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: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.StateSplash.java
License:Open Source License
@Override public void tick() throws Exception { _core._display.prepare();//w ww . j a v a 2 s .com _core._display.mode_2D(); Texture texture = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("image/splash/flob.png")); texture.bind(); int x1 = (_core._display.width() / 2) - (texture.getTextureWidth() / 2); int y1 = (_core._display.height() / 2) - (texture.getTextureHeight() / 2); int x2 = (_core._display.width() / 2) + (texture.getTextureWidth() / 2); int y2 = (_core._display.height() / 2) + (texture.getTextureHeight() / 2); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(x1, y1); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(x2, y1); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(x2, y2); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(x1, y2); GL11.glEnd(); _core._display.mode_3D(); _core._display.update(); }
From source file:io.flob.blackheart.StateTitle.java
License:Open Source License
private void render_background() { Texture texture = _core._texture.title_background; texture.bind();// w w w . j a v a 2 s. c o m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(texture.getTextureWidth(), 0); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight()); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(0, texture.getTextureHeight()); GL11.glEnd(); // Due to a limit in the font size the title_overlay has to be an image texture = _core._texture.title_overlay; texture.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(texture.getTextureWidth(), 0); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight()); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(0, texture.getTextureHeight()); GL11.glEnd(); }
From source file:io.flob.blackheart.StateTitleHelp.java
License:Open Source License
private void render_background() { Texture texture = _core._texture.title_background; texture.bind();/*from w ww.j a v a 2 s . c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(texture.getTextureWidth(), 0); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight()); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(0, texture.getTextureHeight()); GL11.glEnd(); texture = _core._texture.title_help; texture.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(texture.getTextureWidth(), 0); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(texture.getTextureWidth(), texture.getTextureHeight()); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(0, texture.getTextureHeight()); GL11.glEnd(); }
From source file:io.flob.blackheart.WeaponKnife.java
License:Open Source License
private void render() { GL11.glTexCoord2f(texture[state].getU(), texture[state].getV()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) - (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height() - texture[state].height() * texture_upsize); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV()); GL11.glVertex2i(// ww w . j ava2 s . c o m ((_armoury._barry._level._game._core._display.width() / 2) + (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height() - texture[state].height() * texture_upsize); GL11.glTexCoord2f(texture[state].getU2(), texture[state].getV2()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) + (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height()); GL11.glTexCoord2f(texture[state].getU(), texture[state].getV2()); GL11.glVertex2i( ((_armoury._barry._level._game._core._display.width() / 2) - (texture[state].width() / 2 * texture_upsize)), _armoury._barry._level._game._core._display.height()); }
From source file:io.flob.clicker.StateSplash.java
License:Open Source License
@Override public void tick() throws Exception { _core._display.prepare();/*from w w w . j a v a 2 s.c o m*/ Texture texture = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("image/splash.png")); texture.bind(); int x1 = (Display.getWidth() / 2) - (texture.getTextureWidth() / 2); int y1 = (Display.getHeight() / 2) - (texture.getTextureHeight() / 2); int x2 = (Display.getWidth() / 2) + (texture.getTextureWidth() / 2); int y2 = (Display.getHeight() / 2) + (texture.getTextureHeight() / 2); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(x1, y1); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(x2, y1); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(x2, y2); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(x1, y2); GL11.glEnd(); _core._display.update(); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve// w w w.j a va 2 s . c om * @param borderColor the curve border color * @param curve the points along the curve to be drawn */ public void draw(Color color, Color borderColor, Vec2f[] curve) { float alpha = color.a; // if this curve hasn't been drawn, draw it and cache the result if (fbo == null) { FrameBufferCache cache = FrameBufferCache.getInstance(); Rendertarget mapping = cache.get(hitObject); if (mapping == null) mapping = cache.insert(hitObject); fbo = mapping; int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Colors.WHITE_FADE.a = 1.0f; this.draw_curve(color, borderColor, curve); color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); Colors.WHITE_FADE.a = alpha; } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }
From source file:itemrender.client.RenderTickHandler.java
License:MIT License
@SubscribeEvent public void tick(TickEvent.RenderTickEvent event) { if (event.phase == TickEvent.Phase.END) if (keybindToRender != null && renderPreview) { int originalTexture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); // Bind framebuffer texture keybindToRender.fbo.bind();//w w w . j a v a 2 s. c om GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(0, 128); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(128, 128); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(128, 0); GL11.glEnd(); // Restore old texture GlStateManager.bindTexture(originalTexture); } }
From source file:myfirstgame.grass.java
public void drawGrass(int x, int y, Texture tex) { //grass background gx = x;//from w ww . ja v a 2s . com gy = y; tex.bind(); GL11.glBegin(GL_QUADS); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(gx, gy); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(gx + sizeX, gy); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(gx + sizeX, gy + sizeY); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(gx, gy + sizeY); GL11.glEnd(); outline(); }
From source file:name.martingeisse.minimal.simulation.subject.FullySimulatedSubject.java
License:Open Source License
@Override public void drawCell(final int x, final int y, int pattern) { if (pattern < 0 || pattern > 15) { pattern = 0;/*from w ww. jav a 2 s. co m*/ } switch (pattern) { case 0: GL11.glColor3f(0.0f, 0.0f, 0.0f); break; case 1: GL11.glColor3f(0.0f, 0.0f, 0.5f); break; case 2: GL11.glColor3f(0.0f, 0.5f, 0.0f); break; case 3: GL11.glColor3f(0.0f, 0.5f, 0.5f); break; case 4: GL11.glColor3f(0.5f, 0.0f, 0.0f); break; case 5: GL11.glColor3f(0.5f, 0.0f, 0.5f); break; case 6: GL11.glColor3f(0.5f, 0.5f, 0.0f); break; case 7: GL11.glColor3f(0.75f, 0.75f, 0.75f); break; case 8: GL11.glColor3f(0.5f, 0.5f, 0.5f); break; case 9: GL11.glColor3f(0.0f, 0.0f, 1.0f); break; case 10: GL11.glColor3f(0.0f, 1.0f, 0.0f); break; case 11: GL11.glColor3f(0.0f, 1.0f, 1.0f); break; case 12: GL11.glColor3f(1.0f, 0.0f, 0.0f); break; case 13: GL11.glColor3f(1.0f, 0.0f, 1.0f); break; case 14: GL11.glColor3f(1.0f, 1.0f, 0.0f); break; case 15: GL11.glColor3f(1.0f, 1.0f, 1.0f); break; } GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2i(x * 20, y * 20); GL11.glVertex2i(x * 20 + 20, y * 20); GL11.glVertex2i(x * 20 + 20, y * 20 + 20); GL11.glVertex2i(x * 20, y * 20 + 20); GL11.glEnd(); }