List of usage examples for org.lwjgl.opengl GL11 glDisable
public static void glDisable(@NativeType("GLenum") int target)
From source file:chessMod.client.ChessModDrawBlockHighlightHandler.java
License:LGPL
public static void highlightTile(EntityPlayer player, double x, double y, double z, float partialTicks) { x += 0.5D;/*from w ww . j a va2s . c om*/ y += 0.5D; z += 0.5D; double iPX = player.prevPosX + (player.posX - player.prevPosX) * partialTicks; double iPY = player.prevPosY + (player.posY - player.prevPosY) * partialTicks; double iPZ = player.prevPosZ + (player.posZ - player.prevPosZ) * partialTicks; float xScale = 1.0F; float yScale = 1; float zScale = 1.0F; float xShift = 0.0F; float yShift = 0.01F; float zShift = 0.0F; GL11.glDepthMask(false); GL11.glDisable(GL11.GL_CULL_FACE); for (int i = 4; i < 5; i++) { ForgeDirection forgeDir = ForgeDirection.getOrientation(i); int zCorrection = i == 2 ? -1 : 1; GL11.glPushMatrix(); GL11.glTranslated(-iPX + x + xShift, -iPY + y + yShift, -iPZ + z + zShift); GL11.glScalef(1F * xScale, 1F * yScale, 1F * zScale); GL11.glRotatef(90, forgeDir.offsetX, forgeDir.offsetY, forgeDir.offsetZ); GL11.glTranslated(0, 0, 0.5f * zCorrection); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); drawQuad(-0.5F, -0.5F, 1F, 1F, 0F); GL11.glPopMatrix(); } GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(true); }
From source file:chessMod.client.ChessModDrawBlockHighlightHandler.java
License:LGPL
public static void drawQuad(float x, float y, float width, float height, double zLevel) { GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D);//from w w w . j av a2s . c o m GL11.glLineWidth(5.0F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(0F, 1F, 0F, pulseTransparency); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertex(x + 0F, y + height, zLevel); tessellator.addVertex(x + width, y + height, zLevel); tessellator.addVertex(x + width, y + 0F, zLevel); tessellator.addVertex(x + 0F, y + 0F, zLevel); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); }
From source file:cn.academy.ability.client.render.RenderDeveloperAdvanced.java
License:GNU General Public License
@Override public void drawAtOrigin(TileEntity te) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND);//from w w w . ja v a2 s .c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); super.drawAtOrigin(te); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.academy.ability.client.render.RenderDeveloperNormal.java
License:GNU General Public License
@Override public void drawAtOrigin(TileEntity te) { GL11.glDisable(GL11.GL_CULL_FACE); super.drawAtOrigin(te); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.academy.ability.client.ui.BackgroundMask.java
License:GNU General Public License
@Override public void draw(ScaledResolution sr) { long time = GameTimer.getTime(); EntityPlayer player = Minecraft.getMinecraft().thePlayer; AbilityData aData = AbilityData.get(player); CPData cpData = CPData.get(player);// w ww . j ava 2s .c o m double cr, cg, cb, ca; Color color = null; if (cpData.isOverloaded()) { color = CRL_OVERRIDE; } else if (cpData.isActivated()) { color = aData.getCategory().getColorStyle(); } if (color == null) { cr = r; cg = g; cb = b; ca = 0; } else { cr = color.r; cg = color.g; cb = color.b; ca = color.a; } if (ca != 0 || a != 0) { long dt = lastFrame == 0 ? 0 : time - lastFrame; r = balanceTo(r, cr, dt); g = balanceTo(g, cg, dt); b = balanceTo(b, cb, dt); a = balanceTo(a, ca, dt); GL11.glColor4d(r, g, b, a); GL11.glDisable(GL11.GL_ALPHA_TEST); RenderUtils.loadTexture(MASK); HudUtils.rect(0, 0, sr.getScaledWidth_double(), sr.getScaledHeight_double()); GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_ALPHA_TEST); } else { r = cr; g = cg; b = cb; } lastFrame = time; }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawOverload(float overload) { //Draw plain background color4d(1, 1, 1, 0.8);//w w w .j a va 2 s.c o m RenderUtils.loadTexture(TEX_BACK_OVERLOAD); HudUtils.rect(WIDTH, HEIGHT); // Draw back color4d(1, 1, 1, 1); if (shaderLoaded) { shaderOverloaded.useProgram(); shaderOverloaded.updateTexOffset((GameTimer.getTime() % 10000L) / 10000.0f); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(TEX_MASK); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_FRONT_OVERLOAD); final double x0 = 30, width2 = WIDTH - x0 - 20; HudUtils.rect(x0, 0, 0, 0, width2, HEIGHT, width2, HEIGHT); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(0); // Highlight color4d(1, 1, 1, 0.3 + 0.35 * (Math.sin(GameTimer.getTime() / 200.0) + 1)); RenderUtils.loadTexture(TEX_OVERLOAD_HIGHLIGHT); HudUtils.rect(WIDTH, HEIGHT); }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawCPBar(float prog, boolean cantuse) { float pre_mAlpha = mAlpha; if (cantuse) { mAlpha *= 0.3f;/* www . j av a 2 s . com*/ } //We need a cut-angle effect so this must be done manually autoLerp(cpColors, prog); prog = 0.16f + prog * 0.8f; final double OFF = 103 * sin41, X0 = 47, Y0 = 30, WIDTH = 883, HEIGHT = 84; Tessellator t = Tessellator.instance; double len = WIDTH * prog, len2 = len - OFF; if (shaderLoaded) { shaderCPBar.useProgram(); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(overlayTexture); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_CP); t.startDrawingQuads(); addVertex(X0 + (WIDTH - len), Y0); addVertex(X0 + (WIDTH - len2), Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0); t.draw(); GL20.glUseProgram(0); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); mAlpha = pre_mAlpha; }
From source file:cn.academy.ability.electro.client.render.skill.ChargePlaneEffect.java
License:Open Source License
@SideOnly(Side.CLIENT) @Override/* ww w.ja v a2 s . co m*/ public void renderHud(EntityPlayer player, ScaledResolution sr, long time) { GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDepthMask(false); //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); { GL11.glColor4d(1, 1, 1, 0.4); double w = sr.getScaledWidth_double(), h = sr.getScaledHeight_double(); if (lct == 0 || time - lct > 200) { lct = time; seq.rebuild(); } for (int i = 0; i < 4; ++i) { RenderUtils.loadTexture(TEXS[seq.get(i)]); HudUtils.drawRect(w * pts[i][0], h * pts[i][1], sizes[i] * w, sizes[i] * w); } RenderUtils.bindIdentity(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); }
From source file:cn.academy.ability.electro.client.render.skill.RailgunPlaneEffect.java
License:Open Source License
@SideOnly(Side.CLIENT) @Override/*w w w.j a v a 2 s . c o m*/ public void renderHandEffect(EntityPlayer player, HandRenderType type, long dt) { if (type == HandRenderType.EQUIPPED) return; if (dt < DELAY) return; dt -= DELAY; double tz = dt * dt / 3e4; double TRANS_TIME = ANIM_LEN * 0.2; double alpha = (dt < TRANS_TIME ? dt / TRANS_TIME : (dt > ANIM_LEN - TRANS_TIME ? (ANIM_LEN - dt) / TRANS_TIME : 1)); //Draw a screen-filling blackout GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluOrtho2D(0, 255, 0, 255); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glDepthMask(false); GL11.glLoadIdentity(); { GL11.glTranslated(0, 0, 0); GL11.glColor4d(0, 0, 0, 0.2 * alpha); HudUtils.setZLevel(1); HudUtils.drawModalRect(0, 0, 255, 255); HudUtils.setZLevel(-90); } GL11.glDepthMask(true); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_MODELVIEW); //Restore the matrix //Draw the real effect GL11.glColor4d(1, 1, 1, alpha * 0.6); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); GL11.glPushMatrix(); { GL11.glTranslated(-.4, 0.85 + tz * 0.37, tz); GL11.glRotated(-20.4, 1, 0, 0); drawSingleSide(7); // GL11.glPushMatrix(); { // GL11.glTranslated(-2.3, 0, 0); // drawSingleSide(7); // } GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glDisable(GL11.GL_ALPHA_TEST); }
From source file:cn.academy.ability.electro.client.render.skill.SRSmallCharge.java
License:Open Source License
@Override public void draw() { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDepthMask(false);//from w w w .j av a 2 s . co m GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4d(1, 1, 1, 0.7); GL11.glTranslated(0, 0.9, 0.2); GL11.glRotated(120, 1, 0, 0); GL11.glScaled(0.5, 0.5, 0.5); //RenderUtils.drawCube(1, 1, 2); for (ArcObject arc : arcs) { arc.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); }