List of usage examples for org.lwjgl.opengl GL11 glDepthMask
public static void glDepthMask(@NativeType("GLboolean") boolean flag)
From source file:rheel.ac.client.gui.GuiResearch.java
License:Open Source License
private void drawResearchGlass(Minecraft mc, int xStart, int yStart, int mouseX, int mouseY) { GL11.glPushMatrix();//from www. j a va 2 s . co m GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_ALPHA_TEST); mc.getTextureManager().bindTexture(TextureLoader.getGUITexture("Research.png")); this.drawTexturedModalRect(xStart + this.researchX, yStart + this.researchY, 46, 131, 40, 26); GL11.glPopMatrix(); }
From source file:rheel.ac.common.handler.TickHandlerRadiationOverlay.java
License:Open Source License
@Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { if (type.contains(TickType.RENDER) && FMLCommonHandler.instance().getEffectiveSide().isClient()) { final Minecraft mc = Minecraft.getMinecraft(); if (mc.thePlayer != null && mc.thePlayer.isPotionActive(Potions.potionRadioActive.id) && mc.currentScreen == null) { GL11.glPushMatrix();//from w w w . j a v a2 s.co m GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.294F); GL11.glDisable(GL11.GL_ALPHA_TEST); mc.getTextureManager().bindTexture(TextureLoader.getGUITexture("RadioActiveBlur.png")); final Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, mc.displayHeight, -90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV(mc.displayWidth, mc.displayHeight, -90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV(mc.displayWidth, 0.0D, -90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glPopMatrix(); } } }
From source file:rtype.Prototyp.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glDisable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glEnable(GL11.GL_BLEND);//from w w w .jav a 2 s .co m GL11.glDepthMask(false); GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluOrtho2D(-(int) SCREEN_WIDTH / 2, (int) SCREEN_WIDTH / 2, (int) -SCREEN_HEIGHT / 2, (int) SCREEN_HEIGHT / 2); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (useDevil) ;//textureLoader = new DevilTextureLoader(); else { textureLoader = new WorkAroundTextureLoader(); } textureLoader.init(); }
From source file:ru.ulmc.extender.gui.SurvivalGui.java
License:Open Source License
private void doRenderWork(ResourceLocation action) { ScaledResolution scaledresolution = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight); int xPos = scaledresolution.getScaledWidth(); int yPos = scaledresolution.getScaledHeight(); int color = 0xfefefe; Minecraft.getMinecraft().renderEngine.bindTexture(action); GL11.glDisable(GL11.GL_DEPTH_TEST);/*from w w w . j a va 2 s. c o m*/ GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, power); //GL11.glDisable(GL11.GL_ALPHA_TEST); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, (double) yPos, -90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV((double) xPos, (double) yPos, -90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV((double) xPos, 0.0D, -90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); //GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); /*FontRenderer fontRender = mc.fontRenderer; fontRender.drawStringWithShadow("Delta: " + Math.round(currentMaxPower * 100),xPos-relativeX,absoluteY,color);*/ }
From source file:ru.ulmc.extender.render.particle.EntityLockFX.java
License:Open Source License
@Override public void renderParticle(Tessellator tess, float partialTicks, float par3, float par4, float par5, float par6, float par7) { Minecraft.getMinecraft().renderEngine.bindTexture(texture); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND);//from ww w . j a va 2 s . c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F); tess.startDrawingQuads(); tess.setBrightness(getBrightnessForRender(partialTicks)); float scale = 0.2F * particleScale; float x = (float) (prevPosX + (posX - prevPosX) * partialTicks - interpPosX); float y = (float) (prevPosY + (posY - prevPosY) * partialTicks - interpPosY); float z = (float) (prevPosZ + (posZ - prevPosZ) * partialTicks - interpPosZ); float f14 = 1.0F; tess.setColorRGBA_F(this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha); tess.addVertexWithUV(x - par3 * scale - par6 * scale, y - par4 * scale, z - par5 * scale - par7 * scale, 0.0, 0.0); tess.addVertexWithUV(x - par3 * scale + par6 * scale, y + par4 * scale, z - par5 * scale + par7 * scale, 1.0, 0.0); tess.addVertexWithUV(x + par3 * scale + par6 * scale, y + par4 * scale, z + par5 * scale + par7 * scale, 1.0, 1.0); tess.addVertexWithUV(x + par3 * scale - par6 * scale, y - par4 * scale, z + par5 * scale - par7 * scale, 0.0, 1.0); tess.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); //UltimateExtender.logger.info("render at:" + partialTicks); }
From source file:ru.ulmc.extender.render.particle.EntityTestFX.java
License:Open Source License
@Override public void renderParticle(Tessellator tess, float partialTicks, float par3, float par4, float par5, float par6, float par7) { Minecraft.getMinecraft().renderEngine.bindTexture(texture); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND);//w ww .j a va2s . co m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F); tess.startDrawingQuads(); tess.setBrightness(getBrightnessForRender(partialTicks)); float scale = 0.2F * particleScale; float x = (float) (prevPosX + (posX - prevPosX) * partialTicks - interpPosX); float y = (float) (prevPosY + (posY - prevPosY) * partialTicks - interpPosY); float z = (float) (prevPosZ + (posZ - prevPosZ) * partialTicks - interpPosZ); float f14 = 1.0F; //tess.setColorRGBA_F(this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha); tess.addVertexWithUV(x + par3 * scale + par6 * scale, y + par4 * scale, z + par5 * scale + par7 * scale, 0.0, 0.0); tess.addVertexWithUV(x + par3 * scale - par6 * scale, y - par4 * scale, z + par5 * scale - par7 * scale, 0.0, 1.0); tess.addVertexWithUV(x - par3 * scale - par6 * scale, y - par4 * scale, z - par5 * scale - par7 * scale, 1.0, 1.0); tess.addVertexWithUV(x - par3 * scale + par6 * scale, y + par4 * scale, z - par5 * scale + par7 * scale, 1.0, 0.0); tess.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); //UltimateExtender.logger.info("render at:" + partialTicks); }
From source file:runes.Runes.CustomEffectRenderer.java
License:Open Source License
/** * Renders all current particles. Args player, partialTickTime */// ww w . j a v a2 s.co m public void renderParticles(Entity par1Entity, float par2) { float f1 = ActiveRenderInfo.rotationX; float f2 = ActiveRenderInfo.rotationZ; float f3 = ActiveRenderInfo.rotationYZ; float f4 = ActiveRenderInfo.rotationXY; float f5 = ActiveRenderInfo.rotationXZ; EntityFX.interpPosX = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double) par2; EntityFX.interpPosY = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double) par2; EntityFX.interpPosZ = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double) par2; for (int i = 0; i < 3; ++i) { if (!this.fxLayers[i].isEmpty()) { switch (i) { case 0: default: this.renderer.bindTexture(particleTextures); break; case 1: this.renderer.bindTexture(TextureMap.locationBlocksTexture); break; case 2: this.renderer.bindTexture(TextureMap.locationItemsTexture); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); for (int j = 0; j < this.fxLayers[i].size(); ++j) { EntityFX entityfx = (EntityFX) this.fxLayers[i].get(j); if (entityfx == null) continue; tessellator.setBrightness(entityfx.getBrightnessForRender(par2)); entityfx.renderParticle(tessellator, par2, f1, f5, f2, f3, f4); } tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); } } }
From source file:shadowmage.ancient_framework.client.render.RenderTools.java
License:Open Source License
/** * draw a player-position-normalized bounding box (can only be called during worldRender) * @param bb/*from www . j a v a2 s. co m*/ */ public static void drawOutlinedBoundingBox(AxisAlignedBB bb, float r, float g, float b) { GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(r, g, b, 0.4F); GL11.glLineWidth(8.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); Tessellator tess = Tessellator.instance; tess.startDrawing(3); tess.addVertex(bb.minX, bb.minY, bb.minZ); tess.addVertex(bb.maxX, bb.minY, bb.minZ); tess.addVertex(bb.maxX, bb.minY, bb.maxZ); tess.addVertex(bb.minX, bb.minY, bb.maxZ); tess.addVertex(bb.minX, bb.minY, bb.minZ); tess.draw(); tess.startDrawing(3); tess.addVertex(bb.minX, bb.maxY, bb.minZ); tess.addVertex(bb.maxX, bb.maxY, bb.minZ); tess.addVertex(bb.maxX, bb.maxY, bb.maxZ); tess.addVertex(bb.minX, bb.maxY, bb.maxZ); tess.addVertex(bb.minX, bb.maxY, bb.minZ); tess.draw(); tess.startDrawing(1); tess.addVertex(bb.minX, bb.minY, bb.minZ); tess.addVertex(bb.minX, bb.maxY, bb.minZ); tess.addVertex(bb.maxX, bb.minY, bb.minZ); tess.addVertex(bb.maxX, bb.maxY, bb.minZ); tess.addVertex(bb.maxX, bb.minY, bb.maxZ); tess.addVertex(bb.maxX, bb.maxY, bb.maxZ); tess.addVertex(bb.minX, bb.minY, bb.maxZ); tess.addVertex(bb.minX, bb.maxY, bb.maxZ); tess.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
From source file:shadowmage.ancient_warfare.client.render.RenderNpcHelper.java
License:Open Source License
/** * shamelessly copied to enable color-differentiation per-entity *//*from w w w . j av a 2s . co m*/ @Override protected void renderLivingLabel(EntityLivingBase par1EntityLiving, String par2Str, double renderX, double renderY, double renderZ, int renderDistance) { double var10 = par1EntityLiving.getDistanceSqToEntity(this.renderManager.livingPlayer); if (var10 <= (double) (renderDistance * renderDistance)) { NpcBase npc = (NpcBase) par1EntityLiving; boolean hostile = TeamTracker.instance().isHostileTowards(npc.worldObj, npc.teamNum, TeamTracker.instance().getTeamForPlayer(Minecraft.getMinecraft().thePlayer)); if (hostile && !Config.renderHostileNames) { return; } FontRenderer fontRenderer = this.getFontRendererFromRenderManager(); float var13 = 1.6F; float var14 = 0.016666668F * var13; GL11.glPushMatrix(); GL11.glTranslatef((float) renderX, (float) renderY + 2.3F, (float) renderZ); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); GL11.glScalef(-var14, -var14, var14); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Tessellator tessellator = Tessellator.instance; byte yOffset = 0;// Y offset GL11.glDisable(GL11.GL_TEXTURE_2D); tessellator.startDrawingQuads(); int xOffset = fontRenderer.getStringWidth(par2Str) / 2;// tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F); tessellator.addVertex((double) (-xOffset - 1), (double) (-1 + yOffset), 0.0D); tessellator.addVertex((double) (-xOffset - 1), (double) (8 + yOffset), 0.0D); tessellator.addVertex((double) (xOffset + 1), (double) (8 + yOffset), 0.0D); tessellator.addVertex((double) (xOffset + 1), (double) (-1 + yOffset), 0.0D); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); int color = 553648127; int color2 = -1; if (hostile) { color = 0xffff0000; color2 = 0xffff0000; } fontRenderer.drawString(par2Str, -fontRenderer.getStringWidth(par2Str) / 2, yOffset, color); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); fontRenderer.drawString(par2Str, -fontRenderer.getStringWidth(par2Str) / 2, yOffset, color2);//was-1 if (!hostile && Settings.getRenderNpcObjectives()) { renderObjectiveIcon(npc.getAIObjectiveID()); renderTaskIcon(npc.getAITaskID()); // renderErrorIcon(npc.getAIErrorID()); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } }
From source file:shadowmage.ancient_warfare.client.render.RenderOverlayAdvanced.java
License:Open Source License
public static void renderTorpedoPath(VehicleBase vehicle, EntityPlayer player, float partialTick) { GL11.glPushMatrix();// w w w . ja v a 2 s . co m GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4d(1, 1, 1, 0.6d); double x1 = vehicle.posX - player.posX; double y1 = vehicle.posY - player.posY; double z1 = vehicle.posZ - player.posZ; /** * vectors for a straight line */ double x2 = x1 - 20 * Trig.sinDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); double y2 = y1; double z2 = z1 - 20 * Trig.cosDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); GL11.glLineWidth(3f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1 + 0.12d, z1); GL11.glVertex3d(x2, y2 + 0.12d, z2); GL11.glEnd(); GL11.glLineWidth(4f); GL11.glColor4f(1.f, 0.4f, 0.4f, 0.4f); GL11.glBegin(GL11.GL_LINES); Pos3f offset = vehicle.getMissileOffset(); x2 = x1 + offset.x; y2 = y1 + offset.y; z2 = z1 + offset.z; double gravity = 9.81d * 0.05d * 0.05d; double speed = vehicle.localLaunchPower * 0.05d; double angle = 90 - vehicle.localTurretPitch - vehicle.rotationPitch; double yaw = vehicle.localTurretRotation + partialTick * vehicle.moveHelper.getRotationSpeed(); double vH = -Trig.sinDegrees((float) angle) * speed; double vY = Trig.cosDegrees((float) angle) * speed; double vX = Trig.sinDegrees((float) yaw) * vH; double vZ = Trig.cosDegrees((float) yaw) * vH; int rocketBurnTime = (int) (speed * 20.f * AmmoHwachaRocket.burnTimeFactor); float xAcc = (float) (vX / speed) * AmmoHwachaRocket.accelerationFactor; ; float yAcc = (float) (vY / speed) * AmmoHwachaRocket.accelerationFactor; ; float zAcc = (float) (vZ / speed) * AmmoHwachaRocket.accelerationFactor; ; vX = xAcc; vY = yAcc; vZ = zAcc; float dist = 0; while (dist < 100 * 100) { GL11.glVertex3d(x2, y2, z2); x2 += vX; z2 += vZ; y2 += vY; dist += x2 * x2 + z2 * z2 + y2 * y2; GL11.glVertex3d(x2, y2, z2); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); }