Java Code Examples for org.lwjgl.opengl.GL11#glVertex2f()
The following examples show how to use
org.lwjgl.opengl.GL11#glVertex2f() .
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Example 1
Source File: RenderUtils.java From Hyperium with GNU Lesser General Public License v3.0 | 7 votes |
public static void drawLine(float x, float y, float x1, float y1, float width, int colour) { float red = (float) (colour >> 16 & 0xFF) / 255F; float green = (float) (colour >> 8 & 0xFF) / 255F; float blue = (float) (colour & 0xFF) / 255F; float alpha = (float) (colour >> 24 & 0xFF) / 255F; GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_LINE_SMOOTH); GlStateManager.pushMatrix(); GlStateManager.color(red, green, blue, alpha); GL11.glLineWidth(width); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex2f(x, y); GL11.glVertex2f(x1, y1); GL11.glEnd(); GlStateManager.popMatrix(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); GL11.glDisable(GL11.GL_LINE_SMOOTH); }
Example 2
Source File: TestUtils.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Game loop render */ public void render() { Color.white.bind(); texture.bind(); // or GL11.glBind(texture.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(100,100); GL11.glTexCoord2f(1,0); GL11.glVertex2f(100+texture.getTextureWidth(),100); GL11.glTexCoord2f(1,1); GL11.glVertex2f(100+texture.getTextureWidth(),100+texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(100,100+texture.getTextureHeight()); GL11.glEnd(); font.drawString(150, 300, "HELLO LWJGL WORLD", Color.yellow); }
Example 3
Source File: RenderUtils.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
public static void drawCircle(int xx, int yy, int radius, int col) { float f = (col >> 24 & 0xFF) / 255.0F; float f2 = (col >> 16 & 0xFF) / 255.0F; float f3 = (col >> 8 & 0xFF) / 255.0F; float f4 = (col & 0xFF) / 255.0F; GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glBegin(2); for (int i = 0; i < 70; i++) { float x = radius * MathHelper.cos((float) (i * 0.08975979010256552D)); float y = radius * MathHelper.sin((float) (i * 0.08975979010256552D)); GlStateManager.color(f2, f3, f4, f); GL11.glVertex2f(xx + x, yy + y); } GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); }
Example 4
Source File: RenderUtils.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
public static void drawArc(float cx, float cy, float r, float startAngle, float angle, int segments, int color) { float red = (float) (color >> 16 & 0xFF) / 255F; float green = (float) (color >> 8 & 0xFF) / 255F; float blue = (float) (color & 0xFF) / 255F; float alpha = (float) (color >> 24 & 0xFF) / 255F; float theta = angle / (float) (segments - 1); double tf = Math.tan(theta); float rf = MathHelper.cos(theta); float x = r * MathHelper.cos(startAngle); float y = r * MathHelper.sin(startAngle); GlStateManager.pushMatrix(); GlStateManager.color(red, green, blue, alpha); GL11.glBegin(GL_LINE_STRIP); for (int ii = 0; ii < segments; ii++) { GL11.glVertex2f(x + cx, y + cy); float tx = -y; float ty = x; x += tx * tf; y += ty * tf; x *= rf; y *= rf; } GL11.glEnd(); GlStateManager.popMatrix(); }
Example 5
Source File: GLUtils.java From ehacks-pro with GNU General Public License v3.0 | 5 votes |
public static void drawCheck(int x, int y) { GL11.glEnable(3042); GL11.glDisable(3553); GL11.glColor4f(0.0f, 0.0f, 0.75f, 0.5f); GL11.glBlendFunc(770, 771); GL11.glLineWidth(2.0f); GL11.glBegin(3); GL11.glVertex2f((x + 1), (y + 4)); GL11.glVertex2f((x + 3), (y + 6.5f)); GL11.glVertex2f((x + 7), (y + 2)); GL11.glEnd(); GL11.glDisable(3042); GL11.glEnable(3553); }
Example 6
Source File: SolidBox.java From OpenPeripheral-Addons with MIT License | 5 votes |
@Override @SideOnly(Side.CLIENT) protected void drawContents(RenderState renderState, float partialTicks) { renderState.setupSolidRender(); renderState.setColor(color, opacity); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(0, 0); GL11.glVertex2f(0, height); GL11.glVertex2f(width, height); GL11.glVertex2f(width, 0); GL11.glEnd(); }
Example 7
Source File: GradientBox.java From OpenPeripheral-Addons with MIT License | 5 votes |
@Override @SideOnly(Side.CLIENT) protected void drawContents(RenderState renderState, float partialTicks) { renderState.setupSolidRender(); { renderState.setColor(color1, opacity1); GL11.glBegin(GL11.GL_QUADS); if (gradient == 1) { GL11.glVertex2f(0, height); GL11.glVertex2f(width, height); } else { GL11.glVertex2f(width, height); GL11.glVertex2f(width, 0); } } { renderState.setColor(color2, opacity2); if (gradient == 1) { GL11.glVertex2f(width, 0); GL11.glVertex2f(0, 0); } else { GL11.glVertex2f(0, 0); GL11.glVertex2f(0, height); } } GL11.glEnd(); }
Example 8
Source File: Gui.java From Slyther with MIT License | 5 votes |
public void drawTexture(float x, float y, float width, float height) { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); GL11.glShadeModel(GL11.GL_FLAT); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(x, y); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(x + width, y); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(x + width, y + height); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(x, y + height); GL11.glEnd(); }
Example 9
Source File: Gui.java From Slyther with MIT License | 5 votes |
public void drawLine(float x1, float y1, float x2, float y2, float width, int color) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f((color >> 16 & 0xFF) / 255.0F, (color >> 8 & 0xFF) / 255.0F, (color & 0xFF) / 255.0F, 1.0F); GL11.glLineWidth(width * renderResolution.getScale()); GL11.glBegin(GL11.GL_LINES); GL11.glVertex2f(x1, y1); GL11.glVertex2f(x2, y2); GL11.glEnd(); GL11.glPopMatrix(); }
Example 10
Source File: ImmediateModeOGLRenderer.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * @see org.newdawn.slick.opengl.renderer.SGL#glVertex2f(float, float) */ public void glVertex2f(float x, float y) { GL11.glVertex2f(x, y); }
Example 11
Source File: ColorPointListBuilder.java From OpenPeripheral-Addons with MIT License | 4 votes |
@Override protected void drawPoint(RenderState renderState, ColorPoint2d p) { renderState.setColor(p.rgb, p.opacity); GL11.glVertex2f(p.x, p.y); }
Example 12
Source File: Gui.java From Slyther with MIT License | 4 votes |
public void drawVertex(float x, float y, float u, float v, float uMultiplier, float vMultiplier) { GL11.glTexCoord2f(u * uMultiplier, v * vMultiplier); GL11.glVertex2f(x, y); }
Example 13
Source File: Gui.java From Slyther with MIT License | 4 votes |
public void drawConnectedLine(float x1, float y1, float x2, float y2) { GL11.glVertex2f(x1, y1); GL11.glVertex2f(x2, y2); }
Example 14
Source File: Graphics.java From AnyaBasic with MIT License | 4 votes |
public void drawEllipseFilled( int x, int y, int a, int b, int degrees, float red, float green, float blue, float alpha ) { // these constants decide the quality of the ellipse final float pi = (float) Math.PI; final float twopi = 2 * pi; // two pi (radians in a circle) final int face_length = 8; // approx. face length in pixels final int max_faces = 256; // maximum number of faces in ellipse final int min_faces = 16; // minimum number of faces in ellipse // approx. ellipse circumference (hudson's method) float h = ( a-b*a-b ) / (float)( a+b*a+b ); float circumference = 0.25f * pi * (a+b) * (3* (1+h*0.25f)+1 / (1-h*0.25f)); // number of faces in ellipse int num_faces = (int) (circumference/(float)face_length); // clamp number of faces if( num_faces > max_faces ) num_faces = max_faces; if( num_faces < min_faces ) num_faces = min_faces; // keep number of faces divisible by 4 num_faces -= (num_faces & 3); // precalc cosine theta float angle = degrees * pi /180.0f; float s = (float) Math.sin(twopi/(float)num_faces); float c = (float) Math.cos(twopi/(float)num_faces); float xx = 1; float yy = 0; float xt; float ax = (float) Math.cos(angle); float ay = (float) Math.sin(angle); // draw ellipse GL11.glDisable( GL11.GL_TEXTURE_2D ); GL11.glColor4f( red, green, blue, alpha ) ; int i; GL11.glBegin( GL11.GL_TRIANGLE_FAN ); for( i = 0; i < num_faces; i++ ) { xt = xx; xx = c * xx - s * yy; yy = s * xt + c * yy; GL11.glVertex2f( x+a*xx*ax-b*yy*ay, y+a*xx*ay+b*yy*ax ); } GL11.glVertex2f( x+a*ax, y+a*ay ); GL11.glEnd(); GL11.glEnable( GL11.GL_TEXTURE_2D ); GL11.glColor4f( 1, 1, 1, 1 ); }
Example 15
Source File: BlurPane.java From LWJGUI with MIT License | 4 votes |
@Override public void render(Context context, int x, int y, int w, int h) { if ( !isVisible() ) return; if ( this.quad == null || quadDirty ) { if ( this.quad != null ) { this.quad.cleanup(); } quad = new TexturedQuad(0, 0, w, h, source.getTexId()); } GL11.glViewport(x, y, w, h); this.quadDirty = false; quadShader.bind(); quadShader.projectOrtho(0, h, w, -h); // bind stuff GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, source.getTexId()); if ( internalBackground instanceof BackgroundSolid ) { BackgroundSolid bg = (BackgroundSolid)internalBackground; GL20.glUniform4f(GL20.glGetUniformLocation(quadShader.getProgram(), "uColor"), bg.getColor().getRed()/255f-0.5f, bg.getColor().getGreen()/255f-0.5f, bg.getColor().getBlue()/255f-0.5f, bg.getColor().getAlpha()/255f); } GL20.glUniform1f(GL20.glGetUniformLocation(quadShader.getProgram(), "uBlurSize"), blurRadius); GL20.glUniform2f(GL20.glGetUniformLocation(quadShader.getProgram(), "uTexelSize"), 1.0f/(float)w, 1.0f/(float)h); GL20.glUniform4f(GL20.glGetUniformLocation(quadShader.getProgram(), "uCornerRadii"), (float)Math.max(BlurPane.this.getBorderRadii()[0], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[1], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[2], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[3], 0.1)); // Draw quad if ( context.isCoreOpenGL() ) { if ( quad != null ) { quad.render(); } } else { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, source.getTexId()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(w, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(w, h); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(0, h); GL11.glEnd(); } }
Example 16
Source File: Graphics.java From AnyaBasic with MIT License | 4 votes |
public void drawEllipse( int x, int y, int a, int b, int degrees, float red, float green, float blue, float alpha ) { // these constants decide the quality of the ellipse final float pi = (float) Math.PI; final float twopi = 2 * pi; // two pi (radians in a circle) final int face_length = 8; // approx. face length in pixels final int max_faces = 256; // maximum number of faces in ellipse final int min_faces = 16; // minimum number of faces in ellipse // approx. ellipse circumference (hudson's method) float h = ( a-b*a-b ) / (float)( a+b*a+b ); float circumference = 0.25f * pi * (a+b) * (3* (1+h*0.25f)+1 / (1-h*0.25f)); // number of faces in ellipse int num_faces = (int) (circumference/(float)face_length); // clamp number of faces if( num_faces > max_faces ) num_faces = max_faces; if( num_faces < min_faces ) num_faces = min_faces; // keep number of faces divisible by 4 num_faces -= (num_faces & 3); // precalc cosine theta float angle = degrees * pi /180.0f; float s = (float) Math.sin(twopi/(float)num_faces); float c = (float) Math.cos(twopi/(float)num_faces); float xx = 1; float yy = 0; float xt; float ax = (float) Math.cos(angle); float ay = (float) Math.sin(angle); // draw ellipse GL11.glDisable( GL11.GL_TEXTURE_2D ); GL11.glColor4f( red, green, blue, alpha ) ; int i; GL11.glBegin( GL11.GL_LINE_LOOP ); for( i = 0; i < num_faces; i++ ) { xt = xx; xx = c * xx - s * yy; yy = s * xt + c * yy; GL11.glVertex2f( x+a*xx*ax-b*yy*ay, y+a*xx*ay+b*yy*ax ); } GL11.glVertex2f( x+a*ax, y+a*ay ); GL11.glEnd(); GL11.glEnable( GL11.GL_TEXTURE_2D ); GL11.glColor4f( 1, 1, 1, 1 ); }
Example 17
Source File: DrawOnDemandTest.java From lwjgl3-awt with MIT License | 4 votes |
public static void main(String[] args) { AWTGLCanvas canvas = new AWTGLCanvas() { private static final long serialVersionUID = 1L; @Override public void initGL() { GL.createCapabilities(); glClearColor(0.3f, 0.4f, 0.5f, 1); } @Override public void paintGL() { int w = getWidth(); int h = getHeight(); if (w == 0 || h == 0) { return; } float aspect = (float) w / h; GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glViewport(0, 0, w, h); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(quadColor.getRed()/255f, quadColor.getGreen()/255f, quadColor.getBlue()/255f); GL11.glVertex2f(-0.75f / aspect, 0.0f); GL11.glVertex2f(0, -0.75f); GL11.glVertex2f(+0.75f / aspect, 0); GL11.glVertex2f(0, +0.75f); GL11.glEnd(); swapBuffers(); } @Override public void repaint() { if (SwingUtilities.isEventDispatchThread()) { render(); } else { SwingUtilities.invokeLater(() -> render()); } } }; JFrame frame = new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().setLayout(new BorderLayout()); frame.getContentPane().add(canvas, BorderLayout.CENTER); canvas.setPreferredSize(new Dimension(200, 200)); canvas.addComponentListener(new ComponentAdapter() { public void componentResized(java.awt.event.ComponentEvent e) { canvas.repaint(); }; }); JColorChooser colorChooser = new JColorChooser(quadColor); frame.getContentPane().add(colorChooser, BorderLayout.SOUTH); colorChooser.getSelectionModel().addChangeListener((e)->{ quadColor = colorChooser.getColor(); canvas.repaint(); }); SwingUtilities.invokeLater(() -> { frame.pack(); frame.setVisible(true); }); }
Example 18
Source File: PointListBuilder.java From OpenPeripheral-Addons with MIT License | 4 votes |
@Override protected void drawPoint(RenderState renderState, Point2d p) { GL11.glVertex2f(p.x, p.y); }
Example 19
Source File: GLUtils.java From ehacks-pro with GNU General Public License v3.0 | 4 votes |
public static void drawStrip(int x, int y, float width, double angle, float points, float radius, int color) { int i; float yc; float a2; float xc; GL11.glPushMatrix(); float f1 = (color >> 24 & 255) / 255.0f; float f2 = (color >> 16 & 255) / 255.0f; float f3 = (color >> 8 & 255) / 255.0f; float f4 = (color & 255) / 255.0f; GL11.glTranslatef(x, y, 0.0f); GL11.glColor4f(f2, f3, f4, f1); GL11.glLineWidth(width); GL11.glEnable(3042); GL11.glDisable(2929); GL11.glEnable(2848); GL11.glDisable(3553); GL11.glDisable(3008); GL11.glBlendFunc(770, 771); GL11.glHint(3154, 4354); GL11.glEnable(32925); if (angle > 0.0) { GL11.glBegin(3); i = 0; while (i < angle) { a2 = (float) (i * (angle * 3.141592653589793 / points)); xc = (float) (Math.cos(a2) * radius); yc = (float) (Math.sin(a2) * radius); GL11.glVertex2f(xc, yc); ++i; } GL11.glEnd(); } if (angle < 0.0) { GL11.glBegin(3); i = 0; while (i > angle) { a2 = (float) (i * (angle * 3.141592653589793 / points)); xc = (float) (Math.cos(a2) * (-radius)); yc = (float) (Math.sin(a2) * (-radius)); GL11.glVertex2f(xc, yc); --i; } GL11.glEnd(); } GL11.glDisable(3042); GL11.glEnable(3553); GL11.glDisable(2848); GL11.glEnable(3008); GL11.glEnable(2929); GL11.glDisable(32925); GL11.glDisable(3479); GL11.glPopMatrix(); }
Example 20
Source File: OffscreenBuffer.java From LWJGUI with MIT License | 4 votes |
public void render(Context context, int x, int y, int w, int h) { if (quadShader == null) { quadShader = new GenericShader(); } float pixelRatio = LWJGUI.getThreadWindow().getPixelRatio(); x *= pixelRatio; y *= pixelRatio; GL11.glViewport(x, y,(int) (w*pixelRatio),(int) (h*pixelRatio)); quadShader.bind(); quadShader.projectOrtho(0, 0, w, h); if (quadDirty) { quadDirty = false; if (quad != null) { quad.cleanup(); } quad = new TexturedQuad(0, 0, w, h, texId); } if ( context.isCoreOpenGL() ) { if ( quad != null ) { quad.render(); } } else { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(w, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(w, h); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(0, h); GL11.glEnd(); } }