_POSITION_Y;
    float SCR_OUT_Y_HIGH = R_POSITION_Y + R_HEIGHT;

    float SCR_IN_X_LOW = R_POSITION_X + MIDDLE_X_ON_SCREEN;
    float SCR_IN_X_HIGH = R_POSITION_X + MIDDLE_X_ON_SCREEN + 1;
    float SCR_IN_Y_LOW = R_POSITION_Y + R_HEIGHT / 2;
    float SCR_IN_Y_HIGH = R_POSITION_Y + R_HEIGHT / 2 + 1;

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1, 1, 1, 0.75f);
    GL11.glBegin(GL11.GL_QUADS);
    {
        GL11.glTexCoord2f(TEXT_IN_X_HIGH, TEXT_IN_Y_HIGH);
        GL11.glVertex2f(SCR_IN_X_HIGH, SCR_IN_Y_HIGH); // Lower right

        GL11.glTexCoord2f(TEXT_OUT_X_HIGH, TEXT_OUT_Y_HIGH);
        GL11.glVertex2f(SCR_OUT_X_HIGH, SCR_OUT_Y_HIGH); //Lower left 

        GL11.glTexCoord2f(TEXT_OUT_X_HIGH, TEXT_OUT_Y_LOW);
        GL11.glVertex2f(SCR_OUT_X_HIGH, SCR_OUT_Y_LOW); //upper left

        GL11.glTexCoord2f(TEXT_IN_X_HIGH, TEXT_IN_Y_LOW);
        GL11.glVertex2f(SCR_IN_X_HIGH, SCR_IN_Y_LOW); // //upper right
    }
    GL11.glEnd();

    GL11.glBegin(GL11.GL_QUADS);
    {
        GL11.glTexCoord2f(TEXT_IN_X_HIGH, TEXT_IN_Y_LOW);
        GL11.glVertex2f(SCR_IN_X_HIGH, SCR_IN_Y_LOW); // Lower right

        GL11.glTexCoord2f(TEXT_OUT_X_HIGH, TEXT_OUT_Y_LOW);
        GL11.glVertex2f(SCR_OUT_X_HIGH, SCR_OUT_Y_LOW); //Lower left 

        GL11.glTexCoord2f(TEXT_OUT_X_LOW, TEXT_OUT_Y_LOW);
        GL11.glVertex2f(SCR_OUT_X_LOW, SCR_OUT_Y_LOW); //upper left

        GL11.glTexCoord2f(TEXT_IN_X_LOW, TEXT_IN_Y_LOW);
        GL11.glVertex2f(SCR_IN_X_LOW, SCR_IN_Y_LOW); // //upper right
    }
    GL11.glEnd();

    GL11.glBegin(GL11.GL_QUADS);
    {
        GL11.glTexCoord2f(TEXT_IN_X_LOW, TEXT_IN_Y_LOW);
        GL11.glVertex2f(SCR_IN_X_LOW, SCR_IN_Y_LOW); // Lower right

        GL11.glTexCoord2f(TEXT_OUT_X_LOW, TEXT_OUT_Y_HIGH);
        GL11.glVertex2f(SCR_OUT_X_LOW, SCR_OUT_Y_HIGH); //Lower left 

        GL11.glTexCoord2f(TEXT_OUT_X_HIGH, TEXT_OUT_Y_HIGH);
        GL11.glVertex2f(SCR_OUT_X_HIGH, SCR_OUT_Y_HIGH); //upper left

        GL11.glTexCoord2f(TEXT_IN_X_HIGH, TEXT_IN_Y_HIGH);
        GL11.glVertex2f(SCR_IN_X_HIGH, SCR_IN_Y_HIGH); // //upper right
    }
    GL11.glEnd();

    GL11.glBegin(GL11.GL_QUADS);
    {
        GL11.glTexCoord2f(TEXT_IN_X_LOW, TEXT_IN_Y_LOW);
        GL11.glVertex2f(SCR_IN_X_LOW, SCR_IN_Y_LOW); // Lower right

        GL11.glTexCoord2f(TEXT_OUT_X_LOW, TEXT_OUT_Y_LOW);
        GL11.glVertex2f(SCR_OUT_X_LOW, SCR_OUT_Y_LOW); //Lower left 

        GL11.glTexCoord2f(TEXT_OUT_X_LOW, TEXT_OUT_Y_HIGH);
        GL11.glVertex2f(SCR_OUT_X_LOW, SCR_OUT_Y_HIGH); //upper left

        GL11.glTexCoord2f(TEXT_IN_X_LOW, TEXT_IN_Y_HIGH);
        GL11.glVertex2f(SCR_IN_X_LOW, SCR_IN_Y_HIGH); // //upper right
    }
    GL11.glEnd();
    //GL11.glBlendFunc(GL11.GL_SRC_ALPHA,GL11.GL_ONE);
    GL11.glColor4f(1, 1, 1, 1);
}

From source file:rtype.Prototyp.java

License:Open Source License

public void fadeScreen(boolean draw_fb) // draw_fb is a quick and dirty fix, fb should be in a specificl layer "postFadeEffect" or something
{

    if (fadeAlpha > 0.1) {

        GL11.glLoadIdentity();/*from w w  w.ja  v  a  2 s. co  m*/
        GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z);
        GL11.glColor4f(0, 0, 0, fadeAlpha / 1.2f);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        //GL11.glColor4f(0.5f,0.5f,0.5f,0.5f);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glBegin(GL11.GL_QUADS);
        {
            GL11.glVertex2f(Prototyp.SCREEN_WIDTH / 2, -Prototyp.SCREEN_HEIGHT / 2);
            GL11.glVertex2f(-Prototyp.SCREEN_WIDTH / 2, -Prototyp.SCREEN_HEIGHT / 2);
            GL11.glVertex2f(-Prototyp.SCREEN_WIDTH / 2, Prototyp.SCREEN_HEIGHT / 2);
            GL11.glVertex2f(Prototyp.SCREEN_WIDTH / 2, Prototyp.SCREEN_HEIGHT / 2);
        }
        GL11.glEnd();
        GL11.glColor4f(1, 1, 1, 1);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    }

    if (player1 != null && player1.orb != null && player1.orb.fb != null && player1.orb.fb.displayAnimation
            && draw_fb) {
        player1.orb.fb.updateTick();
        player1.orb.fb.draw(fadeAlpha * 2);
    }
}

From source file:rtype.Prototyp.java

License:Open Source License

private void drawPowerBar() {
    GL11.glLoadIdentity();//  ww w .j  a  v a 2s  . c om
    GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z);
    GL11.glColor4f(0, 0, 1, 1f);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(0, -0);
    GL11.glVertex2f(0, -0 - 100);
    GL11.glVertex2f(0 + player1.power * 10 / 4, 0);
    GL11.glVertex2f(0 + player1.power * 10 / 4, 0 - 100);
    GL11.glEnd();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glColor4f(1, 1, 1, 1f);
}

From source file:rtype.Prototyp.java

License:Open Source License

private void renderScanLines() {
    GL11.glLoadIdentity();/*from  ww w . j  a  va 2  s  .  co  m*/
    GL11.glTranslatef(0, 0, Prototyp.DEFAULT_Z);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureLoader.getTexture(IEntity.SCANLINE).getTextureId());
    GL11.glColor4f(1, 1, 1, 1);

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(20, 0); //Upper right
    GL11.glVertex2f(SCREEN_WIDTH / 4, -SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(0, 0); //Upper left         
    GL11.glVertex2f(-SCREEN_WIDTH / 4, -SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(0, 20); //Lower left
    GL11.glVertex2f(-SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4);

    GL11.glTexCoord2f(20, 20); // Lower right
    GL11.glVertex2f(SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4);

    GL11.glEnd();
}

From source file:shadowmage.ancient_structures.client.render.RenderTools.java

License:Open Source License

public static void renderTexturedQuad(float x1, float y1, float x2, float y2, float u1, float v1, float u2,
        float v2) {
    GL11.glBegin(GL11.GL_QUADS);//from  w ww  .ja  v a 2 s .  c  o m
    GL11.glTexCoord2f(u1, v1);
    GL11.glVertex2f(x1, y1);
    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.glEnd();
}

From source file:spaceshooter.entities.bullets.EntityPlayerBullet.java

License:Creative Commons License

@Override
public void draw() {
    GL11.glPushMatrix();/*www .j a v  a  2 s .com*/

    GL11.glColor3d(0, 100, 100);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(x, y);
    GL11.glVertex2f(x + width, y);
    GL11.glVertex2f(x + width, y + height);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();

    GL11.glPopMatrix();
}

From source file:spaceshooter.entities.EntityEnemy.java

License:Creative Commons License

@Override
public void draw() {
    GL11.glPushMatrix();/*from   w  w  w .  j av a  2  s  . co m*/

    GL11.glColor3d(100, 0, 0);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(x, y);
    GL11.glVertex2f(x + width, y);
    GL11.glVertex2f(x + width, y + height);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();

    GL11.glPopMatrix();
}

From source file:spaceshooter.entities.EntityPlayer.java

License:Creative Commons License

@Override
public void draw() {
    GL11.glColor3d(0, 0, 100);/* w ww . ja va  2s .  co m*/

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(x, y);
    GL11.glVertex2f(x + width, y);
    GL11.glVertex2f(x + width, y + height);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();
}

From source file:src.user.Minimap.java

License:Open Source License

private void renderTex(float fadeVal) {
    ///* www  .  j  av  a 2s .  c o m*/
    //You draw a diamond-shaped area around the four points-
    final float w = xdim(), h = ydim(), x = xpos(), y = ypos();
    GL11.glBegin(GL11.GL_QUADS);

    if (fadeVal == -1)
        GL11.glTexCoord2f(0, 0);
    else
        GL11.glTexCoord3f(0, 0, fadeVal);
    GL11.glVertex2f(x, y + (h / 2));

    if (fadeVal == -1)
        GL11.glTexCoord2f(0, 1);
    else
        GL11.glTexCoord3f(0, 1, fadeVal);
    GL11.glVertex2f(x + (w / 2), y + h);

    if (fadeVal == -1)
        GL11.glTexCoord2f(1, 1);
    else
        GL11.glTexCoord3f(1, 1, fadeVal);
    GL11.glVertex2f(x + w, y + (h / 2));

    if (fadeVal == -1)
        GL11.glTexCoord2f(1, 0);
    else
        GL11.glTexCoord3f(1, 0, fadeVal);
    GL11.glVertex2f(x + (w / 2), y);

    GL11.glEnd();
}

From source file:tileengine.MenuItem.java

public void drawBox() {
    for (int x = 0; x < 3; x++) {
        int selectedTexture = 197, selectedColumn = 0, selectedRow = 0;
        //Selvitetn milloin piirretn textboxin reunoja  
        if (x == 0) {
            selectedTexture = 196;//w ww.ja v a  2  s  . c  om
        }
        if (x == 2) {
            selectedTexture = 198;
        }

        if (selected) {
            selectedTexture += 3;
        }

        //pieni hksi for loopin avulla valitun texturen selvittmiseksi
        for (selectedColumn = selectedTexture; selectedColumn >= GameHandler.spriteSheetX
                / GameHandler.spriteSheetScale; selectedColumn -= 32) {
            selectedRow++;
        }

        float textureXOffSet = ((float) 1 / GameHandler.spriteSheetScale) * selectedColumn;
        float textureYOffSet = ((float) 1 / GameHandler.spriteSheetScale) * selectedRow;

        GL11.glTexCoord2f(textureXOffSet + (float) 1 / GameHandler.spriteSheetScale,
                textureYOffSet + (float) 1 / GameHandler.spriteSheetScale);
        GL11.glVertex2f(posX + 64 + x * 64, posY);

        GL11.glTexCoord2f(textureXOffSet, textureYOffSet + (float) 1 / GameHandler.spriteSheetScale);
        GL11.glVertex2f(posX + x * 64, posY);

        GL11.glTexCoord2f(textureXOffSet, textureYOffSet);
        GL11.glVertex2f(posX + x * 64, posY + 64);

        GL11.glTexCoord2f(textureXOffSet + (float) 1 / GameHandler.spriteSheetScale, textureYOffSet);
        GL11.glVertex2f(posX + 64 + x * 64, posY + 64);

    }

}