List of usage examples for org.lwjgl.opengl GL11 glColor3f
public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue);
From source file:kuake2.render.lwjgl.Light.java
License:Open Source License
/** * R_RenderDlights/*from www . ja va 2s. c o m*/ */ void R_RenderDlights() { if (gl_flashblend.value == 0) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame GL11.glDepthMask(false); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); for (int i = 0; i < r_newrefdef.num_dlights; i++) { R_RenderDlight(r_newrefdef.dlights[i]); } GL11.glColor3f(1, 1, 1); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(true); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_DrawNullModel//from w w w . j a v a 2s . c o m */ void R_DrawNullModel() { if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { // cwei wollte blau: shadelight[0] = shadelight[1] = shadelight[2] = 1.0F; shadelight[0] = shadelight[1] = shadelight[2] = 0.0F; shadelight[2] = 0.8F; } else { R_LightPoint(currententity.origin, shadelight); } GL11.glPushMatrix(); R_RotateForEntity(currententity); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(shadelight[0], shadelight[1], shadelight[2]); // this replaces the TRIANGLE_FAN //glut.glutWireCube(gl, 20); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, -16); int i; for (i = 0; i <= 4; i++) { GL11.glVertex3f((float) (16.0f * Math.cos(i * Math.PI / 2)), (float) (16.0f * Math.sin(i * Math.PI / 2)), 0.0f); } GL11.glEnd(); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, 16); for (i = 4; i >= 0; i--) { GL11.glVertex3f((float) (16.0f * Math.cos(i * Math.PI / 2)), (float) (16.0f * Math.sin(i * Math.PI / 2)), 0.0f); } GL11.glEnd(); GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:kuake2.render.lwjgl.Surf.java
License:Open Source License
/** * R_DrawBrushModel/*from w w w . ja va 2 s . co m*/ */ void R_DrawBrushModel(entity_t e) { if (currentmodel.nummodelsurfaces == 0) return; currententity = e; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; boolean rotated; if (e.angles[0] != 0 || e.angles[1] != 0 || e.angles[2] != 0) { rotated = true; for (int i = 0; i < 3; i++) { mins[i] = e.origin[i] - currentmodel.radius; maxs[i] = e.origin[i] + currentmodel.radius; } } else { rotated = false; Math3D.VectorAdd(e.origin, currentmodel.mins, mins); Math3D.VectorAdd(e.origin, currentmodel.maxs, maxs); } if (R_CullBox(mins, maxs)) return; GL11.glColor3f(1, 1, 1); // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); // TODO wird beim multitexturing nicht gebraucht //gl_lms.clearLightmapSurfaces(); Math3D.VectorSubtract(r_newrefdef.vieworg, e.origin, modelorg); if (rotated) { Math3D.VectorCopy(modelorg, org); Math3D.AngleVectors(e.angles, forward, right, up); modelorg[0] = Math3D.DotProduct(org, forward); modelorg[1] = -Math3D.DotProduct(org, right); modelorg[2] = Math3D.DotProduct(org, up); } GL11.glPushMatrix(); e.angles[0] = -e.angles[0]; // stupid quake bug e.angles[2] = -e.angles[2]; // stupid quake bug R_RotateForEntity(e); e.angles[0] = -e.angles[0]; // stupid quake bug e.angles[2] = -e.angles[2]; // stupid quake bug GL_EnableMultitexture(true); GL_SelectTexture(GL_TEXTURE0); GL_TexEnv(GL11.GL_REPLACE); GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf); GL_SelectTexture(GL_TEXTURE1); GL_TexEnv(GL11.GL_MODULATE); GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); R_DrawInlineBModel(); ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE1); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture(false); GL11.glPopMatrix(); }
From source file:kuake2.render.lwjgl.Surf.java
License:Open Source License
/** * R_DrawWorld// w w w. j a va 2 s . c o m */ void R_DrawWorld() { if (r_drawworld.value == 0) return; if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) return; currentmodel = r_worldmodel; Math3D.VectorCopy(r_newrefdef.vieworg, modelorg); entity_t ent = worldEntity; // auto cycle the world frame for texture animation ent.clear(); ent.frame = (int) (r_newrefdef.time * 2); currententity = ent; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; GL11.glColor3f(1, 1, 1); // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); // TODO wird bei multitexture nicht gebraucht //gl_lms.clearLightmapSurfaces(); R_ClearSkyBox(); GL_EnableMultitexture(true); GL_SelectTexture(GL_TEXTURE0); GL_TexEnv(GL11.GL_REPLACE); GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf); GL_SelectTexture(GL_TEXTURE1); GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (gl_lightmap.value != 0) GL_TexEnv(GL11.GL_REPLACE); else GL_TexEnv(GL11.GL_MODULATE); R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node ARBMultitexture.glClientActiveTextureARB(GL_TEXTURE1); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture(false); DrawTextureChains(); R_DrawSkyBox(); R_DrawTriangleOutlines(); }
From source file:lwjgl29.GlobalClass.Quad.java
@Override public void draw() { GL11.glColor3f(this.r, this.g, this.b); GL11.glBegin(GL11.GL_POLYGON);/*from ww w .j a v a2 s .c o m*/ //position de dpart GL11.glVertex2f(this.x, this.y); //dessin des 3 cots GL11.glVertex2f(this.x + this.width, this.y); GL11.glVertex2f(this.x + this.width, this.y + this.height); GL11.glVertex2f(this.x, this.y + this.height); GL11.glEnd(); this.move(); }
From source file:lyonlancer5.pfsteel.world.dimension.yakusoku.YakusokuSkyRenderer.java
License:Open Source License
@Override @SideOnly(Side.CLIENT)/*from w w w .j a va 2 s . c om*/ public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D); Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f4; if (mc.gameSettings.anaglyph) { float f5 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f6 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f4 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f5; f2 = f6; f3 = f4; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); 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[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; if (afloat != null) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(MathHelper.sin(world.getCelestialAngleRadians(partialTicks)) < 0.0F ? 180.0F : 0.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); f4 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; if (mc.gameSettings.anaglyph) { f9 = (f4 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f4 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f4 * 30.0F + f8 * 70.0F) / 100.0F; f4 = f9; f7 = f10; f8 = f11; } tessellator1.startDrawing(6); tessellator1.setColorRGBA_F(f4, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); for (int j = 0; j <= b0; ++j) { f11 = (float) j * (float) Math.PI * 2.0F / (float) b0; float f12 = MathHelper.sin(f11); float f13 = MathHelper.cos(f11); tessellator1.addVertex((double) (f12 * 120.0F), (double) (f13 * 120.0F), (double) (-f13 * 40.0F * afloat[3])); } tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glPushMatrix(); f4 = 1.0F - world.getRainStrength(partialTicks); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, f4); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); f10 = 20.0F; // Size of sun from center mc.renderEngine .bindTexture(new ResourceLocation(ModVersion.modid, "textures/environment/yakusoku_sun.png")); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), 100.0D, (double) (-f10), 0.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 100.0D, (double) (-f10), 1.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 100.0D, (double) f10, 1.0D, 1.0D); tessellator1.addVertexWithUV((double) (-f10), 100.0D, (double) f10, 0.0D, 1.0D); tessellator1.draw(); // Draw sun f10 = 15.0F; // Size of moon from center mc.renderEngine.bindTexture( new ResourceLocation(ModVersion.modid, "textures/environment/yakusoku_moon_phases.png")); int k = world.getMoonPhase(); int l = k % 4; int i1 = k / 4 % 2; float f14 = (float) (l + 0) / 4.0F; float f15 = (float) (i1 + 0) / 2.0F; float f16 = (float) (l + 1) / 4.0F; float f17 = (float) (i1 + 1) / 2.0F; tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), -100.0D, (double) f10, (double) f16, (double) f17); tessellator1.addVertexWithUV((double) f10, -100.0D, (double) f10, (double) f14, (double) f17); tessellator1.addVertexWithUV((double) f10, -100.0D, (double) (-f10), (double) f14, (double) f15); tessellator1.addVertexWithUV((double) (-f10), -100.0D, (double) (-f10), (double) f16, (double) f15); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); float f18 = world.getStarBrightness(partialTicks) * f4; if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starGLCallList); } 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); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); //GL11.glColor3f(0.2F + 0.04F, f2 * 0.6F + 0.1F, f3 * 0.2F + 0.04F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:Main.Graphics.GameObject.java
public static void RenderGL() { float x = GameWorld.x; float y = GameWorld.y; float rotation = GameWorld.rotation; GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glPushMatrix();//from w w w . j a v a2 s .c o m GL11.glTranslatef(x, y, 0); GL11.glRotatef(rotation, 0f, 0f, 1f); GL11.glTranslatef(-x, -y, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(x - 50, y - 50); GL11.glVertex2f(x + 50, y - 50); GL11.glVertex2f(x + 50, y + 50); GL11.glVertex2f(x - 50, y + 50); GL11.glEnd(); GL11.glPopMatrix(); }
From source file:makeo.gadomancy.client.renderers.entity.RenderGolemHelper.java
License:LGPL
public static void renderCarriedItemsFix(EntityGolemBase golem) { GL11.glPushMatrix();//from w w w . j av a2 s . c o m GL11.glScaled(0.4D, 0.4D, 0.4D); GL11.glTranslatef(-0.5F, 2.5F, -1.25F); GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F); ItemStack item = golem.getCarriedForDisplay(); int renderPass = 0; do { IIcon icon = item.getItem().getIcon(item, renderPass); if (icon != null) { Color color = new Color(item.getItem().getColorFromItemStack(item, renderPass)); GL11.glColor3ub((byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue()); ItemRenderer.renderItemIn2D(Tessellator.instance, icon.getMaxU(), icon.getMinV(), icon.getMinU(), icon.getMaxV(), icon.getIconWidth(), icon.getIconHeight(), 0.0625F); GL11.glColor3f(1.0F, 1.0F, 1.0F); } renderPass++; } while (renderPass < item.getItem().getRenderPasses(item.getItemDamage())); GL11.glPopMatrix(); }
From source file:map.Base.java
License:Open Source License
public void draw(GameMap map) { if (!isAlive()) { return;/*from w w w. ja v a 2 s . co m*/ } if (owner == null) { GL11.glColor3f(1.0f, 1.0f, 1.0f); } else { Color playerColour = owner.getColour(); GL11.glColor3f(playerColour.getRed() / 255.0f, playerColour.getGreen() / 255.0f, playerColour.getBlue() / 255.0f); } skin.bind(); GL11.glPushMatrix(); GL11.glTranslatef(pos.x, pos.y, pos.z); model.draw(state); // shell.draw(); GL11.glPopMatrix(); }
From source file:matteroverdrive.gui.element.ElementBaseGroup.java
License:Open Source License
@Override public void drawBackground(int mouseX, int mouseY, float gameTicks) { mouseX -= posX;/*from w w w . j a va 2 s .co m*/ mouseY -= posY; GL11.glPushMatrix(); GL11.glTranslatef(this.posX, this.posY, 0); GL11.glColor3f(1, 1, 1); for (int i = getElements().size(); i-- > 0;) { MOElementBase c = getElements().get(i); if (c.isVisible()) c.drawBackground(mouseX, mouseY, gameTicks); } GL11.glPopMatrix(); }