Skip to content

Instantly share code, notes, and snippets.

@BliepMonster
Created November 11, 2024 16:17
Show Gist options
  • Save BliepMonster/bacfea87be387adbbbb54a7db3744245 to your computer and use it in GitHub Desktop.
Save BliepMonster/bacfea87be387adbbbb54a7db3744245 to your computer and use it in GitHub Desktop.
package Engine.Display;
import org.lwjgl.opengl.GL11;
import java.awt.*;
public class draw {
public static void square(DisplayScreen screen, Color color, float x1, float y1, float height) {
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4f(color.getRed() / 255.0f, color.getGreen() / 255.0f, color.getBlue() / 255.0f, 1);
GL11.glBegin(GL11.GL_QUADS);
int screenWidth = screen.getWidth();
int screenHeight = screen.getHeight();
float extendedX = (x1 * screenHeight) / screenWidth + (height * screenHeight) / screenWidth;
// Define the vertices of the square
GL11.glVertex2f(extendedX, y1);
GL11.glVertex2f((x1 * screenHeight) / screenWidth, y1);
GL11.glVertex2f((x1 * screenHeight) / screenWidth, y1 + height);
GL11.glVertex2f(extendedX, y1 + height);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
public static void rect(DisplayScreen screen, Color color, float x1, float y1, float width, float height) {
int screenHeight = screen.getHeight();
int screenWidth = screen.getWidth();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor4f(color.getRed() / 255.0f, color.getGreen() / 255.0f, color.getBlue() / 255.0f, 1);
GL11.glVertex2f(x1 + (width*screenHeight)/screenWidth, y1);
GL11.glVertex2f(x1, y1);
GL11.glVertex2f(x1, y1 + height);
GL11.glVertex2f(x1 + (width*screenHeight)/screenWidth, y1 + height);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
public static void image(DisplayScreen screen, Texture texture, float x1, float y1, float size) {
// Reset color to white to ensure the texture is displayed without tint
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
texture.bind();
GL11.glBegin(GL11.GL_QUADS);
int screenWidth = screen.getWidth();
int screenHeight = screen.getHeight();
float extendedX = (x1 * screenHeight) / screenWidth + (size * screenHeight) / screenWidth;
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(extendedX, y1);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f((x1 * screenHeight) / screenWidth, y1);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f((x1 * screenHeight) / screenWidth, y1 + size);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(extendedX, y1 + size);
GL11.glEnd();
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment