List of usage examples for org.lwjgl.opengl GL11 glEnable
public static void glEnable(@NativeType("GLenum") int target)
From source file:com.builtbroken.mc.prefab.gui.buttons.GuiLeftRightArrowButton.java
@Override public void drawButton(Minecraft mc, int mouseX, int mouseY) { if (this.visible) { mc.getTextureManager().bindTexture(SharedAssets.GUI_COMPONENTS); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.field_146123_n = mouseX >= this.x() && mouseY >= this.y() && mouseX < this.x() + this.getWidth() && mouseY < this.y() + this.getHeight(); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); this.drawTexturedModalRect(this.x(), this.y(), 18 + (!left ? 18 : 0), 216 + (field_146123_n ? 9 : 0), 15, 9);//from ww w .j a va 2 s . com this.mouseDragged(mc, mouseX, mouseY); } }
From source file:com.CiD.MysteryMod.TecEvolution.Buildcraft.FluidRenderer.java
License:Minecraft Mod Public
public static int[] getFluidDisplayLists(FluidStack fluidStack, World world, boolean flowing) { if (fluidStack == null) { return null; }// www . j a v a 2s. co m Fluid fluid = fluidStack.getFluid(); if (fluid == null) { return null; } Map<Fluid, int[]> cache = flowing ? flowingRenderCache : stillRenderCache; int[] diplayLists = cache.get(fluid); if (diplayLists != null) { return diplayLists; } diplayLists = new int[DISPLAY_STAGES]; if (fluid.getBlock() != null) { liquidBlock.baseBlock = fluid.getBlock(); liquidBlock.texture = getFluidTexture(fluidStack, flowing); } else { liquidBlock.baseBlock = Blocks.water; liquidBlock.texture = getFluidTexture(fluidStack, flowing); } cache.put(fluid, diplayLists); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_CULL_FACE); for (int s = 0; s < DISPLAY_STAGES; ++s) { diplayLists[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(diplayLists[s], 4864 /*GL_COMPILE*/); liquidBlock.minX = 0f; liquidBlock.minY = 0; liquidBlock.minZ = 0; liquidBlock.maxX = 1f; liquidBlock.maxY = (float) s / (float) DISPLAY_STAGES; liquidBlock.maxZ = 1; RenderEntityBlock.INSTANCE.renderBlock(liquidBlock); GL11.glEndList(); } GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); return diplayLists; }
From source file:com.colonycraft.rendering.world.ChunkMeshRenderer.java
License:Apache License
public static void renderChunkMesh(World world, Chunk chunk, int meshType) { /* Bind the correct texture */ GL11.glEnable(GL11.GL_TEXTURE_2D); TextureStorage.getTexture("terrain").bind(); if (meshType == ChunkMesh.MESH_OPAQUE) { GL11.glDisable(GL11.GL_BLEND);//from ww w .j ava 2s .co m } else if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); } ChunkMesh cmesh = chunk.getMesh(); Mesh mesh = cmesh.getMesh(meshType); if (mesh == null) return; /* Bind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, mesh.getVertexBufferHandle()); /* Enable the different kinds of data in the buffer */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glEnableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glEnableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } /* Define the starting positions */ GL11.glVertexPointer(POSITION_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, POSITION_OFFSET * FLOAT_SIZE); GL11.glTexCoordPointer(TEX_COORD_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, TEX_COORD_OFFSET * FLOAT_SIZE); GL20.glVertexAttribPointer(CHUNK_ATTRIBUTE_LIGHT, 2, GL11.GL_FLOAT, false, STRIDE * FLOAT_SIZE, LIGHT_OFFSET * FLOAT_SIZE); /* Draw the buffer */ GL11.glDrawArrays(GL11.GL_QUADS, 0, mesh.vertices()); /* Unbind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); /* Disable the different kinds of data */ GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glDisableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glDisableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_ALPHA_TEST); } }
From source file:com.company.Core.GuiRenderer.java
@Override public void PostRender() { GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:com.crowsofwar.avatar.client.gui.AvatarUiRenderer.java
License:Open Source License
private void renderRadialMenu(ScaledResolution resolution) { int mouseX = Mouse.getX() * resolution.getScaledWidth() / mc.displayWidth; int mouseY = resolution.getScaledHeight() - (Mouse.getY() * resolution.getScaledHeight() / mc.displayHeight); // For some reason, not including this will cause weirdness in 3rd // person/* ww w .j a v a 2 s . c o m*/ GL11.glEnable(GL11.GL_ALPHA_TEST); if (currentBendingMenu != null) { if (currentBendingMenu.updateScreen(mouseX, mouseY, resolution)) { currentBendingMenu = null; if (!(mc.currentScreen instanceof SkillsGui)) mc.setIngameFocus(); } else { currentBendingMenu.drawScreen(mouseX, mouseY, resolution); mc.setIngameNotInFocus(); } } if (fadingSegment != null) { float timeToFade = 500; long timeSinceStart = System.currentTimeMillis() - timeFadeStart; if (timeSinceStart > timeToFade) { fadingSegment = null; } else { float scale = (float) (1 + Math.sqrt(timeSinceStart / 10000f)); fadingSegment.draw(true, resolution, (1 - timeSinceStart / timeToFade) * CLIENT_CONFIG.radialMenuAlpha, scale); } } }
From source file:com.damagedearth.Utilities.Components.TrueTypeFont.java
License:Open Source License
public void drawString(float x, float y, String whatchars, int startIndex, int endIndex, float scaleX, float scaleY, int format) { IntObject intObject = null;/*w w w .j av a 2 s. c o m*/ int charCurrent; int totalwidth = 0; int i = startIndex, d, c; float startY = 0; switch (format) { case ALIGN_RIGHT: { d = -1; c = correctR; while (i < endIndex) { if (whatchars.charAt(i) == '\n') startY -= fontHeight; i++; } break; } case ALIGN_CENTER: { for (int l = startIndex; l <= endIndex; l++) { charCurrent = whatchars.charAt(l); if (charCurrent == '\n') break; if (charCurrent < 256) { intObject = charArray[charCurrent]; } else { intObject = (IntObject) customChars.get(new Character((char) charCurrent)); } totalwidth += intObject.width - correctL; } totalwidth /= -2; } case ALIGN_LEFT: default: { d = 1; c = correctL; break; } } GL11.glEnable(GL11.GL_BLEND); // Enabled blending GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // selects blending method GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); while (i >= startIndex && i <= endIndex) { charCurrent = whatchars.charAt(i); if (charCurrent < 256) { intObject = charArray[charCurrent]; } else { intObject = (IntObject) customChars.get(new Character((char) charCurrent)); } if (intObject != null) { if (d < 0) totalwidth += (intObject.width - c) * d; if (charCurrent == '\n') { startY -= fontHeight * d; totalwidth = 0; if (format == ALIGN_CENTER) { for (int l = i + 1; l <= endIndex; l++) { charCurrent = whatchars.charAt(l); if (charCurrent == '\n') break; if (charCurrent < 256) { intObject = charArray[charCurrent]; } else { intObject = (IntObject) customChars.get(new Character((char) charCurrent)); } totalwidth += intObject.width - correctL; } totalwidth /= -2; } //if center get next lines total width/2; } else { drawQuad((totalwidth + intObject.width) * scaleX + x, startY * scaleY + y, totalwidth * scaleX + x, (startY + intObject.height) * scaleY + y, intObject.storedX + intObject.width, intObject.storedY + intObject.height, intObject.storedX, intObject.storedY); if (d > 0) totalwidth += (intObject.width - c) * d; } i += d; } } GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
/** * Renders a box with any size and any color. * * @param x// w ww . j ava 2 s. co m * @param y * @param z * @param x2 * @param y2 * @param z2 * @param color */ public static void box(double x, double y, double z, double x2, double y2, double z2, float red, float green, float blue, float alpha) { x = x - Minecraft.getMinecraft().getRenderManager().renderPosX; y = y - Minecraft.getMinecraft().getRenderManager().renderPosY; z = z - Minecraft.getMinecraft().getRenderManager().renderPosZ; x2 = x2 - Minecraft.getMinecraft().getRenderManager().renderPosX; y2 = y2 - Minecraft.getMinecraft().getRenderManager().renderPosY; z2 = z2 - Minecraft.getMinecraft().getRenderManager().renderPosZ; GL11.glBlendFunc(770, 771); GL11.glEnable(GL_BLEND); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glDepthMask(false); GL11.glColor4f(red, green, blue, alpha); drawColorBox(new AxisAlignedBB(x, y, z, x2, y2, z2), red, green, blue, alpha); GL11.glColor4d(0, 0, 0, 0.5F); drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2)); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL_BLEND); }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
/** * Renders a frame with any size and any color. * * @param x/*from ww w . j ava2s . c om*/ * @param y * @param z * @param x2 * @param y2 * @param z2 * @param color */ public static void frame(double x, double y, double z, double x2, double y2, double z2, Color color) { x = x - Minecraft.getMinecraft().getRenderManager().renderPosX; y = y - Minecraft.getMinecraft().getRenderManager().renderPosY; z = z - Minecraft.getMinecraft().getRenderManager().renderPosZ; x2 = x2 - Minecraft.getMinecraft().getRenderManager().renderPosX; y2 = y2 - Minecraft.getMinecraft().getRenderManager().renderPosY; z2 = z2 - Minecraft.getMinecraft().getRenderManager().renderPosZ; GL11.glBlendFunc(770, 771); GL11.glEnable(GL_BLEND); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL_DEPTH_TEST); GL11.glDepthMask(false); setColor(color); drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2)); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL_BLEND); }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
/** * Renders an ESP box with the size of a normal block at the specified * BlockPos.//from w w w . j a v a 2 s .c om */ public static void blockEsp(BlockPos blockPos, Color c, double length, double length2) { double x = blockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX; double y = blockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY; double z = blockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ; GL11.glPushMatrix(); GL11.glBlendFunc(770, 771); GL11.glEnable(GL_BLEND); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glColor4d(c.getRed() / 255f, c.getGreen() / 255f, c.getBlue() / 255f, 0.15); drawColorBox(new AxisAlignedBB(x, y, z, x + length2, y + 1.0, z + length), 0F, 0F, 0F, 0F); GL11.glColor4d(0, 0, 0, 0.5); drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + length2, y + 1.0, z + length)); GL11.glLineWidth(2.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL_BLEND); GL11.glPopMatrix(); }
From source file:com.darkcart.xdolf.util.RenderUtils.java
License:Open Source License
public static void blockEspFrame(BlockPos blockPos, double red, double green, double blue) { double x = blockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX; double y = blockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY; double z = blockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ; GL11.glBlendFunc(770, 771);//from ww w . j a v a 2 s . com GL11.glEnable(GL_BLEND); GL11.glLineWidth(1.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glColor4d(red, green, blue, 0.5); drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + 1.0, y + 1.0, z + 1.0)); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL_BLEND); }