本文整理汇总了Java中com.jogamp.opengl.util.texture.TextureCoords类的典型用法代码示例。如果您正苦于以下问题:Java TextureCoords类的具体用法?Java TextureCoords怎么用?Java TextureCoords使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
TextureCoords类属于com.jogamp.opengl.util.texture包,在下文中一共展示了TextureCoords类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: bindTexture
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
private void bindTexture(GL gl, Texture texture, float xmin, float xmax, float ymin, float ymax) {
texture.enable(gl);
texture.bind(gl);
TextureCoords coords = texture.getImageTexCoords();
gl.getGL2().glBegin(GL2.GL_QUADS);
gl.getGL2().glTexCoord2f(coords.left(), coords.top());
gl.getGL2().glVertex2f(xmin, 1 - ymin);
gl.getGL2().glTexCoord2f(coords.right(), coords.top());
gl.getGL2().glVertex2f(xmax, 1 - ymin);
gl.getGL2().glTexCoord2f(coords.right(), coords.bottom());
gl.getGL2().glVertex2f(xmax, 1 - ymax);
gl.getGL2().glTexCoord2f(coords.left(), coords.bottom());
gl.getGL2().glVertex2f(xmin, 1 - ymax);
gl.getGL2().glEnd();
texture.disable(gl);
}
示例2: bindTexture
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
/**
*
* @param gl
* @param texture
* @param xmin
* @param xmax
* @param ymin
* @param ymax
*/
private void bindTexture(GL gl, Texture texture, float xmin, float xmax, float ymin, float ymax) {
texture.enable(gl);
texture.bind(gl);
TextureCoords coords = texture.getImageTexCoords();
gl.getGL2().glBegin(GL2.GL_QUADS);
gl.getGL2().glTexCoord2f(coords.left(), coords.top());
gl.getGL2().glVertex2f(xmin, 1 - ymin);
gl.getGL2().glTexCoord2f(coords.right(), coords.top());
gl.getGL2().glVertex2f(xmax, 1 - ymin);
gl.getGL2().glTexCoord2f(coords.right(), coords.bottom());
gl.getGL2().glVertex2f(xmax, 1 - ymax);
gl.getGL2().glTexCoord2f(coords.left(), coords.bottom());
gl.getGL2().glVertex2f(xmin, 1 - ymax);
gl.getGL2().glEnd();
texture.disable(gl);
}
示例3: FloorModel
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
FloorModel(Texture t, Point3d p, DynamicsWorld world) {
super(p,1);
mkStaticGroundPlane(world);
if(floorInt == 0){
this.gl = gl;
this.t = t;
TextureCoords textureCoords = t.getImageTexCoords();
textureTop = textureCoords.top();
textureBottom = textureCoords.bottom();
textureLeft = textureCoords.left();
textureRight = textureCoords.right();
floorInt = genCibeList(world);
}
}
示例4: Wall
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
Wall(Point3d p, DynamicsWorld world) {
super(p, 1);
if(obj == 0){
try {
texture = Textures.wall;
TextureCoords textureCoords = texture.getImageTexCoords();
textureTop = textureCoords.top();
textureBottom = textureCoords.bottom();
textureLeft = textureCoords.left();
textureRight = textureCoords.right();
}catch (Exception e){
e.printStackTrace();
System.out.println("Error loading wall texture");
}
obj = genCube();
}
initializePhysics(world);
}
示例5: draw3D
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
/**
* Draws text at a location in 3D space.
*
* <p>
* Uses the renderer's current color. The baseline of the leftmost character
* is placed at position (x, y, z) in the current coordinate system.
*
* @param text
* Text to draw
* @param x
* Position to draw on X axis
* @param y
* Position to draw on Y axis
* @param z
* Position to draw on Z axis
* @param scale
* Uniform scale applied to width and height of text
* @throws GLException
* if no OpenGL context is current, or is unexpected version
* @throws NullPointerException
* if text is null
*/
public void draw3D(/*@Nonnull*/ final String text,
/*@CheckForSigned*/ float x,
/*@CheckForSigned*/ final float y,
/*@CheckForSigned*/ final float z,
/*@CheckForSigned*/ final float scale) {
Check.notNull(text, "Text cannot be null");
// Get the current OpenGL context
final GL gl = GLContext.getCurrentGL();
// Get all the glyphs for the string
final List<Glyph> glyphs = glyphProducer.createGlyphs(text);
// Render each glyph
for (final Glyph glyph : glyphs) {
if (glyph.location == null) {
glyphCache.upload(glyph);
}
final TextureCoords coords = glyphCache.find(glyph);
final float advance = glyphRenderer.drawGlyph(gl, glyph, x, y, z, scale, coords);
x += advance * scale;
}
}
示例6: drawGlyph
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
@Override
public float drawGlyph(/*@Nonnull*/ final GL gl,
/*@Nonnull*/ final Glyph glyph,
/*@CheckForSigned*/ final float x,
/*@CheckForSigned*/ final float y,
/*@CheckForSigned*/ final float z,
/*@CheckForSigned*/ final float scale,
/*@Nonnull*/ final TextureCoords coords) {
Check.notNull(gl, "GL cannot be null");
Check.notNull(glyph, "Glyph cannot be null");
Check.notNull(coords, "Texture coordinates cannot be null");
if (delegate == null) {
throw new IllegalStateException("Must be in render cycle!");
} else {
return delegate.drawGlyph(gl, glyph, x, y, z, scale, coords);
}
}
示例7: computeCoordinates
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
/**
* Computes the normalized coordinates of a glyph's location.
*
* @param glyph Glyph being uploaded, assumed not null
*/
private void computeCoordinates(/*@Nonnull*/ final Glyph glyph) {
// Determine dimensions in pixels
final int cacheWidth = getWidth();
final int cacheHeight = getHeight();
final float left = getLeftBorderLocation(glyph);
final float bottom = getBottomBorderLocation(glyph);
// Convert to normalized texture coordinates
final float l = left / cacheWidth;
final float b = bottom / cacheHeight;
final float r = (left + glyph.width) / cacheWidth;
final float t = (bottom - glyph.height) / cacheHeight;
// Store in glyph
glyph.coordinates = new TextureCoords(l, b, r, t);
}
示例8: drawCorners
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
private void drawCorners(GL2 gl, Map<String, Vertex> map) {
Vertex rightBottom = map.get("rightBottom");
Vertex leftBottom = map.get("leftBottom");
Vertex rightTop = map.get("rightTop");
Vertex leftTop = map.get("leftTop");
TextureCoords textureCoords = texture.getImageTexCoords();
float leftTex = textureCoords.left();
float rightTex = textureCoords.right();
float topTex = textureCoords.top();
float bottomTex = textureCoords.bottom();
gl.glPushMatrix();
gl.glBegin(GL_TRIANGLE_STRIP);
gl.glTexCoord2d(rightTex, bottomTex);
gl.glVertex3f(rightBottom.getPositionX(), rightBottom.getPositionY(),
rightBottom.getPositionZ());
gl.glTexCoord2d(rightTex, topTex);
gl.glVertex3f(rightTop.getPositionX(), rightTop.getPositionY(), rightTop.getPositionZ());
gl.glTexCoord2d(leftTex, bottomTex);
gl.glVertex3f(leftBottom.getPositionX(), leftBottom.getPositionY(), leftBottom.getPositionZ());
gl.glTexCoord2d(leftTex, topTex);
gl.glVertex3f(leftTop.getPositionX(), leftTop.getPositionY(), leftTop.getPositionZ());
gl.glEnd();
gl.glPopMatrix();
}
示例9: draw
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
@Override
public void draw(GL2 gl, float height) {
if(blendTexture == null) {
Environment environment = Environment.getInstance();
String texPath = environment.getString(EnvVariable.SCREENSHOT_BLEND_TEXTURE);
try {
blendTexture = TextureIO.newTexture(new File(texPath), false);
} catch (GLException | IOException e) {
Logger.getInstance().warning("Texture " + texPath + " not found!");
}
}
if(active && state != null && blendTexture != null) {
TextureCoords texCoords = blendTexture.getImageTexCoords();
FloatVector3D[] vertices = state.getBoundingBox().getCornersCounterClockwise();
blendTexture.bind(gl);
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(vertices[0].getX(), vertices[0].getY(), 0);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(vertices[1].getX(), vertices[1].getY(), 0);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(vertices[2].getX(), vertices[2].getY(), 0);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(vertices[3].getX(), vertices[3].getY(), 0);
gl.glEnd();
}
// Draw next layer.
if (this.hasNextLayer()) {
this.getNextLayer().draw(gl, height + HEIGHT_GAP);
}
}
示例10: drawTexture
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
private void drawTexture(GL gl, AxeBox axe, Texture texture, TextureCoords coords) {
callWithAlphaFactor(gl, filter, 1);
before(gl);
if (horizontal) {
mapTextureHorizontal(gl, coords, computeTextureVertex(axe, texture, horizontal, pos));
} else {
mapTextureVertical(gl, coords, computeTextureVertex(axe, texture, horizontal, pos));
}
after(gl);
}
示例11: mapTextureHorizontal
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
protected void mapTextureHorizontal(GL gl, TextureCoords coords, Mapping mapping) {
if (gl.isGL2()) {
gl.getGL2().glBegin(GL2GL3.GL_QUADS);
gl.getGL2().glTexCoord2f(coords.left(), coords.bottom()); // left
gl.getGL2().glVertex3d(mapping.leftBottom.x, mapping.leftBottom.y, mapping.leftBottom.z);
gl.getGL2().glTexCoord2f(coords.right(), coords.bottom());
gl.getGL2().glVertex3d(mapping.rightBottom.x, mapping.rightBottom.y, mapping.rightBottom.z);
gl.getGL2().glTexCoord2f(coords.right(), coords.top());
gl.getGL2().glVertex3d(mapping.rightTop.x, mapping.rightTop.y, mapping.rightTop.z);
gl.getGL2().glTexCoord2f(coords.left(), coords.top());
gl.getGL2().glVertex3d(mapping.leftTop.x, mapping.leftTop.y, mapping.leftTop.z);
gl.getGL2().glEnd();
}
}
示例12: mapTextureVertical
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
protected void mapTextureVertical(GL gl, TextureCoords coords, Mapping mapping) {
if (gl.isGL2()) {
gl.getGL2().glBegin(GL2GL3.GL_QUADS);
gl.getGL2().glTexCoord2f(coords.right(), coords.top());
gl.getGL2().glVertex3d(mapping.leftTop.x, mapping.leftTop.y, mapping.leftTop.z);
gl.getGL2().glTexCoord2f(coords.right(), coords.bottom());
gl.getGL2().glVertex3d(mapping.rightTop.x, mapping.rightTop.y, mapping.rightTop.z);
gl.getGL2().glTexCoord2f(coords.left(), coords.bottom());
gl.getGL2().glVertex3d(mapping.rightBottom.x, mapping.rightBottom.y, mapping.rightBottom.z);
gl.getGL2().glTexCoord2f(coords.left(), coords.top());
gl.getGL2().glVertex3d(mapping.leftBottom.x, mapping.leftBottom.y, mapping.leftBottom.z);
gl.getGL2().glEnd();
}
}
示例13: renderTexture
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
/**
* Render a texture to the given position.
*
* @param texture Texture to draw
* @param centerX X coordinate for the center of the texture
* @param centerY Y coordinate for the center of the texture
*/
private void renderTexture(Texture texture, double centerX, double centerY) {
TextureCoords tc = texture.getImageTexCoords();
float tx1 = tc.left();
float ty1 = tc.top();
float tx2 = tc.right();
float ty2 = tc.bottom();
float halfWidth = quarterValue(texture.getWidth());
float halfHeight = quarterValue(texture.getHeight());
GL2 gl = scene.gl;
texture.bind(gl);
texture.enable(gl);
Color foreground = scene.getForegroundColor();
gl.glColor4f(foreground.getRed() / 255f,
foreground.getGreen() / 255f,
foreground.getBlue() / 255f,
foreground.getAlpha() / 255f);
gl.glPushMatrix();
float[] translate = GLScene.P((float) centerX, (float) centerY);
gl.glTranslatef(translate[0], translate[1], translate[2]);
gl.glBegin(GL2.GL_QUADS);
// divided by 2 to get nicer textures
// divided by 4 when we center it : 1/2 on each side of x axis for instance.
gl.glTexCoord2f(tx1, ty1);
GLScene.V(gl, -halfWidth, halfHeight);
gl.glTexCoord2f(tx2, ty1);
GLScene.V(gl, halfWidth, halfHeight);
gl.glTexCoord2f(tx2, ty2);
GLScene.V(gl, halfWidth, -halfHeight);
gl.glTexCoord2f(tx1, ty2);
GLScene.V(gl, -halfWidth, -halfHeight);
gl.glEnd();
gl.glPopMatrix();
texture.disable(gl);
}
示例14: drawGlyph
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
@Override
public final float drawGlyph(/*@Nonnull*/ final GL gl,
/*@Nonnull*/ final Glyph glyph,
/*@CheckForSigned*/ final float x,
/*@CheckForSigned*/ final float y,
/*@CheckForSigned*/ final float z,
/*@CheckForSigned*/ final float scale,
/*@Nonnull*/ final TextureCoords coords) {
Check.notNull(gl, "GL cannot be null");
Check.notNull(glyph, "Glyph cannot be null");
Check.notNull(coords, "Texture coordinates cannot be null");
// Compute position and size
quad.xl = x + (scale * glyph.kerning);
quad.xr = quad.xl + (scale * glyph.width);
quad.yb = y - (scale * glyph.descent);
quad.yt = quad.yb + (scale * glyph.height);
quad.z = z;
quad.sl = coords.left();
quad.sr = coords.right();
quad.tb = coords.bottom();
quad.tt = coords.top();
// Draw quad
pipeline.addQuad(gl, quad);
// Return distance to next character
return glyph.advance;
}
示例15: render
import com.jogamp.opengl.util.texture.TextureCoords; //导入依赖的package包/类
public void render(GL2 gl) {
// Create the credits texture if not done yet:
if(creditsTexture == null) {
createTexture();
}
if(creditsTexture != null) {
// Activate alpha:
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
// Bind the texture for use:
creditsTexture.bind(gl);
// The textures 2D-coordinates:
TextureCoords texCoords = creditsTexture.getImageTexCoords();
// Backup current matrix:
gl.glPushMatrix();
gl.glLoadIdentity();
// Apply transformation:
gl.glRotatef(rotation, 1, 0, 0);
gl.glTranslatef(0, -2, position);
gl.glRotatef(-90, 1, 0, 0);
// Draw vertices and pass uv-coords.
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(-CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(-CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
gl.glEnd();
// Restore matrix:
gl.glPopMatrix();
}
}