Example usage for org.lwjgl.opengl GL11 glBlendFunc

List of usage examples for org.lwjgl.opengl GL11 glBlendFunc

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glBlendFunc.

Prototype

public static void glBlendFunc(@NativeType("GLenum") int sfactor, @NativeType("GLenum") int dfactor) 

Source Link

Document

Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.

Usage

From source file:com.oneofthesevenbillion.ziah.ZiahsClient.util.Utils.java

License:Open Source License

/**
 * Draws a rectangle with a vertical gradient between the specified colors.
 *//*from  ww w.  j ava  2  s  .co  m*/
public static void drawGradientRect(int x, int y, int x1, int y2, int color1, int color2, float zLevel) {
    float var7 = (color1 >> 24 & 255) / 255.0F;
    float var8 = (color1 >> 16 & 255) / 255.0F;
    float var9 = (color1 >> 8 & 255) / 255.0F;
    float var10 = (color1 & 255) / 255.0F;
    float var11 = (color2 >> 24 & 255) / 255.0F;
    float var12 = (color2 >> 16 & 255) / 255.0F;
    float var13 = (color2 >> 8 & 255) / 255.0F;
    float var14 = (color2 & 255) / 255.0F;
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    Tessellator var15 = Tessellator.instance;
    var15.startDrawingQuads();
    var15.setColorRGBA_F(var8, var9, var10, var7);
    var15.addVertex(x1, y, zLevel);
    var15.addVertex(x, y, zLevel);
    var15.setColorRGBA_F(var12, var13, var14, var11);
    var15.addVertex(x, y2, zLevel);
    var15.addVertex(x1, y2, zLevel);
    var15.draw();
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:com.onkiup.minedroid.gui.betterfonts.StringCache.java

License:Open Source License

/**
 * Render a single-line string to the screen using the current OpenGL color. The (x,y) coordinates are of the uppet-left
 * corner of the string's bounding box, rather than the baseline position as is typical with fonts. This function will also
 * add the string to the cache so the next renderString() call with the same string is faster.
 *
 * @param str          the string being rendered; it can contain color codes
 * @param startX       the x coordinate to draw at
 * @param startY       the y coordinate to draw at
 * @param initialColor the initial RGBA color to use when drawing the string; embedded color codes can override the RGB component
 * @param shadowFlag   if true, color codes are replaces by a darker version used for drop shadows
 * @return the total advance (horizontal distance) of this string
 * @todo Add optional NumericShaper to replace ASCII digits with locale specific ones
 * @todo Add support for the "k" code which randomly replaces letters on each render (used only by splash screen)
 * @todo Pre-sort by texture to minimize binds; can store colors per glyph in string cache
 * @todo Optimize the underline/strikethrough drawing to draw a single line for each run
 *///from  w w w  .j a v  a  2 s .c o m
public Entry renderString(String str, int startX, int startY, int initialColor, boolean shadowFlag) {
    /* Check for invalid arguments */
    if (str == null || str.isEmpty()) {
        return null;
    }
    View.resetBlending();
    GlStateManager.enableTexture2D();
    float scale = GuiManager.getDisplayScale();
    float f = GuiManager.getScale().getScaleFactor();

    /* Make sure the entire string is cached before rendering and return its glyph representation */
    Entry entry = cacheString(str);

    /* Adjust the baseline of the string because the startY coordinate in Minecraft is for the top of the string */
    startY += entry.getScaledBase();

    /* Color currently selected by color code; reapplied to Tessellator instance after glBindTexture() */
    int color = initialColor;

    /* Track which texture is currently bound to minimize the number of glBindTexture() and Tessellator.draw() calls needed */
    int boundTextureName = 0;

    /*
     * This color change will have no effect on the actual text (since colors are included in the Tessellator vertex
     * array), however GuiEditSign of all things depends on having the current color set to white when it renders its
     * "Edit sign message:" text. Otherwise, the sign which is rendered underneath would look too dark.
     */
    GL11.glColor3f(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff);

    /*
     * Enable GL_BLEND in case the font is drawn anti-aliased because Minecraft itself only enables blending for chat text
     * (so it can fade out), but not GUI text or signs. Minecraft uses multiple blend functions so it has to be specified here
     * as well for consistent blending. To reduce the overhead of OpenGL state changes and making native LWJGL calls, this
     * function doesn't try to save/restore the blending state. Hopefully everything else that depends on blending in Minecraft
     * will set its own state as needed.
     */
    if (antiAliasEnabled) {
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    }

    /* Using the Tessellator to queue up data in a vertex array and then draw all at once should be faster than immediate mode */
    Tessellator tessellator = Tessellator.getInstance();
    tessellator.getWorldRenderer().startDrawingQuads();
    tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff,
            color >> 24 & 0xff);

    /* The currently active font syle is needed to select the proper ASCII digit style for fast replacement */
    int fontStyle = Font.PLAIN;

    for (int glyphIndex = 0, colorIndex = 0; glyphIndex < entry.glyphs.length; glyphIndex++) {
        /*
         * If the original string had a color code at this glyph's position, then change the current GL color that gets added
         * to the vertex array. Note that only the RGB component of the color is replaced by a color code; the alpha component
         * of the original color passed into this function will remain. The while loop handles multiple consecutive color codes,
         * in which case only the last such color code takes effect.
         */
        while (colorIndex < entry.colors.length
                && entry.glyphs[glyphIndex].stringIndex >= entry.colors[colorIndex].stringIndex) {
            color = applyColorCode(entry.colors[colorIndex].colorCode, initialColor, shadowFlag);
            fontStyle = entry.colors[colorIndex].fontStyle;
            colorIndex++;
        }

        /* Select the current glyph's texture information and horizontal layout position within this string */
        Glyph glyph = entry.glyphs[glyphIndex];
        GlyphCache.Entry texture = glyph.texture;
        int glyphX = glyph.x;

        /*
         * Replace ASCII digits in the string with their respective glyphs; strings differing by digits are only cached once.
         * If the new replacement glyph has a different width than the original placeholder glyph (e.g. the '1' glyph is often
         * narrower than other digits), re-center the new glyph over the placeholder's position to minimize the visual impact
         * of the width mismatch.
         */
        char c = str.charAt(glyph.stringIndex);
        if (c >= '0' && c <= '9') {
            int oldWidth = texture.width;
            texture = digitGlyphs[fontStyle][c - '0'].texture;
            int newWidth = texture.width;
            glyphX += (oldWidth - newWidth) >> 1;
        }

        /*
         * Make sure the OpenGL texture storing this glyph's image is bound (if not already bound). All pending glyphs in the
         * Tessellator's vertex array must be drawn before switching textures, otherwise they would erroneously use the new
         * texture as well.
         */
        if (boundTextureName != texture.textureName) {
            tessellator.draw();
            tessellator.getWorldRenderer().startDrawingQuads();
            tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff,
                    color >> 24 & 0xff);

            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.textureName);
            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
            GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
            boundTextureName = texture.textureName;
        }

        /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */
        float x1 = startX + (glyphX) / f;
        float x2 = startX + (glyphX + texture.width) / f;
        float y1 = startY + (glyph.y) / f;
        float y2 = startY + (glyph.y + texture.height) / f;

        tessellator.getWorldRenderer().addVertexWithUV(x1, y1, 0, texture.u1, texture.v1);
        tessellator.getWorldRenderer().addVertexWithUV(x1, y2, 0, texture.u1, texture.v2);
        tessellator.getWorldRenderer().addVertexWithUV(x2, y2, 0, texture.u2, texture.v2);
        tessellator.getWorldRenderer().addVertexWithUV(x2, y1, 0, texture.u2, texture.v1);
    }

    /* Draw any remaining glyphs in the Tessellator's vertex array (there should be at least one glyph pending) */
    tessellator.draw();

    /* Draw strikethrough and underlines if the string uses them anywhere */
    if (entry.specialRender) {
        int renderStyle = 0;

        /* Use initial color passed to renderString(); disable texturing to draw solid color lines */
        color = initialColor;
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        tessellator.getWorldRenderer().startDrawingQuads();
        tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff,
                color >> 24 & 0xff);

        for (int glyphIndex = 0, colorIndex = 0; glyphIndex < entry.glyphs.length; glyphIndex++) {
            /*
             * If the original string had a color code at this glyph's position, then change the current GL color that gets added
             * to the vertex array. The while loop handles multiple consecutive color codes, in which case only the last such
             * color code takes effect.
             */
            while (colorIndex < entry.colors.length
                    && entry.glyphs[glyphIndex].stringIndex >= entry.colors[colorIndex].stringIndex) {
                color = applyColorCode(entry.colors[colorIndex].colorCode, initialColor, shadowFlag);
                renderStyle = entry.colors[colorIndex].renderStyle;
                colorIndex++;
            }

            /* Select the current glyph within this string for its layout position */
            Glyph glyph = entry.glyphs[glyphIndex];

            /* The strike/underlines are drawn beyond the glyph's width to include the extra space between glyphs */
            int glyphSpace = glyph.advance - glyph.texture.width;

            /* Draw underline under glyph if the style is enabled */
            if ((renderStyle & ColorCode.UNDERLINE) != 0) {
                /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */
                float x1 = startX + (glyph.x - glyphSpace) / f;
                float x2 = startX + (glyph.x + glyph.advance) / f;
                float y1 = startY + (UNDERLINE_OFFSET) / f;
                float y2 = startY + (UNDERLINE_OFFSET + UNDERLINE_THICKNESS) / f;

                tessellator.getWorldRenderer().addVertex(x1, y1, 0);
                tessellator.getWorldRenderer().addVertex(x1, y2, 0);
                tessellator.getWorldRenderer().addVertex(x2, y2, 0);
                tessellator.getWorldRenderer().addVertex(x2, y1, 0);
            }

            /* Draw strikethrough in the middle of glyph if the style is enabled */
            if ((renderStyle & ColorCode.STRIKETHROUGH) != 0) {
                /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */
                float x1 = startX + (glyph.x - glyphSpace) / f;
                float x2 = startX + (glyph.x + glyph.advance) / f;
                float y1 = startY + (STRIKETHROUGH_OFFSET) / f;
                float y2 = startY + (STRIKETHROUGH_OFFSET + STRIKETHROUGH_THICKNESS) / f;

                tessellator.getWorldRenderer().addVertex(x1, y1, 0);
                tessellator.getWorldRenderer().addVertex(x1, y2, 0);
                tessellator.getWorldRenderer().addVertex(x2, y2, 0);
                tessellator.getWorldRenderer().addVertex(x2, y1, 0);
            }
        }

        /* Finish drawing the last strikethrough/underline segments */
        tessellator.draw();
        GL11.glEnable(GL11.GL_TEXTURE_2D);
    }

    /* Return total horizontal advance (slightly wider than the bounding box, but close enough for centering strings) */
    return entry;
}

From source file:com.opengrave.og.engine.Node.java

License:Open Source License

public void renderSemiTransparent(Matrix4f matrix) {
    Util.checkErr();/*w  w  w . j  ava 2 s  . c o m*/
    doRenderSemiTransparent(matrix);
    if (MainThread.main.input.getLastHovered() != null) {
        Pickable lr = MainThread.main.input.getLastHovered().getRenderable();
        if (this instanceof BaseObject && lr instanceof BaseObject) {
            if (lr == this) {
                BaseObject notThis = (BaseObject) this;
                if (notThis.drawOutline) {
                    // Setup for outline draw
                    GL11.glDepthFunc(GL11.GL_LESS);
                    GL11.glEnable(GL11.GL_DEPTH_TEST);
                    GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE);
                    GL11.glLineWidth(10f);
                    GL11.glCullFace(GL11.GL_FRONT);
                    GL11.glEnable(GL11.GL_CULL_FACE);

                    GL11.glEnable(GL11.GL_BLEND);
                    GL11.glEnable(GL11.GL_LINE_SMOOTH);
                    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
                    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

                    // Draw

                    RenderStyle rs = notThis.getRenderStyle();
                    notThis.setRenderStyle(RenderStyle.HALO);

                    doRender(matrix);

                    notThis.setRenderStyle(rs);

                    // Return to correct state
                    GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_FILL);
                    GL11.glLineWidth(1f);
                    GL11.glCullFace(GL11.GL_BACK);
                    GL11.glDisable(GL11.GL_CULL_FACE);
                    GL11.glEnable(GL11.GL_BLEND);
                }
            }
        }
    }
    Util.checkErr();
    for (Node node : children) {
        Matrix4f childMatrix = matrix.mult(node.getMatrix(), null);
        node.renderSemiTransparent(childMatrix);
        Util.checkErr();
    }
}

From source file:com.opengrave.og.engine.RenderView.java

License:Open Source License

private void revertSettings() {
    GL11.glViewport(0, 0, MainThread.lastW, MainThread.lastH);
    GL11.glDisable(GL11.GL_CULL_FACE);//from  w  w w  .  j  av a 2s.  c  o  m
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
}

From source file:com.opengrave.og.engine.StaticObject.java

License:Open Source License

@Override
public void doRenderSemiTransparent(Matrix4f matrix) {
    if (!transparent) {
        return;//from  ww  w.  ja  va 2s.c om
    }
    renderable.setMaterialList(matList);
    renderable.setContext(context);
    GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
    GL11.glDepthMask(false);
    renderable.render(matrix, style);
    GL11.glDepthMask(true);
    context.prepare3DTransparent();
}

From source file:com.opengrave.og.MainThread.java

License:Open Source License

public static void set2D() {
    GL11.glDisable(GL11.GL_CULL_FACE);/*from  w ww  .  jav a 2  s  .  co  m*/
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

}

From source file:com.pahimar.ee3.core.handlers.DrawBlockHighlightHandler.java

License:LGPL

public static void renderPulsingQuad(int texture, float maxTransparency) {

    float pulseTransparency = getPulseValue() * maxTransparency / 3000f;

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
    Tessellator tessellator = Tessellator.instance;

    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_BLEND);//w w w.  j  ava  2s  . com
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1, 1, 1, pulseTransparency);

    tessellator.startDrawingQuads();
    tessellator.setColorRGBA_F(1, 1, 1, pulseTransparency);

    tessellator.addVertexWithUV(-0.5D, 0.5D, 0F, 0, 1);
    tessellator.addVertexWithUV(0.5D, 0.5D, 0F, 1, 1);
    tessellator.addVertexWithUV(0.5D, -0.5D, 0F, 1, 0);
    tessellator.addVertexWithUV(-0.5D, -0.5D, 0F, 0, 0);

    tessellator.draw();
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}

From source file:com.professorvennie.machinerycraft.client.gui.pages.PageCraftingRecipe.java

License:Creative Commons License

@Override
@SideOnly(Side.CLIENT)/*from w w w  . ja v a2 s.  co  m*/
public void renderRecipe(IGuiBookEntry gui, int mx, int my) {
    oreDictRecipe = shapelessRecipe = false;

    IRecipe recipe = recipes.get(recipeAt);
    renderCraftingRecipe(gui, recipe);

    TextureManager render = Minecraft.getMinecraft().renderEngine;
    render.bindTexture(craftingOverlay);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    ((GuiScreen) gui).drawTexturedModalRect(gui.getLeft(), gui.getTop(), 0, 0, gui.getWidth(), gui.getHeight());

    int iconX = gui.getLeft() + 115;
    int iconY = gui.getTop() + 12;

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    if (shapelessRecipe) {
        ((GuiScreen) gui).drawTexturedModalRect(iconX, iconY, 240, 0, 16, 16);

        if (mx >= iconX && my >= iconY && mx < iconX + 16 && my < iconY + 16)
            RenderHelper.renderTooltip(mx, my,
                    Arrays.asList(StatCollector.translateToLocal("mc.book.shapeless")));

        iconY += 20;
    }

    render.bindTexture(craftingOverlay);
    GL11.glEnable(GL11.GL_BLEND);

    if (oreDictRecipe) {
        ((GuiScreen) gui).drawTexturedModalRect(iconX, iconY, 240, 16, 16, 16);

        if (mx >= iconX && my >= iconY && mx < iconX + 16 && my < iconY + 16)
            RenderHelper.renderTooltip(mx, my,
                    Arrays.asList(StatCollector.translateToLocal("mc.book.oredict")));
    }
    GL11.glDisable(GL11.GL_BLEND);
}

From source file:com.professorvennie.machinerycraft.client.gui.pages.PageImage.java

License:Creative Commons License

@Override
@SideOnly(Side.CLIENT)//from ww w  .  ja va  2  s  .c o m
public void renderScreen(IGuiBookEntry gui, int mx, int my) {
    TextureManager render = Minecraft.getMinecraft().renderEngine;
    render.bindTexture(resource);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    ((GuiScreen) gui).drawTexturedModalRect(gui.getLeft(), gui.getTop(), 0, 0, gui.getWidth(), gui.getHeight());
    GL11.glDisable(GL11.GL_BLEND);

    int width = gui.getWidth() - 30;
    int height = gui.getHeight();
    int x = gui.getLeft() + 16;
    int y = gui.getTop() + height - 40;
    PageText.renderText(x, y, width, height, getUnlocalizedName());
}

From source file:com.professorvennie.machinerycraft.client.gui.pages.PageRecipe.java

License:Creative Commons License

@SideOnly(Side.CLIENT)
public void renderItem(IGuiBookEntry gui, int xPos, int yPos, ItemStack stack, boolean accountForContainer) {
    RenderItem render = new RenderItem();
    boolean mouseDown = Mouse.isButtonDown(0);

    GL11.glPushMatrix();//from   w  w  w .  j a va  2s  .c o  m
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderHelper.enableGUIStandardItemLighting();
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    render.renderItemAndEffectIntoGUI(Minecraft.getMinecraft().fontRenderer,
            Minecraft.getMinecraft().getTextureManager(), stack, xPos, yPos);
    render.renderItemOverlayIntoGUI(Minecraft.getMinecraft().fontRenderer,
            Minecraft.getMinecraft().getTextureManager(), stack, xPos, yPos);
    RenderHelper.disableStandardItemLighting();
    GL11.glPopMatrix();

    if (relativeMouseX >= xPos && relativeMouseY >= yPos && relativeMouseX <= xPos + 16
            && relativeMouseY <= yPos + 16) {
        tooltipStack = stack;

        EntryData data = BookRecipeMappings.getDataForStack(tooltipStack);
        if (data != null && (data.entry != gui.getEntry() || data.page != gui.getPageOn())) {
            tooltipEntry = true;

            if (!mouseDownLastTick && mouseDown && GuiScreen.isShiftKeyDown()) {
                GuiBookEntry newGui = new GuiBookEntry(data.entry, (GuiScreen) gui);
                newGui.page = data.page;
                Minecraft.getMinecraft().displayGuiScreen(newGui);
            }
        }

        if (accountForContainer) {
            ItemStack containerStack = stack.getItem().getContainerItem(stack);
            if (containerStack != null && containerStack.getItem() != null)
                tooltipContainerStack = containerStack;
        }
    }

    GL11.glDisable(GL11.GL_LIGHTING);
}