List of usage examples for org.lwjgl.opengl GL11 glVertex2i
public static native void glVertex2i(@NativeType("GLint") int x, @NativeType("GLint") int y);
From source file:eb.core.gui.GuiHelper.java
License:LGPL
public static void drawTexturedRect(int x, int y, int width, int height, int textureSize, int[] u, int[] v) { float uf[] = new float[] { (float) u[0] / (float) textureSize, (float) u[1] / (float) textureSize }; float vf[] = new float[] { (float) v[0] / (float) textureSize, (float) v[1] / (float) textureSize }; GL11.glBegin(GL11.GL_QUADS);// w w w . ja va 2 s. c o m GL11.glTexCoord2f(uf[0], vf[0]); GL11.glVertex2i(x, y); GL11.glTexCoord2f(uf[0], vf[1]); GL11.glVertex2i(x, y + height); GL11.glTexCoord2f(uf[1], vf[1]); GL11.glVertex2i(x + width, y + height); GL11.glTexCoord2f(uf[1], vf[0]); GL11.glVertex2i(x + width, y); GL11.glEnd(); }
From source file:game.core.blockmap.BlockMapBehavior.java
License:Open Source License
@Override public void draw(GameObject target) { if (textureProvider == null) { return;//from w w w. ja v a 2s .c o m } int w = Math.min(width, 100); int h = Math.min(height, 30); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Texture texture = textureProvider.getBlockTexture(getBlock(x, y)); if (texture == null) { continue; } texture.glBindTexture(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(x, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(x + 1, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(x + 1, y + 1); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(x, y + 1); GL11.glEnd(); } } }
From source file:hud.ManagerOverlay.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 . com*/ 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); GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.5f); GL11.glEnable(GL11.GL_BLEND); 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.glDisable(GL11.GL_BLEND); drawSelectionArrow(selectableWidgets[curWidget]); GL11.glPushMatrix(); GL11.glTranslatef(x, y, 0); unitDisplay.draw(); ordersDisplay.draw(); mapDisplay.draw(); GL11.glPopMatrix(); }
From source file:hud.ManagerOverlay.java
License:Open Source License
private void drawSelectionArrow(HZWidget selected) { int x = selected.getX() - 16; int y = selected.getY() + selected.height / 2; GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE); GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f); GL11.glLineWidth(2.0f);//from ww w .jav a2 s.c om GL11.glBegin(GL11.GL_TRIANGLES); GL11.glVertex2i(x, y); GL11.glVertex2i(x - 16, y - 32); GL11.glVertex2i(x - 16, y + 32); GL11.glEnd(); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.5f); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glVertex2i(x, y); GL11.glVertex2i(x - 16, y - 32); GL11.glVertex2i(x - 16, y + 32); GL11.glEnd(); }
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);/*w w w . j a va 2s . c o 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.OrdersDisplay.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);/*ww w. j a v a 2 s . c o 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); GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f); GL11.glEnable(GL11.GL_BLEND); 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.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GL11.glPushMatrix(); GL11.glTranslatef(x + 16, y + 16, 0); ais[curAI].draw(); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_BLEND); Material.DEFAULT_WHITE.bind(); }
From source file:hud.StatusBar.java
License:Open Source License
public void draw() { GL11.glColor4f(0.0f, 0.5f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_QUADS);/*from w w w.j a v a2 s .c om*/ // Draw energy GL11.glVertex2i(x, y); GL11.glVertex2i(x, y + 8); GL11.glVertex2i(x + value, y + 8); GL11.glVertex2i(x + value, 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);/*from w w w . j a v a 2 s . com*/ 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:hud.UnitDisplay.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 . j av a 2s. c o 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); GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f); GL11.glEnable(GL11.GL_BLEND); 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.glDisable(GL11.GL_BLEND); int[] viewport = GLUtils.getViewport(); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluPerspective(45, 1.0f, 0.001f, 5.0f); GL11.glViewport(getX(), viewport[3] - (getY() + height), width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluLookAt(2.0f * (float) Math.cos(angle), 2.0f * (float) Math.sin(angle), 1.0f, 0, 0, 0, 0, 0, 1); // GL11.glTranslatef(x + width/2, y + height/2,0); currentUnit.draw(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); }
From source file:io.flob.blackheart.HUD.java
License:Open Source License
private void render_info_images() { // Points// w w w. ja va 2 s . c om 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); }