Example usage for org.lwjgl.opengl GL11 glColor3f

List of usage examples for org.lwjgl.opengl GL11 glColor3f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glColor3f.

Prototype

public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green,
        @NativeType("GLfloat") float blue);

Source Link

Document

Float version of #glColor3b Color3b

Usage

From source file:minecraft.phoenix.cityscape.space.util.SkyRendererUtil.java

License:LGPL

@Override
@SideOnly(Side.CLIENT)//from  www.j  a va  2s.  co m
public void render(float partialTicks, WorldClient world, Minecraft mc) {
    if (!once) {
        this.starGLCallList = GLAllocation.generateDisplayLists(3);
        GL11.glPushMatrix();
        GL11.glNewList(this.starGLCallList, GL11.GL_COMPILE);
        SkyRendererUtil.renderStars().draw();
        GL11.glEndList();
        GL11.glPopMatrix();
        Tessellator var5 = Tessellator.instance;
        this.glSkyList = this.starGLCallList + 1;
        GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
        byte var7 = 64;
        int var8 = 256 / var7 + 2;
        float var6 = 16.0F;
        int var9;
        int var10;
        for (var9 = -var7 * var8; var9 <= var7 * var8; var9 += var7) {
            for (var10 = -var7 * var8; var10 <= var7 * var8; var10 += var7) {
                var5.startDrawingQuads();
                var5.addVertex((double) (var9 + 0), (double) var6, (double) (var10 + 0));
                var5.addVertex((double) (var9 + var7), (double) var6, (double) (var10 + 0));
                var5.addVertex((double) (var9 + var7), (double) var6, (double) (var10 + var7));
                var5.addVertex((double) (var9 + 0), (double) var6, (double) (var10 + var7));
                var5.draw();
            }
        }
        GL11.glEndList();
        this.glSkyList2 = this.starGLCallList + 2;
        GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE);
        var6 = -16.0F;
        var5.startDrawingQuads();
        for (var9 = -var7 * var8; var9 <= var7 * var8; var9 += var7) {
            for (var10 = -var7 * var8; var10 <= var7 * var8; var10 += var7) {
                var5.addVertex((double) (var9 + var7), (double) var6, (double) (var10 + 0));
                var5.addVertex((double) (var9 + 0), (double) var6, (double) (var10 + 0));
                var5.addVertex((double) (var9 + 0), (double) var6, (double) (var10 + var7));
                var5.addVertex((double) (var9 + var7), (double) var6, (double) (var10 + var7));
            }
        }
        var5.draw();
        GL11.glEndList();
    }
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    float var3 = 0.0F;
    float var4 = 0.0F;
    float var5 = 0.0F;
    GL11.glColor3f(var3, var4, var5);
    GL11.glDepthMask(false);
    GL11.glEnable(GL11.GL_FOG);
    GL11.glColor3f(var3, var4, var5);
    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();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glPushMatrix();
    float var9 = 0.0F;
    float var10 = 0.0F;
    float var11 = 0.0F;
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glTranslatef(var9, var10, var11);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    float var20 = world.getStarBrightness(partialTicks);
    GL11.glColor4f(var20, var20, var20, var20);
    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);
    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, 100.0F, 0.0F);
    GL11.glCallList(this.glSkyList2);
    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(true);
}

From source file:model.Axis.java

@Override
public void render() {
    GL11.glBegin(GL11.GL_LINES);// www  .  j  a v a 2s  .  c  o  m
    GL11.glColor3f(1, 0, 0);
    GL11.glVertex3f(0, 0, 0);
    GL11.glVertex3f(length, 0, 0);
    GL11.glColor3f(0, 1, 0);
    GL11.glVertex3f(0, 0, 0);
    GL11.glVertex3f(0, length, 0);
    GL11.glColor3f(0, 0, 1);
    GL11.glVertex3f(0, 0, 0);
    GL11.glVertex3f(0, 0, length);
    GL11.glEnd();
}

From source file:model.Connector.java

License:Open Source License

public void draw() {
    GL11.glBegin(GL11.GL_LINES);/*from ww w  . ja v a  2 s . co m*/
    GL11.glColor3f(1.0f, 0, 0);
    GL11.glVertex3f(pos.x, pos.y, pos.z);
    GL11.glVertex3f(pos.x + axis.x / 5.0f, pos.y + axis.y / 5.0f, pos.z + axis.z / 5.0f);
    GL11.glEnd();
}

From source file:model.Quad.java

@Override
public void render() {
    GL11.glBegin(GL11.GL_QUADS);/*from   w  ww .java2 s  . c o  m*/

    GL11.glColor3f(0.5f, 0.5f, 1.0f);

    GL11.glVertex2f(center.x - 50, center.y - 50);
    GL11.glVertex2f(center.x - 50, center.y + 50);
    GL11.glVertex2f(center.x + 50, center.y + 50);
    GL11.glVertex2f(center.x + 50, center.y - 50);

    GL11.glEnd();
}

From source file:mods.railcraft.client.render.RenderPneumaticEngine.java

License:Open Source License

private void render(EnergyStage energy, float progress, ForgeDirection orientation, double x, double y,
        double z) {
    GL11.glPushMatrix();/*  w  w  w  . jav a 2  s  .c  o  m*/
    GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glColor3f(1, 1, 1);

    GL11.glTranslatef((float) x, (float) y, (float) z);

    float[] angle = { 0, 0, 0 };
    float[] translate = { orientation.offsetX, orientation.offsetY, orientation.offsetZ };

    switch (orientation) {
    case EAST:
    case WEST:
    case DOWN:
        angle[2] = angleMap[orientation.ordinal()];
        break;
    case SOUTH:
    case NORTH:
        angle[0] = angleMap[orientation.ordinal()];
        break;
    }

    base.setRotation(angle[0], angle[1], angle[2]);
    trunk.rotate(angle[0], angle[1], angle[2]);
    frame.setRotation(angle[0], angle[1], angle[2]);
    piston.setRotation(angle[0], angle[1], angle[2]);

    float factor = (float) (1.0 / 16.0);
    bindTexture(texture);

    trunk.render(energy, factor);
    base.render(factor);

    float step;
    if (progress > 0.5) {
        step = 7.99F - (progress - 0.5F) * 2F * 7.99F;
    } else {
        step = progress * 2F * 7.99F;
    }
    float frameTrans = step / 16;
    GL11.glTranslatef(translate[0] * frameTrans, translate[1] * frameTrans, translate[2] * frameTrans);
    frame.render(factor);
    GL11.glTranslatef(-translate[0] * frameTrans, -translate[1] * frameTrans, -translate[2] * frameTrans);

    float pistonPrep = 0.01f;
    GL11.glTranslatef(-translate[0] * pistonPrep, -translate[1] * pistonPrep, -translate[2] * pistonPrep);

    float pistonTrans = 2F / 16F;

    GL11.glDisable(GL11.GL_LIGHTING);
    for (int i = 0; i <= step + 2; i += 2) {
        piston.render(factor);
        GL11.glTranslatef(translate[0] * pistonTrans, translate[1] * pistonTrans, translate[2] * pistonTrans);
    }

    GL11.glPopAttrib();
    GL11.glPopMatrix();
}

From source file:mods.railcraft.client.render.RenderTESRSignals.java

License:Open Source License

private void renderPairs(TileEntity tile, double x, double y, double z, float f, AbstractPair pair,
        ColorProfile colorProfile) {/* w  ww  . jav a  2s.  c o  m*/
    if (pair.getPairs().isEmpty()) {
        return;
    }
    GL11.glPushMatrix();
    GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
    GL11.glLineWidth(5F);

    GL11.glBegin(GL11.GL_LINES);
    for (WorldCoordinate target : pair.getPairs()) {
        int color = colorProfile.getColor(tile, pair.getCoords(), target);
        float c1 = (float) (color >> 16 & 255) / 255.0F;
        float c2 = (float) (color >> 8 & 255) / 255.0F;
        float c3 = (float) (color & 255) / 255.0F;
        GL11.glColor3f(c1, c2, c3);

        GL11.glVertex3f((float) x + 0.5f, (float) y + 0.5f, (float) z + 0.5f);
        float tx = (float) x + target.x - tile.xCoord;
        float ty = (float) y + target.y - tile.yCoord;
        float tz = (float) z + target.z - tile.zCoord;
        GL11.glVertex3f(tx + 0.5f, ty + 0.5f, tz + 0.5f);
    }
    GL11.glEnd();

    GL11.glPopAttrib();
    GL11.glPopMatrix();
}

From source file:mods.railcraft.client.render.RenderTrackBuffer.java

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float time) {
    if (tile instanceof TileTrack) {
        if (((TileTrack) tile).getTrackInstance() instanceof TrackBufferStop) {
            TrackBufferStop track = (TrackBufferStop) ((TileTrack) tile).getTrackInstance();
            GL11.glPushMatrix();// w ww  .j  ava2 s. co  m
            GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_CULL_FACE);
            GL11.glColor3f(1, 1, 1);
            GL11.glTranslatef((float) x, (float) y, (float) z);

            model.resetRotation();

            int meta = tile.getBlockMetadata();
            if (meta == 1) {
                model.rotateY((float) (Math.PI / 2.0));
            }

            if (meta == 0 != track.isReversed()) {
                model.rotateY((float) Math.PI);
            }

            bindTexture(TEXTURE);
            model.render(1f / 16f);
            GL11.glPopAttrib();
            GL11.glPopMatrix();
        }
    }
}

From source file:mss.util.Planet.java

License:Open Source License

public void draw2D(boolean debug) {
    GL11.glBegin(GL11.GL_POLYGON);//w w w. ja  v  a2  s .  c  om
    GL11.glColor3f((float) (this.color.getRed() / 255.0), (float) (this.color.getGreen() / 255.0),
            (float) (this.color.getBlue() / 255.0));
    for (double angle = 0; angle <= 360; angle += 1) {
        GL11.glVertex2d(this.coords.getX() + Math.sin(angle) * this.radix,
                this.coords.getY() + Math.cos(angle) * this.radix);
    }
    GL11.glEnd();

    if (debug) {
        GL11.glBegin(GL11.GL_LINES);
        GL11.glColor3f((float) ((256 - this.color.getRed()) / 255.0),
                (float) ((256 - this.color.getGreen()) / 255.0),
                (float) ((256 - this.color.getBlue()) / 255.0));
        GL11.glVertex2d(this.coords.getX(), this.coords.getY());
        GL11.glVertex2d(this.coords.getX() + this.v.getX(), this.coords.getY() + this.v.getY());
        GL11.glEnd();
    }
}

From source file:myfirstgame.grass.java

public void outline() {
    GL11.glLineWidth((float) 2.5);
    GL11.glColor3f(255, 0, 0);
    GL11.glBegin(GL11.GL_LINES);//from  ww w.  ja v a2 s  .  c  o m
    GL11.glVertex2f(gx, gy);
    GL11.glVertex2f(gx, gy + sizeY);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(gx, gy + sizeY);
    GL11.glVertex2f(gx + sizeX, gy + sizeY);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(gx + sizeX, gy + sizeY);
    GL11.glVertex2f(gx + sizeX, gy);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(gx + sizeX, gy);
    GL11.glVertex2f(gx, gy);
    GL11.glEnd();

    GL11.glColor3f(255, 255, 255);

}

From source file:myfirstgame.Tree.java

public void outline() {
    GL11.glLineWidth((float) 2.5);
    GL11.glColor3f(255, 0, 0);
    GL11.glBegin(GL11.GL_LINES);/* www  . j  a v  a  2s  . c o  m*/
    GL11.glVertex2f(treex, treey);
    GL11.glVertex2f(treex, treey + sizeY);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(treex, treey + sizeY);
    GL11.glVertex2f(treex + sizeX, treey + sizeY);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(treex + sizeX, treey + sizeY);
    GL11.glVertex2f(treex + sizeX, treey);
    GL11.glEnd();

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(treex + sizeX, treey);
    GL11.glVertex2f(treex, treey);
    GL11.glEnd();

    GL11.glColor3f(255, 255, 255);

}