Example usage for org.lwjgl.opengl GL11 glVertex2i

List of usage examples for org.lwjgl.opengl GL11 glVertex2i

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex2i.

Prototype

public static native void glVertex2i(@NativeType("GLint") int x, @NativeType("GLint") int y);

Source Link

Document

Integer version of #glVertex2f Vertex2f .

Usage

From source file:name.martingeisse.stackd.client.gui.element.FillColor.java

License:Open Source License

@Override
protected void draw() {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/*  w w  w  . j av a 2  s .c om*/
    GL11.glEnable(GL11.GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    color.glColor();
    int x = getAbsoluteX(), y = getAbsoluteY(), w = getWidth(), h = getHeight();
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x + w, y);
    GL11.glVertex2i(x + w, y + h);
    GL11.glVertex2i(x, y + h);
    GL11.glEnd();
}

From source file:name.martingeisse.stackd.client.gui.element.FillTexture.java

License:Open Source License

@Override
protected void draw() {
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w ww . ja  va  2s.c o m*/
    GL11.glDisable(GL11.GL_BLEND);
    texture.glBindTexture();
    final int x = getAbsoluteX(), y = getAbsoluteY(), w = getWidth(), h = getHeight();
    final Gui gui = getGui();
    final float effectiveRepetitionLengthX = (repetitionLengthX < 1 ? gui.pixelsToUnitsInt(texture.getWidth())
            : repetitionLengthX);
    final float effectiveRepetitionLengthY = (repetitionLengthY < 1 ? gui.pixelsToUnitsInt(texture.getHeight())
            : repetitionLengthY);
    final float s = (w / effectiveRepetitionLengthX);
    final float t = (h / effectiveRepetitionLengthY);

    GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255);
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex2i(x, y);
    GL11.glTexCoord2f(s, 0.0f);
    GL11.glVertex2i(x + w, y);
    GL11.glTexCoord2f(s, t);
    GL11.glVertex2i(x + w, y + h);
    GL11.glTexCoord2f(0.0f, t);
    GL11.glVertex2i(x, y + h);
    GL11.glEnd();
}

From source file:name.martingeisse.stackd.client.gui.element.PulseFillColor.java

License:Open Source License

@Override
protected void draw() {
    GL11.glDisable(GL11.GL_TEXTURE_2D);//  ww  w .j  a v  a2  s.  com
    GL11.glEnable(GL11.GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    color.glColorWithCombinedAlpha(pulseFunction.evaluate(getGui().getTime(), period));
    final int x = getAbsoluteX(), y = getAbsoluteY(), w = getWidth(), h = getHeight();
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x + w, y);
    GL11.glVertex2i(x + w, y + h);
    GL11.glVertex2i(x, y + h);
    GL11.glEnd();
}

From source file:name.martingeisse.stackd.client.gui.element.ThickBorder.java

License:Open Source License

@Override
public void handleEvent(GuiEvent event) {
    requireWrappedElement();//from w ww  .  jav  a2s .c o m
    getWrappedElement().handleEvent(event);
    if (event == GuiEvent.DRAW) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        color.glColor();
        int sizeDelta = getGui().pixelsToUnitsInt(thickness);
        int borderOffset = sizeDelta / 2;
        int x = getAbsoluteX() + borderOffset;
        int y = getAbsoluteY() + borderOffset;
        int w = getWidth() - sizeDelta;
        int h = getHeight() - sizeDelta;
        GL11.glLineWidth(thickness);
        GL11.glBegin(GL11.GL_LINE_STRIP);
        GL11.glVertex2i(x, y);
        GL11.glVertex2i(x + w, y);
        GL11.glVertex2i(x + w, y + h);
        GL11.glVertex2i(x, y + h);
        GL11.glVertex2i(x, y);
        GL11.glEnd();
    }
}

From source file:name.martingeisse.stackd.client.gui.element.ThinBorder.java

License:Open Source License

@Override
public void handleEvent(GuiEvent event) {
    requireWrappedElement();//from w  w w .j  a va 2 s  . c o  m
    getWrappedElement().handleEvent(event);
    if (event == GuiEvent.DRAW) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        color.glColor();
        int x = getAbsoluteX(), y = getAbsoluteY(), w = getWidth(), h = getHeight();
        GL11.glLineWidth(thickness);
        GL11.glBegin(GL11.GL_LINE_STRIP);
        GL11.glVertex2i(x, y);
        GL11.glVertex2i(x + w, y);
        GL11.glVertex2i(x + w, y + h);
        GL11.glVertex2i(x, y + h);
        GL11.glVertex2i(x, y);
        GL11.glEnd();
    }
}

From source file:name.martingeisse.swtlib.canvas.OpenGlImageBlockCanvas.java

License:Open Source License

@Override
protected void drawBlock(final int x, final int y) {
    palette.safeBind(getBlock(x, y));/* w ww  . j  a  v a  2 s.c  o  m*/
    GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

    // glBegin/glEnd must be called per block because of changing textures
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex2i(x, y);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex2i(x + 1, y);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex2i(x + 1, y + 1);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex2i(x, y + 1);
    GL11.glEnd();

}

From source file:net.kubin.rendering.GLFont.java

License:Apache License

/**
 * Build the character set display list from the given texture. Creates one
 * quad for each character, with one letter textured onto each quad. Assumes
 * the texture is a 256x256 image containing every character of the charset
 * arranged in a 16x16 grid. Each character is 16x16 pixels. Call
 * destroyFont() to release the display list memory.
 *
 * Should be in ORTHO (2D) mode to render text (see setOrtho()).
 *
 * Special thanks to NeHe and Giuseppe D'Agata for the "2D Texture Font"
 * tutorial (http://nehe.gamedev.net)./*from   w w  w  .j ava  2  s.  c o m*/
 *
 * @param charSetImage
 *            texture image containing 100 characters in a 10x10 grid
 * @param fontWidth
 *            how many pixels to allow per character on screen
 *
 * @see destroyFont()
 */
public void buildFont(int fontTxtrHandle, int textureSize, int fontSize) {
    int unitSize = fontSize; // pixel size of one block in 10x10 grid
    float usize = (float) unitSize / (float) (textureSize); // UV size of
    // one block in
    // grid
    float chU, chV; // character UV position

    // Create 100 Display Lists
    fontListBase = GL11.glGenLists(100);

    // make a quad for each character in texture
    for (int i = 0; i < 100; i++) {
        int x = (i % 10); // column
        int y = (i / 10); // row

        // make character UV coordinate
        // the character V position is tricky because we have to invert the
        // V coord
        // (char # 0 is at top of texture image, but V 0 is at bottom)
        chU = (float) (x * unitSize) / (float) textureSize;
        chV = (float) (y * unitSize) / (float) textureSize;
        // chV = (float) (textureSize - (y * unitSize) - unitSize) / (float)
        // textureSize;

        GL11.glNewList(fontListBase + i, GL11.GL_COMPILE); // start display
        // list
        {
            GL11.glBegin(GL11.GL_QUADS); // Make A unitSize square quad
            {
                GL11.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left)
                GL11.glVertex2i(0, unitSize);

                GL11.glTexCoord2f(chU + usize, chV); // Texture Coord
                // (Bottom Right)
                GL11.glVertex2i(unitSize, unitSize);

                GL11.glTexCoord2f(chU + usize, chV + usize); // Texture
                // Coord
                // (Top
                // Right)
                GL11.glVertex2i(unitSize, 0);

                GL11.glTexCoord2f(chU, chV + usize); // Texture Coord (Top
                // Left)
                GL11.glVertex2i(0, 0);

            }
            GL11.glEnd();
            GL11.glTranslatef(charwidths[i], 0, 0); // shift right the width
            // of the character
        }
        GL11.glEndList(); // done display list
    }
}

From source file:net.phatcode.rel.multimedia.Graphics.java

License:Open Source License

public void drawLine(int x1, int y1, int x2, int y2, float r, float g, float b, float a) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);//from  w w w .ja  v  a 2s  .co  m
    GL11.glColor4f(r, g, b, a);

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2i(x1, y1);
    GL11.glVertex2i(x2, y2);
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glColor4f(1, 1, 1, 1);

}

From source file:net.phatcode.rel.multimedia.Graphics.java

License:Open Source License

public void drawLine(int x1, int y1, int x2, int y2) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/* www.j  a  v a 2s.c  o  m*/

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2i(x1, y1);
    GL11.glVertex2i(x2, y2);
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);

}

From source file:net.phatcode.rel.multimedia.Graphics.java

License:Open Source License

public void drawBox(int x1, int y1, int x2, int y2, float r, float g, float b, float a) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/*  w w w .  j  a  v a2  s. c o  m*/
    GL11.glColor4f(r, g, b, a);

    GL11.glBegin(GL11.GL_LINE_STRIP);
    GL11.glVertex2i(x1, y1);
    GL11.glVertex2i(x2, y1);
    GL11.glVertex2i(x2, y2);
    GL11.glVertex2i(x1, y2);
    GL11.glVertex2i(x1, y1);
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glColor4f(1, 1, 1, 1);

}