List of usage examples for org.lwjgl.opengl GL11 glBlendFunc
public static void glBlendFunc(@NativeType("GLenum") int sfactor, @NativeType("GLenum") int dfactor)
From source file:cn.lambdacraft.terrain.client.renderer.RenderItemPortal.java
License:Open Source License
private void renderInventory(ItemStack is, RenderBlocks render) { GL11.glEnable(GL11.GL_BLEND);//from w w w.jav a2 s. c o m GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_SRC_COLOR); RenderUtils.renderItemInventory(is); GL11.glDisable(GL11.GL_BLEND); }
From source file:cn.lambdacraft.terrain.client.renderer.RenderTileXenAmethyst.java
License:Open Source License
/** * Render the Amethyst ray/*from w w w . jav a2 s .c o m*/ * @param ent * @param t * @param x * @param y * @param z */ private void renderRay(TileEntityXenAmethyst ent, Tessellator t, double x, double y, double z) { double dx = ent.lastxCoord, dy = ent.lastyCoord, dz = ent.lastzCoord; // double tx = 0.0, ty = 0.4, tz = 0.0; double tx = 0.5, ty = 0.2, tz = 0.5; GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderUtils.loadTexture(ClientProps.VORTIGAUNT_RAY_PATH[rng.nextInt(3)]); Vec3 v1 = RenderUtils.newV3(tx - WIDTH, ty, tz), v2 = RenderUtils.newV3(tx + WIDTH, ty, tz), v3 = RenderUtils.newV3(tx, ty - WIDTH, tz), v4 = RenderUtils.newV3(tx, ty + WIDTH, tz); double d = Math.sqrt(dx * dx + dy * dy + dz * dz) * 1.3; GL11.glTranslated(x, y, z); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); t.startDrawingQuads(); t.setBrightness(15728880); t.setColorRGBA_F(0.663F, 0.263F, 1.0F, 0.65F); RenderUtils.addVertex(v1, 0, 0); RenderUtils.addVertex(v2, 1, 0); RenderUtils.addVertex(v2.addVector(dx, dy, dz), 1, d); RenderUtils.addVertex(v1.addVector(dx, dy, dz), 0, d); RenderUtils.addVertex(v3, 0, 0); RenderUtils.addVertex(v4, 1, 0); RenderUtils.addVertex(v4.addVector(dx, dy, dz), 1, d); RenderUtils.addVertex(v3.addVector(dx, dy, dz), 0, d); t.draw(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); }
From source file:cn.lambdalib.cgui.gui.CGui.java
License:MIT License
/** * Go down the hierarchy tree and draw each widget node. Should be called each rendering frame. *///w w w . j a v a2s. c o m public void draw(double mx, double my) { frameUpdate(); updateMouse(mx, my); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); drawTraverse(mx, my, null, this, getTopWidget(mx, my)); if (debug) { Widget hovering = getHoveringWidget(); if (hovering != null) { GL11.glColor4f(1, .5f, .5f, .8f); HudUtils.drawRectOutline(hovering.x, hovering.y, hovering.transform.width * hovering.scale, hovering.transform.height * hovering.scale, 3); IFont font = TrueTypeFont.defaultFont(); font.draw(hovering.getFullName(), hovering.x, hovering.y - 10, new FontOption(10)); } } GL11.glEnable(GL11.GL_ALPHA_TEST); }
From source file:cn.lambdalib.cgui.gui.CGuiScreenContainer.java
License:MIT License
@Override protected void drawGuiContainerBackgroundLayer(float var1, int var2, int var3) { GL11.glEnable(GL11.GL_BLEND);/*from ww w . j a v a 2 s .c om*/ GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); gui.resize(width, height); gui.draw(var2, var3); }
From source file:cn.lambdalib.template.client.render.entity.RenderCrossedProjectile.java
License:MIT License
@Override public void doRender(Entity entity, double par2, double par4, double par6, float par8, float par9) { Motion3D motion = new Motion3D(entity); Tessellator t = Tessellator.instance; GL11.glPushMatrix();/* ww w . j ava2 s .co m*/ { Vec3 v1 = newV3(0, HEIGHT, 0), v2 = newV3(0, -HEIGHT, 0), v3 = newV3(LENGTH, -HEIGHT, 0), v4 = newV3(LENGTH, HEIGHT, 0), v5 = newV3(0, 0, -HEIGHT), v6 = newV3(0, 0, HEIGHT), v7 = newV3(LENGTH, 0, HEIGHT), v8 = newV3(LENGTH, 0, -HEIGHT); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (renderTexture) { bindTexture(TEXTURE_PATH); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(colorR, colorG, colorB); } if (ignoreLight) { GL11.glDisable(GL11.GL_LIGHTING); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); } GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glRotatef(90 + entity.rotationYaw, 0.0F, -1.0F, 0.0F); // ? GL11.glRotatef(-entity.rotationPitch, 0.0F, 0.0F, 1.0F); // if (this.playerViewOptm) { boolean firstPerson = Minecraft.getMinecraft().gameSettings.thirdPersonView == 0; if (firstPerson) { GL11.glTranslated(fpOffsetX, fpOffsetY, fpOffsetZ); } else { GL11.glTranslated(tpOffsetX, tpOffsetY, tpOffsetZ); } } t.startDrawingQuads(); if (ignoreLight) t.setBrightness(15728880); RenderUtils.addVertex(v1, 0, 0); RenderUtils.addVertex(v2, 0, 1); RenderUtils.addVertex(v3, 1, 1); RenderUtils.addVertex(v4, 1, 0); RenderUtils.addVertex(v5, 0, 0); RenderUtils.addVertex(v6, 0, 1); RenderUtils.addVertex(v7, 1, 1); RenderUtils.addVertex(v8, 1, 0); t.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.template.client.render.item.RenderModelItem.java
License:MIT License
@Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glEnable(GL11.GL_BLEND);/*from w ww .j a v a 2 s. c o m*/ GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); switch (type) { case EQUIPPED: case EQUIPPED_FIRST_PERSON: renderEquipped(item, (RenderBlocks) data[0], (EntityLivingBase) data[1], type); break; case ENTITY: renderEntityItem((RenderBlocks) data[0], (EntityItem) data[1]); break; case INVENTORY: renderInventory(); break; default: break; } }
From source file:cn.lambdalib.util.client.auxgui.AuxGuiHandler.java
License:MIT License
@SubscribeEvent public void drawHudEvent(RenderGameOverlayEvent event) { GL11.glDepthFunc(GL11.GL_ALWAYS);/*from www . j a va 2 s . co m*/ GL11.glDepthMask(false); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderUtils.pushTextureState(); if (event.type == ElementType.EXPERIENCE) { Iterator<AuxGui> iter = auxGuiList.iterator(); startIterating(); while (iter.hasNext()) { AuxGui gui = iter.next(); if (!gui.isDisposed()) { if (!gui.lastFrameActive) gui.lastActivateTime = GameTimer.getTime(); gui.draw(event.resolution); gui.lastFrameActive = true; } } endIterating(); } RenderUtils.popTextureState(); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDepthMask(true); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.HudUtils.java
License:MIT License
public static void drawGradientRect(int x0, int y0, int x1, int y1, int color1, int color2) { float f = (color1 >> 24 & 255) / 255.0F; float f1 = (color1 >> 16 & 255) / 255.0F; float f2 = (color1 >> 8 & 255) / 255.0F; float f3 = (color1 & 255) / 255.0F; float f4 = (color2 >> 24 & 255) / 255.0F; float f5 = (color2 >> 16 & 255) / 255.0F; float f6 = (color2 >> 8 & 255) / 255.0F; float f7 = (color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D);//w w w . j a v a 2s . co m 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 t = Tessellator.instance; t.startDrawingQuads(); t.setColorRGBA_F(f1, f2, f3, f); t.addVertex(x1, y0, -90D); t.addVertex(x0, y0, -90D); t.setColorRGBA_F(f5, f6, f7, f4); t.addVertex(x0, y1, -90D); t.addVertex(x1, y1, -90D); t.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:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayEquip(ResourceLocation src) { //Setup/* w w w . ja v a 2s. c o m*/ GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; GL11.glMatrixMode(GL11.GL_TEXTURE); //Push texture mat GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); //xOffset loops between 0.0 and 8.0 GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Second pass GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; //Loop between 0 and 8, longer loop GL11.glTranslatef(-f9, 0.0F, 0.0F); //Still xOffset GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); //However, different rotation! ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Pop texture mat GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayInv(ResourceLocation src) { GL11.glDepthFunc(GL11.GL_EQUAL);/* ww w . j av a2 s .co m*/ GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; //GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; GL11.glTranslatef(-f9, 0.0F, 0.0F); GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }