List of usage examples for org.lwjgl.opengl GL11 glDisable
public static void glDisable(@NativeType("GLenum") int target)
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 w w w. jav a 2 s.com 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.gameminers.mav.render.Rendering.java
License:Open Source License
public static void setUpGL() { GL11.glEnable(GL11.GL_TEXTURE_2D);/*from ww w .j a v a2 s.c o m*/ GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearDepth(1); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.ggollmer.inevera.client.renderer.GreatwardComponentBlockRenderer.java
License:LGPL
@Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {//from ww w . j a v a2 s . c o m if (!(block instanceof BlockGreatwardComponent)) { return false; } GL11.glEnable(GL11.GL_BLEND); renderInnerCube(world, x, y, z, block, ((BlockGreatwardComponent) block).getCoreIcon(world.getBlockMetadata(x, y, z))); renderer.renderStandardBlock(block, x, y, z); GL11.glDisable(GL11.GL_BLEND); return true; }
From source file:com.gjkf.fc.client.gui.inventory.CoreGui.java
License:Open Source License
@Override public void drawForeground() { GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST);/*ww w .ja v a2s .co m*/ /* * This will write the desidered type of degree */ if (type[selectedType].equals("C")) { GuiDraw.drawString(String.format("Temperature: %.2f %s", temp, type[0]), 20, 30, 0x1c9727); } else if (type[selectedType].equals("F")) { GuiDraw.drawString(String.format("Temperature: %.2f %s", temp, type[1]), 20, 30, 0x1c9727); } else if (type[selectedType].equals("K")) { GuiDraw.drawString(String.format("Temperature: %.2f %s", temp, type[2]), 20, 30, 0x1c9727); } else { GuiDraw.drawString(String.format("Temperature: %.2f %s", temp, type[0]), 20, 30, 0x1c9727); } GuiDraw.drawString(String.format("Humidity: %.2f", hum), 20, 50, 0x1c9727); GuiDraw.drawString(String.format("Pressure: %.2f millibar", press), 20, 70, 0x1c9727); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); }
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); 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);// w w w . j av a 2 s . com 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); }
From source file:com.golden.gamedev.engine.lwjgl.LWJGLGraphics.java
License:Open Source License
public void setClip(Shape clip) { this.clipArea = (Rectangle) clip; if (this.clipArea == null) { GL11.glDisable(GL11.GL_SCISSOR_TEST); } else {/* ww w . jav a 2s . c om*/ this.setClip(this.clipArea.x, this.clipArea.y, this.clipArea.width, this.clipArea.height); } }
From source file:com.golden.gamedev.engine.lwjgl.LWJGLGraphics.java
License:Open Source License
private void drawRect(int x, int y, int width, int height, int type, Color col) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f((float) col.getRed() / 255f, (float) col.getGreen() / 255f, (float) col.getBlue() / 255f, (float) col.getAlpha() / 255f); GL11.glLineWidth(1.0f);/*from w w w. ja v a 2 s .co m*/ GL11.glBegin(type); GL11.glVertex2f(x, y); GL11.glVertex2f(x + width, y); GL11.glVertex2f(x + width, y + height); GL11.glVertex2f(x, y + height); GL11.glEnd(); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:com.golden.gamedev.engine.lwjgl.LWJGLMode.java
License:Open Source License
private void initGL() { // init GL/*w w w . j ava 2 s. c om*/ // enable textures since we're going to use these for our sprites GL11.glEnable(GL11.GL_TEXTURE_2D); // disable the OpenGL depth test since we're rendering 2D graphics GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, this.size.width, this.size.height, 0, -1, 1); // enable transparency GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.grillecube.client.renderer.gui.GuiRenderer.java
@Override public void render() { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND);//w w w . ja v a2 s. c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // render them in the correct order for (Gui gui : this.renderingList) { gui.render(this); } GL11.glDisable(GL11.GL_BLEND); }
From source file:com.grillecube.client.renderer.model.ModelRenderer.java
/** render world terrains */ public void render(CameraProjective camera, HashMap<Model, ArrayList<ModelInstance>> renderingList) { if (this.getMainRenderer().getGLFWWindow().isKeyPressed(GLFW.GLFW_KEY_F)) { GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE); }/*from ww w . j a v a 2 s . c o m*/ GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); // enable model program this.programModel.useStart(); { // load global uniforms this.programModel.loadCamera(camera); // for each entity to render for (ArrayList<ModelInstance> models : renderingList.values()) { if (models.size() > 0) { Model model = models.get(0).getModel(); model.bind(); this.programModel.loadModel(model); for (ModelInstance instance : models) { this.programModel.loadModelInstance(instance); model.draw(); } } } } this.programModel.useStop(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); }