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.fireball1725.firecore.client.gui.GuiBase.java

License:Open Source License

protected final void drawGuiContainerForegroundLayer(int x, int y) {
    int ox = this.guiLeft;
    int oy = this.guiTop;
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    drawFG(ox, oy, x, y);/* w  w w.j a  v  a2 s. c  o m*/
}

From source file:com.frozencode.microconnections.client.interfaces.GUIMCIBench.java

@Override
protected void drawGuiContainerBackgroundLayer(float f, int x, int y) {
    GL11.glColor4f(1, 1, 1, 1);

    Minecraft.getMinecraft().getTextureManager().bindTexture(textures);
    drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize);
}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void drawPolygon(float x, float y, float radius, float r, float g, float b, float a, int count,
        float z) {
    GL11.glPushMatrix();/*from  w w w  .  j a v a2  s.  c  o m*/
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glTranslatef(x, y, z);
    GL11.glColor4f(r, g, b, a);
    GL11.glBegin(GL11.GL_POLYGON);
    for (int i = 0; i < count; ++i) {
        GL11.glVertex2d(Math.sin(i / ((double) count) * 2 * Math.PI) * (radius),
                Math.cos(i / ((double) count) * 2 * Math.PI) * (radius));
    }
    GL11.glEnd();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();
}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void drawTriangle(float x, float y, float radius, float r, float g, float b, float a, float z) {
    GL11.glPushMatrix();//from   w  ww  . j a  va  2 s. co m
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glTranslatef(x, y, z);
    GL11.glColor4f(r, g, b, a);
    GL11.glBegin(GL11.GL_TRIANGLES);
    for (int i = 0; i < 3; ++i) {
        GL11.glVertex2d(Math.sin(i / ((double) 3) * 2 * Math.PI) * (radius),
                Math.cos(i / 3D * 2 * Math.PI) * (radius));
    }
    GL11.glEnd();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();
}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void drawRectangle(float x, float y, float width, float height, float r, float g, float b,
        float a, float z) {
    GL11.glPushMatrix();/*from   ww w.  j  a v  a 2 s  . c o m*/
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glTranslatef(0, 0, z);
    GL11.glColor4f(r, g, b, a);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(x, y);
    GL11.glVertex2f(x + width, y);
    GL11.glVertex2f(x + width, y + height);
    GL11.glVertex2f(x, y + height);
    GL11.glEnd();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();
}

From source file:com.github.begla.blockmania.game.mobs.GelatinousCube.java

License:Apache License

private void generateDisplayList() {
    _displayListOuterBody = glGenLists(1);
    _displayListInnerBody = glGenLists(1);

    glNewList(_displayListOuterBody, GL_COMPILE);

    glBegin(GL_QUADS);//  ww  w .  j  a  v  a  2  s .  c  om
    GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f);

    // TOP
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);

    // LEFT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);

    // BACK
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);

    // RIGHT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);

    GL11.glColor4f(0.8f, 0.8f, 0.8f, 0.8f);

    // FRONT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);

    // BOTTOM
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, -WIDTH_HALF);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF, -HEIGHT_HALF, WIDTH_HALF);

    GL11.glEnd();
    GL11.glEndList();

    glNewList(_displayListInnerBody, GL_COMPILE);

    glBegin(GL_QUADS);
    GL11.glColor4f(0.8f, 0.8f, 0.8f, 1.0f);

    // TOP
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);

    // LEFT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);

    // BACK
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);

    // RIGHT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);

    GL11.glColor4f(0.6f, 0.6f, 0.6f, 1.0f);

    // FRONT
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);

    // BOTTOM
    GL11.glTexCoord2f(0f / 64f, 28f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 28f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, -WIDTH_HALF / 2);
    GL11.glTexCoord2f(6f / 64f, 22f / 32f);
    GL11.glVertex3f(WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);
    GL11.glTexCoord2f(0f / 64f, 22f / 32f);
    GL11.glVertex3f(-WIDTH_HALF / 2, -HEIGHT_HALF / 2, WIDTH_HALF / 2);

    GL11.glEnd();
    GL11.glEndList();
}

From source file:com.github.begla.blockmania.rendering.helper.Primitives.java

License:Apache License

public static int generateColoredBlock(Vector4f color, float size) {
    int id = glGenLists(1);

    GL11.glNewList(id, GL11.GL_COMPILE);
    GL11.glBegin(GL11.GL_QUADS);//  w w  w.j  a  va 2s . c  o  m

    GL11.glColor4f(color.x, color.y, color.z, color.w);

    float sHalf = size / 2;

    // TOP
    GL11.glVertex3f(-sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);

    // LEFT
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);

    // RIGHT
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);

    GL11.glColor4f(0.85f * color.x, 0.85f * color.y, 0.85f * color.z, color.w);

    // FRONT
    GL11.glVertex3f(-sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);

    // BACK
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(sHalf, sHalf, sHalf);
    GL11.glVertex3f(-sHalf, sHalf, sHalf);

    // BOTTOM
    GL11.glVertex3f(-sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, -sHalf);
    GL11.glVertex3f(sHalf, -sHalf, sHalf);
    GL11.glVertex3f(-sHalf, -sHalf, sHalf);

    GL11.glEnd();
    GL11.glEndList();

    return id;
}

From source file:com.github.begla.blockmania.rendering.Primitives.java

License:Apache License

/**
 * @param scaleX    Scale along the x-axis
 * @param scaleY    Scale along the y-axis
 * @param scaleZ    Scale along the z-axis
 * @param x         Position on the x-axis
 * @param y         Position on the y-axis
 * @param z         Position on the z-axis
 * @param drawLeft/*from w w w. ja  va2s  .  c  o m*/
 * @param drawRight
 * @param drawFront
 * @param drawBack
 */
public static void drawCloud(double scaleX, double scaleY, double scaleZ, double x, double y, double z,
        boolean drawLeft, boolean drawRight, boolean drawFront, boolean drawBack) {

    // Top Face
    GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
    GL11.glTexCoord2f(0.0f, 0.5f);
    GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.0f);
    GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.5f);
    GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);

    // Back Face
    if (drawBack) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    }

    // Left Face
    if (drawLeft) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
    }
    // Right face
    if (drawRight) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
    }

    // Front face
    if (drawFront) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    }

    // Bottom Face
    GL11.glColor4f(CLOUD_COLOR_1.x, CLOUD_COLOR_1.y, CLOUD_COLOR_1.z, CLOUD_COLOR_1.w);
    GL11.glTexCoord2f(0.5f, 0.5f);
    GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.5f);
    GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.0f);
    GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
}

From source file:com.gjkf.fc.client.gui.inventory.CoreGui.java

License:Open Source License

@Override
public void drawBackground() {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    /*this.mc.getTextureManager().bindTexture(new ResourceLocation("forecraft", "/textures/gui/coreBackground.png"));
    GuiDraw.drawNonStandartTexturedRect(0, 0, 0, 0, width, height, 512, 256);*/
    drawDefaultBackground();/*from   w  w  w  .ja  v  a  2 s. c  o  m*/
}

From source file:com.golden.gamedev.engine.lwjgl.LWJGLGraphics.java

License:Open Source License

public void drawLine(int x1, int y1, int x2, int y2) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/*from www .  j  a v a  2s  .  co  m*/

    GL11.glColor4f((float) this.color.getRed() / 255f, (float) this.color.getGreen() / 255f,
            (float) this.color.getBlue() / 255f, (float) this.color.getAlpha() / 255f);
    GL11.glLineWidth(1.0f);

    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(x1, y1);
    GL11.glVertex2f(x2, y2);
    GL11.glEnd();

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

    GL11.glEnable(GL11.GL_TEXTURE_2D);
}