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.sr2610.steampunkd.handbook.pages.PageCraftingRecipe.java

License:Creative Commons License

@Override
@SideOnly(Side.CLIENT)/*  w w w .  j a v a2s  .  co m*/
public void renderRecipe(IGuiHandbookEntry gui, int mx, int my) {

    final FontRenderer fontRendererObj = ((GuiScreen) gui).mc.fontRendererObj;

    final boolean unicode = fontRendererObj.getUnicodeFlag();
    fontRendererObj.setUnicodeFlag(true);
    fontRendererObj.setUnicodeFlag(unicode);

    oreDictRecipe = shapelessRecipe = false;

    final IRecipe recipe = recipes.get(recipeAt);
    renderCraftingRecipe(gui, recipe);

    final TextureManager render = Minecraft.getMinecraft().renderEngine;
    render.bindTexture(craftingOverlay);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    ((GuiScreen) gui).drawTexturedModalRect(gui.getLeft(), gui.getTop() + 10, 0, 0, gui.getWidth(),
            gui.getHeight());

    int iconX = gui.getLeft() + 115;
    final int iconY = gui.getTop() + 12 + 10;

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    if (shapelessRecipe) {
        ((GuiScreen) gui).drawTexturedModalRect(iconX, iconY, 240, 0, 16, 16);

        if ((mx >= iconX) && (my >= iconY) && (mx < (iconX + 16)) && (my < (iconY + 16)))
            TooltipHelper.renderTooltip(mx, my, Arrays.asList(I18n.format("steampunkd.handbook.shapeless")));

        iconX = gui.getLeft() + 95;
    }

    render.bindTexture(craftingOverlay);
    GL11.glEnable(GL11.GL_BLEND);

    if (oreDictRecipe) {
        ((GuiScreen) gui).drawTexturedModalRect(iconX, iconY, 240, 16, 16, 16);

        if ((mx >= iconX) && (my >= iconY) && (mx < (iconX + 16)) && (my < (iconY + 16)))
            TooltipHelper.renderTooltip(mx, my, Arrays.asList(I18n.format("steampunked.handbook.oredict")));
    }

    if (oreDictRecipe)
        ((GuiScreen) gui).drawTexturedModalRect(iconX, iconY, 240, 16, 16, 16);
    GL11.glDisable(GL11.GL_BLEND);
}

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

License:Mozilla Public License

private void drawColor(Node node, Color color) {
    GL11.glColor4f(color.red, color.green, color.blue, color.alpha);
    drawFrontFace(node, 0.0f, GL11.GL_FILL);
}

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()) {// ww w .  j a va 2s.  c om
        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.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private void loadColor(ColorType type) {
    switch (type) {
    case COLOR_WHITE:
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        break;//from w  w w.java2  s .  c  o m

    case COLOR_BLACK:
        GL11.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
        break;

    case BOUNDS_SELECTION:
        GL11.glColor4f(1.0f, 0.45f, 0.45f, 1.0f);
        break;

    case BOUNDS_NORMAL:
        GL11.glColor4f(0.33f, 0.33f, 0.33f, 1.0f);
        break;

    case LAYER_BACKGROUND:
        GL11.glColor4f(0.50f, 0.658f, 0.733f, 0.5f);
        break;

    case LAYER_CONTENT:
        GL11.glColor4f(0.976f, 0.823f, 0.592f, 0.5f);
        break;

    case LAYER_NONE:
        GL11.glColor4f(0.85f, 0.85f, 0.85f, 0.5f);
        break;

    case OVERDRAW_BLUE:
        GL11.glColor4f(0.7f, 0.7f, 1.0f, 0.7f);
        break;

    case OVERDRAW_GREEN:
        GL11.glColor4f(0.7f, 1.0f, 0.7f, 0.7f);
        break;

    case OVERDRAW_RED_LOW:
        GL11.glColor4f(1.0f, 0.7f, 0.7f, 0.7f);
        break;

    case OVERDRAW_RED_HIGH:
        GL11.glColor4f(1.0f, 0.3f, 0.3f, 0.7f);
        break;

    }
}

From source file:com.stormister.rediscovered.RenderTileEntityTable.java

License:Open Source License

/**
 * Renders the TileEntity for the chest at a position.
 *//*from   ww  w  . j  av  a 2  s . c om*/
public void render(TileEntityTable par1TileEntityChest, double par2, double par4, double par6, float par8) {
    int i;
    this.bindTexture(field_110871_a);

    if (!par1TileEntityChest.hasWorldObj()) {
        i = 0;
    } else {
        Block block = par1TileEntityChest.getBlockType();
        i = par1TileEntityChest.getBlockMetadata();

        if (block instanceof BlockTable && i == 0) {
            i = par1TileEntityChest.getBlockMetadata();
        }
    }
    ModelTable modelchest;
    modelchest = this.chestModel;
    GL11.glPushMatrix();
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glTranslatef((float) par2, (float) par4 + 1.0F, (float) par6 + 1.0F);
    GL11.glScalef(1.0F, -1.0F, -1.0F);
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    short short1 = 0;

    GL11.glRotatef((float) short1, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    float f1 = par1TileEntityChest.prevLidAngle
            + (par1TileEntityChest.lidAngle - par1TileEntityChest.prevLidAngle) * par8;
    float f2;
    f1 = 1.0F - f1;
    f1 = 1.0F - f1 * f1 * f1;
    modelchest.renderAll();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

    //***********************************************
    //RENDERS ITEM ON TABLE
    //***********************************************

    //            ItemStack itemstack = par1TileEntityChest.getTopItemStacks();
    //
    //            if (itemstack != null)
    //            {
    //                EntityItem entityitem = new EntityItem(par1TileEntityChest.worldObj, 0.0D, 0.0D, 0.0D, itemstack);
    //                entityitem.getEntityItem().stackSize = 1;
    //                entityitem.hoverStart = 0.0F;
    //                GL11.glPushMatrix();
    //                GL11.glTranslatef(-0.453125F * (float)Direction.offsetX[par1TileEntityChest.hangingDirection], -0.18F, -0.453125F * (float)Direction.offsetZ[par1TileEntityChest.hangingDirection]);
    //                GL11.glRotatef(180.0F + par1TileEntityChest.rotationYaw, 0.0F, 1.0F, 0.0F);
    //                GL11.glRotatef((float)(-90 * par1TileEntityChest.getRotation()), 0.0F, 0.0F, 1.0F);
    //                RenderItem.renderInFrame = true;
    //                RenderManager.instance.renderEntityWithPosYaw(entityitem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
    //                RenderItem.renderInFrame = false;
    //                GL11.glPopMatrix();
    //            }
}

From source file:com.teambr.bookshelf.util.RenderUtils.java

License:Creative Commons License

/**
 * Used to prepare the rendering state. For basic stuff that you want things to behave on
 *//*from w ww  . j av  a  2s  .c om*/
public static void prepareRenderState() {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    RenderHelper.disableStandardItemLighting();
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
}

From source file:com.teambr.bookshelf.util.RenderUtils.java

License:Creative Commons License

/**
 * Un-does the prepare state//from  w w  w  . jav a2  s .c  o  m
 */
public static void restoreRenderState() {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    RenderHelper.enableStandardItemLighting();
    GL11.glDisable(GL11.GL_ALPHA_TEST);
}

From source file:com.teambrmodding.luxetumbra.utils.RenderUtils.java

License:Creative Commons License

/**
 * Set the GL color. You should probably reset it after this
 *
 * @param color The color to set/*  ww  w . ja  v a  2s  . c o  m*/
 */
public static void setColor(Color color) {
    GL11.glColor4f(color.getRed() / 255F, color.getGreen() / 255F, color.getBlue() / 255F,
            color.getAlpha() / 255F);
}

From source file:com.telinc1.rpjg.Game.java

License:Apache License

private void draw() {
    GL11.glColor4f(1f, 1f, 1f, 1f);
    ModuleManager.getInstance().renderModules();
}

From source file:com.telinc1.rpjg.module.Module.java

License:Apache License

/**
 * Renders the module's graphics and UI elements.
 * Also applied the screen darkening effect for modal modules.<br />
 * Generally not a good idea to override this.
 *///from  www  . j a v a  2s .c o  m
public void render() {
    if (this.isModal()) {
        DrawingUtils.unbindTextures();

        // Not going to change this to use DrawingUtils until
        // I don't make actual modal modules.
        // Don't want untested code!
        GL11.glPushAttrib(DrawingUtils.GL_COLOR_BITS);
        GL11.glColor4f(0f, 0f, 0f, .5f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex2i(0, 0);
        GL11.glVertex2i(Display.getWidth(), 0);
        GL11.glVertex2i(Display.getWidth(), Display.getHeight());
        GL11.glVertex2i(0, Display.getHeight());
        GL11.glEnd();
        GL11.glPopAttrib();
    }

    this.renderGraphics();
    this.renderUI();

    for (Gui gui : this.getGUIs()) {
        gui.render();
    }
}