예제 #1
0
 /* Draw texture at c, clipping everything outside ul to ul + sz. */
 public void image(Tex tex, Coord c, Coord ul, Coord sz) {
   if (tex == null) return;
   st.set(cur2d);
   ul = ul.add(this.tx);
   Coord br = ul.add(sz);
   if (ul.x < this.ul.x) ul.x = this.ul.x;
   if (ul.y < this.ul.y) ul.y = this.ul.y;
   if (br.x > this.ul.x + this.sz.x) br.x = this.ul.x + this.sz.x;
   if (br.y > this.ul.y + this.sz.y) br.y = this.ul.y + this.sz.y;
   tex.crender(this, c.add(this.tx), ul, br.sub(ul));
   checkerr();
 }
예제 #2
0
 public void atext(String text, Coord c, double ax, double ay) {
   Text t = Text.render(text);
   Tex T = t.tex();
   Coord sz = t.sz();
   image(T, c.add((int) ((double) sz.x * -ax), (int) ((double) sz.y * -ay)));
   T.dispose();
   checkerr();
 }
예제 #3
0
 public void fellipse(Coord c, Coord r, int a1, int a2) {
   st.set(cur2d);
   apply();
   gl.glBegin(GL.GL_TRIANGLE_FAN);
   vertex(c);
   for (int i = a1; i <= a2; i += 5) {
     double a = (i * Math.PI * 2) / 360.0;
     vertex(c.add((int) (Math.cos(a) * r.x), -(int) (Math.sin(a) * r.y)));
   }
   gl.glEnd();
   checkerr();
 }
예제 #4
0
  public void prect(Coord c, Coord ul, Coord br, double a) {
    st.set(cur2d);
    apply();
    gl.glEnable(GL2.GL_POLYGON_SMOOTH);
    gl.glBegin(GL.GL_TRIANGLE_FAN);
    vertex(c);
    vertex(c.add(0, ul.y));
    double p2 = Math.PI / 2;
    all:
    {
      float tc;

      tc = (float) (Math.tan(a) * -ul.y);
      if ((a > p2) || (tc > br.x)) {
        vertex(c.x + br.x, c.y + ul.y);
      } else {
        vertex(c.x + tc, c.y + ul.y);
        break all;
      }

      tc = (float) (Math.tan(a - (Math.PI / 2)) * br.x);
      if ((a > p2 * 2) || (tc > br.y)) {
        vertex(c.x + br.x, c.y + br.y);
      } else {
        vertex(c.x + br.x, c.y + tc);
        break all;
      }

      tc = (float) (-Math.tan(a - Math.PI) * br.y);
      if ((a > p2 * 3) || (tc < ul.x)) {
        vertex(c.x + ul.x, c.y + br.y);
      } else {
        vertex(c.x + tc, c.y + br.y);
        break all;
      }

      tc = (float) (-Math.tan(a - (3 * Math.PI / 2)) * -ul.x);
      if ((a > p2 * 4) || (tc < ul.y)) {
        vertex(c.x + ul.x, c.y + ul.y);
      } else {
        vertex(c.x + ul.x, c.y + tc);
        break all;
      }

      tc = (float) (Math.tan(a) * -ul.y);
      vertex(c.x + tc, c.y + ul.y);
    }
    gl.glEnd();
    gl.glDisable(GL2.GL_POLYGON_SMOOTH);
    checkerr();
  }
예제 #5
0
 public GOut reclip(Coord ul, Coord sz) {
   GOut g = new GOut(this);
   g.tx = this.tx.add(ul);
   g.ul = new Coord(g.tx);
   Coord gbr = g.ul.add(sz), tbr = this.ul.add(this.sz);
   if (g.ul.x < this.ul.x) g.ul.x = this.ul.x;
   if (g.ul.y < this.ul.y) g.ul.y = this.ul.y;
   if (gbr.x > tbr.x) gbr.x = tbr.x;
   if (gbr.y > tbr.y) gbr.y = tbr.y;
   g.sz = gbr.sub(g.ul);
   return (g);
 }
예제 #6
0
 public void frect(Coord ul, Coord sz) {
   ul = tx.add(ul);
   Coord br = ul.add(sz);
   if (ul.x < this.ul.x) ul.x = this.ul.x;
   if (ul.y < this.ul.y) ul.y = this.ul.y;
   if (br.x > this.ul.x + this.sz.x) br.x = this.ul.x + this.sz.x;
   if (br.y > this.ul.y + this.sz.y) br.y = this.ul.y + this.sz.y;
   if ((ul.x >= br.x) || (ul.y >= br.y)) return;
   st.set(cur2d);
   apply();
   gl.glBegin(GL2.GL_QUADS);
   gl.glVertex2i(ul.x, ul.y);
   gl.glVertex2i(br.x, ul.y);
   gl.glVertex2i(br.x, br.y);
   gl.glVertex2i(ul.x, br.y);
   gl.glEnd();
   checkerr();
 }
예제 #7
0
  public void ftexrect(Coord ul, Coord sz, GLState s, float tl, float tt, float tr, float tb) {
    ul = tx.add(ul);
    Coord br = ul.add(sz);
    Coord ult = new Coord(0, 0);
    Coord brt = new Coord(sz);
    if (ul.x < this.ul.x) {
      ult.x += this.ul.x - ul.x;
      ul.x = this.ul.x;
    }
    if (ul.y < this.ul.y) {
      ult.y += this.ul.y - ul.y;
      ul.y = this.ul.y;
    }
    if (br.x > this.ul.x + this.sz.x) {
      brt.x -= br.x - (this.ul.x + this.sz.x);
      br.x = this.ul.x + this.sz.x;
    }
    if (br.y > this.ul.y + this.sz.y) {
      brt.y -= br.y - (this.ul.y + this.sz.y);
      br.y = this.ul.y + this.sz.y;
    }
    if ((ul.x >= br.x) || (ul.y >= br.y)) return;

    st.set(cur2d);
    state(s);
    apply();

    float l = tl + ((tr - tl) * ((float) ult.x) / ((float) sz.x));
    float t = tt + ((tb - tt) * ((float) ult.y) / ((float) sz.y));
    float r = tl + ((tr - tl) * ((float) brt.x) / ((float) sz.x));
    float b = tt + ((tb - tt) * ((float) brt.y) / ((float) sz.y));
    gl.glBegin(GL2.GL_QUADS);
    gl.glTexCoord2f(l, b);
    gl.glVertex2i(ul.x, ul.y);
    gl.glTexCoord2f(r, b);
    gl.glVertex2i(br.x, ul.y);
    gl.glTexCoord2f(r, t);
    gl.glVertex2i(br.x, br.y);
    gl.glTexCoord2f(l, t);
    gl.glVertex2i(ul.x, br.y);
    gl.glEnd();
    checkerr();
  }
예제 #8
0
 /* Draw texture at c, with the extra state s applied. */
 public void image(Tex tex, Coord c, GLState s) {
   st.set(cur2d);
   if (s != null) state(s);
   tex.crender(this, c.add(tx), ul, sz);
   checkerr();
 }
예제 #9
0
 public void rimage(Tex tex, Coord c, Coord sz) {
   Coord cc = new Coord();
   for (cc.y = c.y; cc.y < c.y + sz.y; cc.y += tex.sz().y) {
     for (cc.x = c.x; cc.x < c.x + sz.x; cc.x += tex.sz().x) image(tex, cc, c, sz);
   }
 }
예제 #10
0
 public void rimageh(Tex tex, Coord c, int w) {
   Coord cc = new Coord(c);
   Coord sz = new Coord(w, tex.sz().y);
   for (; cc.x < c.x + w; cc.x += tex.sz().x) image(tex, cc, c, sz);
 }
예제 #11
0
 public void rimagev(Tex tex, Coord c, int h) {
   Coord cc = new Coord(c);
   Coord sz = new Coord(tex.sz().x, h);
   for (; cc.y < c.y + h; cc.y += tex.sz().y) image(tex, cc, c, sz);
 }
예제 #12
0
 /* Draw texture at c, scaling it to sz. */
 public void image(Tex tex, Coord c, Coord sz) {
   if (tex == null) return;
   st.set(cur2d);
   tex.crender(this, c.add(tx), ul, this.sz, sz);
   checkerr();
 }
예제 #13
0
 public void aimage(Tex tex, Coord c, double ax, double ay) {
   Coord sz = tex.sz();
   image(tex, c.add((int) ((double) sz.x * -ax), (int) ((double) sz.y * -ay)));
 }
예제 #14
0
 public void image(Resource.Image img, Coord c) {
   if (img == null) return;
   image(img.tex(), c.add(img.o));
 }