Java tutorial
/* * This file is part of Spout. * * Copyright (c) 2011-2012, SpoutDev <http://www.spout.org/> * Spout is licensed under the SpoutDev License Version 1. * * Spout is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * In addition, 180 days after any changes are published, you can use the * software, incorporating those changes, under the terms of the MIT license, * as described in the SpoutDev License Version 1. * * Spout is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License, * the MIT license and the SpoutDev License Version 1 along with this program. * If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public * License and see <http://www.spout.org/SpoutDevLicenseV1.txt> for the full license, * including the MIT license. */ package org.spout.engine.batcher; import org.lwjgl.opengl.GL11; import org.spout.api.gui.render.RenderPart; public class GL11SpriteBatch extends SpriteBatch { public GL11SpriteBatch(float screenW, float screenH) { super(screenW, screenH); } public void render() { GL11.glDisable(GL11.GL_DEPTH_TEST); for (int i = 0; i < sprites.size(); i++) { RenderPart rect = sprites.get(i); rect.getRenderMaterial().getShader().setUniform("View", this.view); rect.getRenderMaterial().getShader().setUniform("Projection", this.projection); rect.getRenderMaterial().getShader().setUniform("Model", this.view); //View is always an identity matrix. rect.getRenderMaterial().assign(); GL11.glBegin(GL11.GL_TRIANGLES); float r = (float) rect.getColor().getRed() / 255f; float g = (float) rect.getColor().getGreen() / 255f; float b = (float) rect.getColor().getBlue() / 255f; float a = (float) rect.getColor().getAlpha() / 255f; GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY()); GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f); GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY() + rect.getSource().getHeight()); GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY(), 0.f); GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(), rect.getSource().getY() + rect.getSource().getHeight()); GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(), rect.getSprite().getY(), 0.f); GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY()); GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f); GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(), rect.getSource().getY() + rect.getSource().getHeight()); GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(), rect.getSprite().getY(), 0.f); GL11.glColor4f(r, g, b, a); GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(), rect.getSource().getY()); GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(), rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f); GL11.glEnd(); } GL11.glEnable(GL11.GL_DEPTH_TEST); } }