Example usage for org.lwjgl.opengl GL11 glCallList

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

Introduction

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

Prototype

public static native void glCallList(@NativeType("GLuint") int list);

Source Link

Document

Executes a display list.

Usage

From source file:com.blogspot.jabelarminecraft.magicbeans.renderers.RenderMysteriousStranger.java

License:Open Source License

@Override
public void passSpecialRender(EntityLivingBase parEntity, double parX, double parY, double parZ) {
    super.passSpecialRender(parEntity, parX, parY, parZ);
    if (parEntity.ticksExisted < 20 * 2) {
        GL11.glPushMatrix();/*from   w  w w. j a  v  a  2  s  . c o  m*/
        GL11.glTranslated(parX, parY + parEntity.height / 2, parZ);
        GL11.glScalef(3.0F, 3.0F, 3.0F);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDepthMask(false);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, (40.0F - parEntity.ticksExisted) / 40.0F);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glCallList(ClientProxy.sphereIdOutside);
        GL11.glCallList(ClientProxy.sphereIdInside);
        GL11.glPopMatrix();
    }
}

From source file:com.blogspot.jabelarminecraft.wildanimals.models.ModelRendererWildAnimals.java

License:Open Source License

@SideOnly(Side.CLIENT)
public void render(float par1) {
    if (!this.isHidden) {
        if (this.showModel) {
            if (!this.compiled) {
                this.compileDisplayList(par1);
            }//  w w w  .j  av  a2 s  .co  m

            GL11.glTranslatef(this.offsetX, this.offsetY, this.offsetZ);
            int i;

            if (this.rotateAngleX == 0.0F && this.rotateAngleY == 0.0F && this.rotateAngleZ == 0.0F) {
                if (this.rotationPointX == 0.0F && this.rotationPointY == 0.0F && this.rotationPointZ == 0.0F) {
                    GL11.glCallList(this.displayList);

                    if (this.childModels != null) {
                        for (i = 0; i < this.childModels.size(); ++i) {
                            ((ModelRendererWildAnimals) this.childModels.get(i)).render(par1);
                        }
                    }
                } else {
                    GL11.glTranslatef(this.rotationPointX * par1, this.rotationPointY * par1,
                            this.rotationPointZ * par1);
                    GL11.glCallList(this.displayList);

                    if (this.childModels != null) {
                        for (i = 0; i < this.childModels.size(); ++i) {
                            ((ModelRendererWildAnimals) this.childModels.get(i)).render(par1);
                        }
                    }

                    GL11.glTranslatef(-this.rotationPointX * par1, -this.rotationPointY * par1,
                            -this.rotationPointZ * par1);
                }
            } else {
                GL11.glPushMatrix();
                GL11.glTranslatef(this.rotationPointX * par1, this.rotationPointY * par1,
                        this.rotationPointZ * par1);

                if (this.rotateAngleZ != 0.0F) {
                    GL11.glRotatef(this.rotateAngleZ * (180F / (float) Math.PI), 0.0F, 0.0F, 1.0F);
                }

                if (this.rotateAngleY != 0.0F) {
                    GL11.glRotatef(this.rotateAngleY * (180F / (float) Math.PI), 0.0F, 1.0F, 0.0F);
                }

                if (this.rotateAngleX != 0.0F) {
                    GL11.glRotatef(this.rotateAngleX * (180F / (float) Math.PI), 1.0F, 0.0F, 0.0F);
                }

                GL11.glCallList(this.displayList);

                if (this.childModels != null) {
                    for (i = 0; i < this.childModels.size(); ++i) {
                        ((ModelRendererWildAnimals) this.childModels.get(i)).render(par1);
                    }
                }

                GL11.glPopMatrix();
            }

            GL11.glTranslatef(-this.offsetX, -this.offsetY, -this.offsetZ);
        }
    }
}

From source file:com.blogspot.jabelarminecraft.wildanimals.models.ModelRendererWildAnimals.java

License:Open Source License

@SideOnly(Side.CLIENT)
public void renderWithRotation(float par1) {
    if (!this.isHidden) {
        if (this.showModel) {
            if (!this.compiled) {
                this.compileDisplayList(par1);
            }// w  w w.  ja  va 2s.  c  om

            GL11.glPushMatrix();
            GL11.glTranslatef(this.rotationPointX * par1, this.rotationPointY * par1,
                    this.rotationPointZ * par1);

            if (this.rotateAngleY != 0.0F) {
                GL11.glRotatef(this.rotateAngleY * (180F / (float) Math.PI), 0.0F, 1.0F, 0.0F);
            }

            if (this.rotateAngleX != 0.0F) {
                GL11.glRotatef(this.rotateAngleX * (180F / (float) Math.PI), 1.0F, 0.0F, 0.0F);
            }

            if (this.rotateAngleZ != 0.0F) {
                GL11.glRotatef(this.rotateAngleZ * (180F / (float) Math.PI), 0.0F, 0.0F, 1.0F);
            }

            GL11.glCallList(this.displayList);
            GL11.glPopMatrix();
        }
    }
}

From source file:com.github.begla.blockmania.game.blueprints.BlockGrid.java

License:Apache License

public void render() {
    glEnable(GL_BLEND);/*  www  .  j ava 2 s . c om*/
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    for (int i = 0; i < 2; i++) {
        if (i == 0) {
            glColorMask(false, false, false, false);
        } else {
            glColorMask(true, true, true, true);
        }

        for (BlockPosition gp : _gridPositions) {
            GL11.glPushMatrix();

            Vector3f r = _parent.getWorldProvider().getRenderingReferencePoint();

            GL11.glTranslatef(gp.x - r.x, gp.y - r.y, gp.z - r.z);
            GL11.glCallList(_blockDisplayList);

            GL11.glPopMatrix();
        }
    }

    glDisable(GL11.GL_BLEND);
}

From source file:com.kegare.frozenland.client.renderer.FrozenlandSkyRenderer.java

License:Minecraft Mod Public

@Override
public void render(float ticks, WorldClient world, Minecraft mc) {
    GL11.glPushMatrix();//  w w w  . java 2s . c o m
    GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(world.getCelestialAngle(ticks) * 360.0F, 1.0F, 0.0F, 0.0F);
    float color = world.getStarBrightness(ticks) * (1.0F - world.getRainStrength(ticks));

    if (color > 0.0F) {
        GL11.glColor4f(color, color, color, color);
        GL11.glCallList(starGLCallList);
    }

    GL11.glPopMatrix();
}

From source file:com.minestellar.moon.world.SkyRendererMoon.java

License:Open Source License

@Override
public void render(float partialTicks, WorldClient world, Minecraft mc) {
    WorldProviderMoon gcProvider = null;

    if (world.provider instanceof WorldProviderMoon) {
        gcProvider = (WorldProviderMoon) world.provider;
    }// w w w  .j av a 2  s  .c  o  m

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glColor3f(1, 1, 1);
    final Tessellator var23 = Tessellator.instance;
    GL11.glDepthMask(false);
    GL11.glEnable(GL11.GL_FOG);
    GL11.glColor3f(0, 0, 0);
    GL11.glCallList(this.glSkyList);
    GL11.glDisable(GL11.GL_FOG);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderHelper.disableStandardItemLighting();
    float var10;
    float var11;
    float var12;

    float var20 = 0;

    if (gcProvider != null) {
        var20 = gcProvider.getStarBrightness(partialTicks);
    }

    if (var20 > 0.0F) {
        GL11.glColor4f(1.0F, 1.0F, 1.0F, var20);
        GL11.glCallList(this.starGLCallList);
    }

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glPushMatrix();

    GL11.glPopMatrix();

    GL11.glPushMatrix();

    // SUN:
    GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 5F);
    GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F);
    var12 = 30.0F;
    FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.sunTexture);
    var23.startDrawingQuads();
    var23.addVertexWithUV(-var12, 150.0D, -var12, 0.0D, 0.0D);
    var23.addVertexWithUV(var12, 150.0D, -var12, 1.0D, 0.0D);
    var23.addVertexWithUV(var12, 150.0D, var12, 1.0D, 1.0D);
    var23.addVertexWithUV(-var12, 150.0D, var12, 0.0D, 1.0D);
    var23.draw();

    GL11.glPopMatrix();

    GL11.glPushMatrix();

    GL11.glDisable(GL11.GL_BLEND);

    // EARTH:
    var12 = 50.0F;
    final float earthRotation = (float) (world.getSpawnPoint().posZ - mc.thePlayer.posZ) * 0.01F;
    GL11.glScalef(0.6F, 0.6F, 0.6F);
    GL11.glRotatef(earthRotation, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F);
    FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.earthTexture);
    world.getMoonPhase();
    var23.startDrawingQuads();
    var23.addVertexWithUV(-var12, -400.0D, var12, 0, 1);
    var23.addVertexWithUV(var12, -400.0D, var12, 1, 1);
    var23.addVertexWithUV(var12, -400.0D, -var12, 1, 0);
    var23.addVertexWithUV(-var12, -400.0D, -var12, 0, 0);
    var23.draw();

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_FOG);
    GL11.glPopMatrix();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glColor3f(0.0F, 0.0F, 0.0F);
    final double var25 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon();

    if (var25 < 0.0D) {
        GL11.glPushMatrix();
        GL11.glTranslatef(0.0F, 12.0F, 0.0F);
        GL11.glCallList(this.glSkyList2);
        GL11.glPopMatrix();
        var10 = 1.0F;
        var11 = -((float) (var25 + 65.0D));
        var12 = -var10;
        var23.startDrawingQuads();
        var23.setColorRGBA_I(0, 255);
        var23.addVertex(-var10, var11, var10);
        var23.addVertex(var10, var11, var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(var10, var12, -var10);
        var23.addVertex(var10, var11, -var10);
        var23.addVertex(-var10, var11, -var10);
        var23.addVertex(var10, var12, -var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(var10, var11, var10);
        var23.addVertex(var10, var11, -var10);
        var23.addVertex(-var10, var11, -var10);
        var23.addVertex(-var10, var11, var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(var10, var12, -var10);
        var23.draw();
    }

    GL11.glColor3f(70F / 256F, 70F / 256F, 70F / 256F);

    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, -((float) (var25 - 16.0D)), 0.0F);
    GL11.glCallList(this.glSkyList2);
    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(true);
}

From source file:com.rvantwisk.cnctools.controls.opengl.BeadActor.java

License:Open Source License

@Override
public void draw() {
    GL11.glCallList(display_list);
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private void drawHierarchy(Node node) {
    if (node == null || node.bounds.width == 0 || node.bounds.height == 0 || !node.isShowing()
            || !node.isVisible()) {//from  ww  w .  j  a  va  2 s  .  co m
        return;
    }

    // Give a 3d depth.
    GL11.glPushMatrix();

    final float depth = node.depth * mDepth;

    // Node's translation.
    GL11.glTranslatef(node.bounds.x, -node.bounds.y, depth);

    final Drawable background = node.getBackground();
    final Drawable content = node.getContent();
    final boolean hasBackground = node.isBackgroundShown && (background.displayListId != -1);
    final boolean hasContent = node.isContentShown && (content.displayListId != -1);

    if (mIsPicking) {
        GL11.glColor4f(node.pickColor[0], node.pickColor[1], node.pickColor[2], node.pickColor[3]);

        drawFrontFace(node, 0.0f, GL11.GL_FILL);

        // Draw the depth, only if we show in actual mode.
        // If not, if we are splitting content, draw a layer for it.
        if (mShowDepth) {
            drawDepth(node, -mDepth, GL11.GL_FILL);
        } else if (mSplitContent && hasBackground && hasContent) {
            drawFrontFace(node, -mDepth / 2.0f, GL11.GL_FILL);
        }
    } else {
        if (!mIsOrtho && mShowDepth) {
            GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT);
            GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
            drawDepthCube(node, depth);
            GL11.glPopAttrib();
        }

        if (hasBackground && hasContent) {
            // Both background and content are available.
            // Draw background at a depth if needed.
            if (mSplitContent)
                GL11.glTranslatef(0.0f, 0.0f, -mDepth / 2.0f);

            GL11.glCallList(background.displayListId);

            if (mSplitContent)
                GL11.glTranslatef(0.0f, 0.0f, mDepth / 2.0f);

            GL11.glCallList(content.displayListId);
        } else if (hasBackground) {
            GL11.glCallList(background.displayListId);
        } else if (hasContent) {
            GL11.glCallList(content.displayListId);
        }

        // Stencil shouldn't know about bounds.
        GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT | GL11.GL_LINE_BIT);
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);

        // Show bounds.
        if (!mIsOrtho && mShowDepth) {
            loadColor(ColorType.BOUNDS_NORMAL);
        } else {
            if (node.isSelected) {
                GL11.glLineWidth(2.0f);
                loadColor(ColorType.BOUNDS_SELECTION);
            } else {
                loadColor(ColorType.BOUNDS_NORMAL);
            }
        }

        if (node.isSelected || !mIsOrtho || mShowBounds) {
            drawFrontFace(node, 0.0f, GL11.GL_LINE);
        }

        // Show a bounding box for split content in perspective mode.
        if (!mIsOrtho && !mShowDepth && mSplitContent && hasBackground && hasContent) {
            drawFrontFace(node, -mDepth / 2.0f, GL11.GL_LINE);
        }

        GL11.glPopAttrib();
    }

    for (Node child : node.children) {
        drawHierarchy(child);
    }

    GL11.glPopMatrix();
}

From source file:com.yogpc.qp.client.RenderRefinery.java

License:Open Source License

private void renderFluid(final FluidStack liquid, final float tx, final float ty, final float tz,
        final float buf) {
    if (liquid != null && liquid.amount > 0) {
        final int[] list = getFluidDisplayLists(liquid);
        if (list != null) {
            if (tx != 0 || ty != 0 || tz != 0) {
                GL11.glPushMatrix();//from  w ww.ja  v  a2 s .  c om
                GL11.glTranslatef(tx, ty, tz);
            }
            bindTexture(TextureMap.locationBlocksTexture);
            setColor(liquid.getFluid().getColor(liquid));
            GL11.glCallList(list[(int) (liquid.amount / buf * 99)]);
            if (tx != 0 || ty != 0 || tz != 0)
                GL11.glPopMatrix();
        }
    }
}

From source file:de.kitsunealex.projectx.client.render.RenderTruncatedIcosahedron.java

License:Open Source License

public void render(double size, Colour colourPent, Colour colourHex, EnumHedronTexture type) {
    GlStateManager.pushMatrix();/*from w  ww  .  j  a va  2s  .  c  o  m*/
    GlStateManager.pushAttrib();
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_LIGHT1);
    Minecraft.getMinecraft().getTextureManager().bindTexture(type.getTexture());
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glScaled(size * 0.1D, size * 0.1D, size * 0.1D);
    colourPent.glColour();
    GL11.glCallList(LIST_INDEX);
    colourHex.glColour();
    GL11.glCallList(LIST_INDEX + 1);
    GL11.glScaled(1D / (size * 0.1D), 1D / (size * 0.1D), 1D / (size * 0.1D));
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT1);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    GlStateManager.popAttrib();
    GlStateManager.popMatrix();
}