Example usage for org.lwjgl.opengl GL11 glColor4f

List of usage examples for org.lwjgl.opengl GL11 glColor4f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glColor4f.

Prototype

public static native void glColor4f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green,
        @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha);

Source Link

Document

Float version of #glColor4b Color4b

Usage

From source file:com.bluepowermod.client.gui.GuiCircuitDatabaseMain.java

License:Open Source License

@Override
protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3) {

    super.drawGuiContainerBackgroundLayer(par1, par2, par3);

    this.drawString(guiLeft + 95, guiTop + 25, I18n.format("gui.circuitDatabase.name"), false);
    nameField.drawTextBox();// w ww  .ja  va2  s .  com

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    mc.renderEngine.bindTexture(copyTabTexture);

    int processPercentage = circuitDatabase.curCopyProgress * 22 / TileCircuitDatabase.UPLOAD_AND_COPY_TIME;
    if (processPercentage > 0)
        drawTexturedModalRect(guiLeft + 77, guiTop + 64, 176, 0, processPercentage, 15);

    processPercentage = circuitDatabase.curUploadProgress * 22 / TileCircuitDatabase.UPLOAD_AND_COPY_TIME;
    if (processPercentage > 0)
        drawTexturedModalRect(guiLeft + 57, guiTop + 57 - processPercentage, 176, 37 - processPercentage, 15,
                processPercentage);

}

From source file:com.bluepowermod.client.gui.GuiMonitor.java

License:Open Source License

@Override
protected void drawGuiContainerBackgroundLayer(float f, int i, int j) {

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    this.mc.getTextureManager().bindTexture(resLoc);
    int k = (this.width - this.xSize) / 2;
    int l = (this.height - this.ySize) / 2;
    this.drawTexturedModalRect2(k, l, 0, 0, this.xSize, this.ySize);

    // screen color
    this.mc.getTextureManager().bindTexture(chracterSetResLoc);
    GL11.glColor4f(monitor.screenColor[0], monitor.screenColor[1], monitor.screenColor[2], 1.0F);

    for (int row = 0; row < 50; row++) {
        for (int col = 0; col < 80; col++) {
            byte character = monitor.screenMemory[row * 80 + col];
            // TODO: overlay cursor character
            if (character != 32) {
                drawCharacter(row, col, character);
            }//from w w w  .  ja v  a 2 s.c o  m
        }
    }
}

From source file:com.builtbroken.assemblyline.content.rail.carts.Gui.GuiChestCart.java

@Override
protected void drawGuiContainerBackgroundLayer(float p_146976_1_, int p_146976_2_, int p_146976_3_) {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    this.mc.getTextureManager().bindTexture(field_147017_u);
    int k = (this.width - this.xSize) / 2;
    int l = (this.height - this.ySize) / 2;
    this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.inventoryRows * 18 + 17);
    this.drawTexturedModalRect(k, l + this.inventoryRows * 18 + 17, 0, 126, this.xSize, 96);
}

From source file:com.builtbroken.atomic.content.effects.client.RenderRadOverlay.java

@SubscribeEvent
public void renderOverlay(RenderGameOverlayEvent.Post event) {
    int width = event.resolution.getScaledWidth();
    int height = event.resolution.getScaledHeight();
    Minecraft mc = Minecraft.getMinecraft();

    if (event.type == RenderGameOverlayEvent.ElementType.ALL) {
        //Start//from www  .  jav a2  s  .c  om
        GL11.glPushMatrix();
        GL11.glTranslatef(0, 0, 0.0F);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glDisable(GL11.GL_BLEND);

        //Position TODO config TODO fire event
        int left = 5;
        int top = 5;

        //Get data
        final float rad_player = interpolate(ClientProxy.PREV_RAD_PLAYER, ClientProxy.RAD_PLAYER,
                event.partialTicks);
        final float rad_area = interpolate(ClientProxy.PREV_RAD_EXPOSURE, ClientProxy.RAD_EXPOSURE,
                event.partialTicks);
        final float rad_dead_min = ConfigRadiation.RADIATION_DEATH_POINT / (60 * 20); //Radiation needed to die in 1 min

        //Format
        String remDisplay = formatDisplay("PER:", rad_player, "rem");
        String radDisplay = formatDisplay("ENV: ", rad_area * 20, "rem/s");

        //Render
        Render2DHelper.renderTextWithShadow(remDisplay, left, top,
                interpolate(startColor, endColor, rad_player / ConfigRadiation.RADIATION_DEATH_POINT).getRGB());
        Render2DHelper.renderTextWithShadow(radDisplay, left, top + 10,
                interpolate(startColor, endColor, rad_area / rad_dead_min).getRGB());

        if (AtomicScience.runningAsDev) {
            Render2DHelper.renderTextWithShadow("" + ClientProxy.RAD_REMOVE_TIMER, left + 60, top,
                    endColor.getRGB());
        }

        //Set prev
        ClientProxy.PREV_RAD_PLAYER = rad_player;
        ClientProxy.PREV_RAD_EXPOSURE = rad_area;

        //End
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glPopMatrix();
    }
}

From source file:com.builtbroken.atomic.content.items.cell.RendererItemCell.java

protected void renderFluid(ItemRenderType type, ItemStack item) {
    final FluidStack fluidStack = ((ItemFluidCell) item.getItem()).getFluid(item);
    if (fluidStack != null) {
        final Fluid fluid = fluidStack.getFluid();

        if (fluid != null) {
            final IIcon maskIcon = ASItems.itemFluidCell.getIconFromDamage(-1);
            final IIcon subIcon = fluid.getFlowingIcon() != null ? fluid.getFlowingIcon() : fluid.getIcon();

            if (maskIcon != null && subIcon != null) {
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                GL11.glDisable(GL11.GL_CULL_FACE);
                Tessellator tessellator = Tessellator.instance;

                //Render mask TODO change mask verts to show fill %
                bindItemTexture(item.getItem());
                tessellator.startDrawingQuads();
                tessellator.setNormal(0, 0, 1);
                generatedGeometry(maskIcon, type, 10, 0.001);
                tessellator.draw();// w  ww .  j a  v a  2 s  .c  o  m

                tessellator.startDrawingQuads();
                tessellator.setNormal(0, 0, -1); //TODO don't think is needed for inventory
                generatedGeometry(maskIcon, type, -0.0635, -0.0635);
                tessellator.draw();

                //Render fluid
                bindFluidTexture(fluid);

                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDepthMask(false);

                tessellator.startDrawingQuads();
                tessellator.setNormal(0, 0, 1);
                generatedGeometry(subIcon, type, 10, 0.001);
                tessellator.draw();

                tessellator.startDrawingQuads();
                tessellator.setNormal(0, 0, -1); //TODO don't think is needed for inventory
                generatedGeometry(subIcon, type, -0.0635, -0.0635);
                tessellator.draw();

                GL11.glDisable(GL11.GL_BLEND);
                GL11.glDepthMask(true);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
                GL11.glEnable(GL11.GL_CULL_FACE);
                GL11.glColor4f(1, 1, 1, 1);
            }
        }
    }
}

From source file:com.builtbroken.atomic.lib.gui.slot.SlotEnergy.java

@Override
protected void drawIcon(Gui gui, int x, int y) {
    Minecraft.getMinecraft().renderEngine.bindTexture(GuiContainerBase.GUI_COMPONENTS);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

    gui.drawTexturedModalRect(x, y, 0, 18, 18, 18);
}

From source file:com.builtbroken.atomic.lib.gui.slot.SlotFluid.java

@Override
protected void drawIcon(Gui gui, int x, int y) {
    Minecraft.getMinecraft().renderEngine.bindTexture(GuiContainerBase.GUI_COMPONENTS);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

    gui.drawTexturedModalRect(x, y, 0, 18 * 2, 18, 18);
}

From source file:com.builtbroken.atomic.lib.gui.slot.SlotMachine.java

@Override
public void renderSlotOverlay(Gui gui, int x, int y) {
    Minecraft.getMinecraft().renderEngine.bindTexture(GuiContainerBase.GUI_COMPONENTS);
    if (edgeColor != null) {
        GL11.glColor4f(edgeColor.getRed() / 255f, edgeColor.getGreen() / 255f, edgeColor.getBlue() / 255f,
                edgeColor.getAlpha() / 255f);
        gui.drawTexturedModalRect(x, y, 0, 0, 18, 18);

        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        gui.drawTexturedModalRect(x + 1, y + 1, 1, 1, 16, 16);
    } else {//from   w  ww. jav  a  2 s  . com
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        gui.drawTexturedModalRect(x, y, 0, 0, 18, 18);
    }
    if (!getHasStack()) {
        drawIcon(gui, x, y);
    }
}

From source file:com.builtbroken.atomic.lib.Render2DHelper.java

/**
 * Draws a solid color rectangle with the specified coordinates and color. Args: x1, y1, x2, y2, color
 *//*from  w  w w  .  ja  va  2  s .com*/
public static void drawRect(int x1, int y1, int x2, int y2, int color) {
    int j1;

    if (x1 < x2) {
        j1 = x1;
        x1 = x2;
        x2 = j1;
    }

    if (y1 < y2) {
        j1 = y1;
        y1 = y2;
        y2 = j1;
    }

    float f3 = (float) (color >> 24 & 255) / 255.0F;
    float f = (float) (color >> 16 & 255) / 255.0F;
    float f1 = (float) (color >> 8 & 255) / 255.0F;
    float f2 = (float) (color & 255) / 255.0F;
    Tessellator tessellator = Tessellator.instance;
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    OpenGlHelper.glBlendFunc(770, 771, 1, 0);
    GL11.glColor4f(f, f1, f2, f3);
    tessellator.startDrawingQuads();
    tessellator.addVertex((double) x1, (double) y2, 0.0D);
    tessellator.addVertex((double) x2, (double) y2, 0.0D);
    tessellator.addVertex((double) x2, (double) y1, 0.0D);
    tessellator.addVertex((double) x1, (double) y1, 0.0D);
    tessellator.draw();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
}

From source file:com.builtbroken.atomic.lib.Render2DHelper.java

/**
 * Used by the overlay to render text with shadow behind the text
 *
 * @param text/*from   w w w .ja v a  2 s . c  om*/
 * @param x
 * @param y
 * @param colorRGB
 */
public static void renderTextWithShadow(String text, int x, int y, int colorRGB) {
    GL11.glPushMatrix();
    FontRenderer fontrenderer = Minecraft.getMinecraft().fontRenderer;
    fontrenderer.drawString(text, x + 1, y, 0);
    fontrenderer.drawString(text, x - 1, y, 0);
    fontrenderer.drawString(text, x, y + 1, 0);
    fontrenderer.drawString(text, x, y - 1, 0);
    fontrenderer.drawString(text, x, y, colorRGB);
    GL11.glColor4f(1, 1, 1, 1);
    GL11.glPopMatrix();
}