Example usage for org.lwjgl.opengl GL11 glEnable

List of usage examples for org.lwjgl.opengl GL11 glEnable

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glEnable.

Prototype

public static void glEnable(@NativeType("GLenum") int target) 

Source Link

Document

Enables the specified OpenGL state.

Usage

From source file:com.ethylamine.fsynthesis.client.renderer.tileentity.TungstenChestTESR.java

License:Open Source License

private void renderTungstenChest(TungstenChestTE te, float tick) {
    final int x = te.xCoord;
    final int y = te.yCoord;
    final int z = te.zCoord;
    final World world = te.getWorldObj();

    GL11.glPushMatrix();/*from w w w . jav a 2 s.com*/

    // Position Renderer
    bindTexture(TEXTURE);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glScalef(1.0F, -1.0F, -1.0F); //flip & rotate
    GL11.glTranslatef(0.5F, 0.5F, 0.5F); //translate block pos around fromBLK ORG

    final int metadata = world.getBlockMetadata(x, y, z);
    final Orientation orientation = Orientation.getdecodedOrientation(metadata);
    GL11.glRotatef(getAngleFromOrientation(orientation), 0.0F, -1.0F, 0.0F);

    GL11.glTranslatef(-0.5F, -0.5F, -0.5F); //translate BLK ORG to block pos

    //lid angle.
    float adjLDAngle = te.getPrevLidAngle() + (te.getLidAngle() - te.getPrevLidAngle()) * tick;
    adjLDAngle = 1.0F - adjLDAngle;
    adjLDAngle = 1.0F - adjLDAngle * adjLDAngle * adjLDAngle;
    //noinspection NumericCastThatLosesPrecision
    vanillaChest.chestLid.rotateAngleX = -(adjLDAngle * (float) Math.PI / 2.0F);

    vanillaChest.renderAll();

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}

From source file:com.fatality.skillcraft.api.utils.GuiSliderButton.java

License:Open Source License

public void drawButton(Minecraft mc, int i, int j) {

    if (this.visible) {

        boolean flag = Mouse.isButtonDown(0);
        int k1 = this.xPosition;
        int k2 = k1 + this.width;

        int l1 = this.yPosition;
        int l2 = l1 + (int) maxValue;
        if (flag && i >= k1 && j >= l1 && i < k2 && j < l2) {
            this.isScrolling = true;
        }//from   w ww .jav  a 2 s.  co m

        if (!flag) {
            this.isScrolling = false;
        }

        int scrollING = 0;
        if (isScrolling) {
            scrollING = this.width;
        }

        this.wasClicking = flag;

        mc.getTextureManager().bindTexture(texture);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        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.xPosition, this.yPosition + (int) sliderValue, textureX + scrollING,
                textureY, this.width, this.height);
        this.mouseDragged(mc, i, j);
    }
}

From source file:com.fireball1725.firelib.guimaker.GuiMakerGuiContainer.java

License:Open Source License

@SideOnly(Side.CLIENT)
public void scissorCut(int x, int y, int w, int h) {
    ScaledResolution scaledResolution = new ScaledResolution(Minecraft.getMinecraft());
    int scale = scaledResolution.getScaleFactor();

    GL11.glEnable(GL11.GL_SCISSOR_TEST);
    GL11.glScissor(x * scale, y * scale, w * scale, h * scale);
}

From source file:com.fireball1725.firelib.renderer.layers.LayerSword.java

License:Open Source License

@SideOnly(Side.CLIENT)
@Override/*from w ww. ja v a 2s. c o m*/
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount,
        float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
    UUID playerUUID = entitylivingbaseIn.getGameProfile().getId();

    if (!Benihime.hasUser(playerUUID) || entitylivingbaseIn.isInvisible())
        return;

    if (entitylivingbaseIn.isWearing(EnumPlayerModelParts.CAPE))
        return;

    if (entitylivingbaseIn.isSneaking()) {
        GlStateManager.translate(0.0f, 0.2f, 0.0f);
        GlStateManager.rotate(28.6479f, 1.0f, 0.0f, 0.0f);
    }

    Minecraft.getMinecraft().getTextureManager().bindTexture(swordTex);

    GlStateManager.rotate(90.0f, 1.0f, 0.0f, 0.0f);
    GlStateManager.translate(-0.25f, 0.14f, -0.05f);
    GlStateManager.rotate(-38.0f, 0.0f, 1.0f, 0.0f);
    swordModel.renderAllExcept("Benihime_Tassle");

    if (entitylivingbaseIn.isSneaking()) {
        GlStateManager.translate(0.25f, -0.14f, 0.05f);
        GlStateManager.rotate(38.0f, 0.0f, 1.0f, 0.0f);
        GlStateManager.rotate(-28.6479f, 1.0f, 0.0f, 0.0f);
        GlStateManager.translate(-0.25f, 0.14f, -0.05f);
        GlStateManager.rotate(-38.0f, 0.0f, 1.0f, 0.0f);
        GlStateManager.translate(0.026f, -0.021f, -0.101f);
    }

    GL11.glDisable(GL11.GL_LIGHTING);
    double d0 = entitylivingbaseIn.prevChasingPosX
            + (entitylivingbaseIn.chasingPosX - entitylivingbaseIn.prevChasingPosX) * partialTicks
            - (entitylivingbaseIn.prevPosX
                    + (entitylivingbaseIn.posX - entitylivingbaseIn.prevPosX) * partialTicks);
    double d1 = entitylivingbaseIn.prevChasingPosY
            + (entitylivingbaseIn.chasingPosY - entitylivingbaseIn.prevChasingPosY) * partialTicks
            - (entitylivingbaseIn.prevPosY
                    + (entitylivingbaseIn.posY - entitylivingbaseIn.prevPosY) * partialTicks);
    double d2 = entitylivingbaseIn.prevChasingPosZ
            + (entitylivingbaseIn.chasingPosZ - entitylivingbaseIn.prevChasingPosZ) * partialTicks
            - (entitylivingbaseIn.prevPosZ
                    + (entitylivingbaseIn.posZ - entitylivingbaseIn.prevPosZ) * partialTicks);
    float f = entitylivingbaseIn.prevRenderYawOffset
            + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks;
    double d3 = MathHelper.sin(f * 0.017453292f);
    double d4 = -MathHelper.cos(f * 0.017453292f);
    float f1 = MathHelper.clamp((float) d1 * 50.0f, -6.0f, 180.0f);
    float f2 = Math.max(0, (float) (d0 * d3 + d2 * d4) * 100.0f);
    float f3 = (float) (d0 * d4 - d2 * d3) * 100.0f;
    float f4 = entitylivingbaseIn.prevCameraYaw
            + (entitylivingbaseIn.cameraYaw - entitylivingbaseIn.prevCameraYaw) * partialTicks;
    f1 += MathHelper.sin((entitylivingbaseIn.prevDistanceWalkedModified
            + (entitylivingbaseIn.distanceWalkedModified - entitylivingbaseIn.prevDistanceWalkedModified)
                    * partialTicks)
            * 6.0f) * 32.0f * f4;
    GlStateManager.rotate(-51f, 0f, 1f, 0f);
    GlStateManager.translate(0.2017f, 0.0242f, 0.235f);
    GlStateManager.rotate(Math.max(-f2 / 2.0f - f1, -180), 0.0f, 0.0f, 1.0f);
    GlStateManager.rotate(f3 / 2.0f, 0.0f, 1.0f, 0.0f);
    GlStateManager.rotate(-f3 / 2.0f, 1.0f, 0.0f, 0.0f);
    GlStateManager.translate(0.0585f, -0.026f, -0.3f);
    swordModel.renderOnly("Benihime_Tassle");
    GL11.glEnable(GL11.GL_LIGHTING);
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Context.java

License:MIT License

@Override
public void enableCapability(Capability capability) {
    checkCreated();//  w w w.jav  a2  s .c om
    GL11.glEnable(capability.getGLConstant());
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.freyja.FES.client.renderers.ItemRenderInjector.java

License:LGPL

private void renderInjector(float x, float y, float z, float scale) {
    GL11.glPushMatrix();/*from   w w w  . j  a va  2s. c  o  m*/

    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glTranslatef(x, y, z);
    GL11.glScalef(scale, scale, scale);
    GL11.glRotatef(180f, 0f, 1f, 0f);
    FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/FES/textures/injector.png");
    modelInjector.render();

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glPopMatrix();
}

From source file:com.gameminers.ethereal.architect.ModelCanvas.java

License:Open Source License

@Override
protected void paintGL() {
    try {/*from  w  w  w.jav  a  2 s .c  o  m*/
        if (getWidth() != current_width || getHeight() != current_height) {
            current_width = getWidth();
            current_height = getHeight();
            GL11.glViewport(0, 0, current_width, current_height);
        }
        GL11.glClearColor(0.0f, 0.6f, 0.5f, 1.0f);
        GL11.glClearDepth(1.0);
        GL11.glColor3f(1, 1, 1);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glLoadIdentity();
        GLU.gluPerspective(45.0f, (float) getWidth() / (float) getHeight(), 0.1f, 1000.0f);
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPushMatrix();
        GL11.glTranslatef(0, 0, zoom);
        GL11.glRotatef(angle, 0f, 1f, 0f);
        GL11.glRotatef(tilt, 1f, 0f, 0f);
        GL11.glTranslatef(-16, -16, -16);
        if (lit) {
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_LIGHT0);
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition);
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, lightAmbient);
        } else {
            GL11.glDisable(GL11.GL_LIGHTING);
        }
        if (textured) {
            GL11.glEnable(GL11.GL_TEXTURE_2D);
        } else {
            GL11.glDisable(GL11.GL_TEXTURE_2D);
        }
        if (model != null) {
            if (model.isAmbientOcclusionEnabled()) {
                GL11.glShadeModel(GL11.GL_SMOOTH);
            } else {
                GL11.glShadeModel(GL11.GL_FLAT);
            }
            for (ModelElement ele : model.getElements()) {
                GL11.glPushMatrix();
                if (ele.isShade()) {
                    GL11.glEnable(GL11.GL_LIGHTING);
                } else {
                    GL11.glDisable(GL11.GL_LIGHTING);
                }
                float fromX = ele.getFrom()[0];
                float fromY = ele.getFrom()[1];
                float fromZ = ele.getFrom()[2];
                float toX = ele.getTo()[0];
                float toY = ele.getTo()[1];
                float toZ = ele.getTo()[2];

                float fX = (fromX > toX ? fromX : toX);
                float fY = (fromY > toY ? fromY : toY);
                float fZ = (fromZ > toZ ? fromZ : toZ);
                float tX = (fromX > toX ? toX : fromX);
                float tY = (fromY > toY ? toY : fromY);
                float tZ = (fromZ > toZ ? toZ : fromZ);

                GL11.glTranslatef(fX, fY, fZ);
                float scaleX = tX - fX;
                float scaleY = tY - fY;
                float scaleZ = tZ - fZ;
                GL11.glBegin(GL11.GL_QUADS);
                GL11.glNormal3f(0, 0, -1f);
                for (int i = 0; i < vertices.length / 3; i++) {
                    int faceIdx = i / 4;
                    ModelFace face;
                    switch (faceIdx) {
                    case 0:
                        face = ele.getFaces().getNorth();
                        break;
                    case 1:
                        face = ele.getFaces().getSouth();
                        break;
                    case 2:
                        face = ele.getFaces().getUp();
                        break;
                    case 3:
                        face = ele.getFaces().getDown();
                        break;
                    case 4:
                        face = ele.getFaces().getWest();
                        break;
                    case 5:
                        face = ele.getFaces().getEast();
                        break;
                    default:
                        face = null;
                        break;
                    }
                    int idx = i * 3;
                    float vX = vertices[idx] * scaleX;
                    float vY = vertices[idx + 1] * scaleY;
                    float vZ = vertices[idx + 2] * scaleZ;
                    /*float u;
                    float v;
                    GL11.glTexCoord2f(u, v);*/
                    GL11.glVertex3f(vX, vY, vZ);
                }
                GL11.glEnd();
                GL11.glPopMatrix();
            }
        }
        GL11.glPopMatrix();
        swapBuffers();
        repaint();
    } catch (LWJGLException e) {
        throw new RuntimeException(e);
    }
}

From source file:com.gameminers.mav.component.TextField.java

License:Open Source License

@Override
public void doRender() {
    if (viewPos > str.length()) {
        viewPos = str.length();/*  w w  w. jav a2  s  .c o  m*/
    } else if (viewPos < 0) {
        viewPos = 0;
    }
    frames++;
    float[] fg = RenderState.getColor(0.8f);
    float[] bg = RenderState.getColor(0.3f);
    Rendering.drawRectangle(0, 0, 16, 16, 1, 0, 0, 0, 0);
    Rendering.drawRectangle(0, 0, width, height, fg[0], fg[1], fg[2], 1.0f, 0f);
    Rendering.drawRectangle(2, 2, width - 4, height - 4, bg[0], bg[1], bg[2], 1.0f, 0f);

    // roughly ported from Glass Pane
    if (cursorPos < 0) {
        cursorPos = 0;
    } else if (cursorPos > content.length()) {
        cursorPos = content.length();
    }
    String trimmedText = Fonts.trimStringToWidth(str.substring(viewPos), Fonts.base[1], width - 24);
    int trimmedLength = trimmedText.length();
    if (cursorPos > viewPos + trimmedLength) {
        viewPos = cursorPos - trimmedLength;
    } else if (cursorPos < viewPos) {
        viewPos = cursorPos;
    }
    int len = Fonts.base[1].getWidth(trimmedText);
    int mod = (int) (len >= width - 16 ? len - (width - 16) : 0);
    if (viewPos == 0) {
        mod = 0;
    }
    if (focused) {
        Rendering.drawRectangle(
                (8 - mod) + Fonts.base[1].getWidth(
                        trimmedText.substring(0, Math.min(trimmedLength, Math.max(0, cursorPos - viewPos)))),
                6, 2, height - 12, 1, 1, 1, (1.0f - ((frames % 25) / 40f)) / (Display.isActive() ? 1f : 4f),
                0.2f);
    }
    GL11.glEnable(GL11.GL_SCISSOR_TEST);
    GL11.glScissor((int) x + 8, Display.getHeight() - (int) (y + height), (int) width - 16, (int) height);
    Fonts.base[1].drawString(8 - mod, 1, trimmedText);
    GL11.glDisable(GL11.GL_SCISSOR_TEST);
}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void drawPolygon(float x, float y, float radius, float r, float g, float b, float a, int count,
        float z) {
    GL11.glPushMatrix();/*from ww  w .  j  a va2 s.  c  om*/
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glTranslatef(x, y, z);
    GL11.glColor4f(r, g, b, a);
    GL11.glBegin(GL11.GL_POLYGON);
    for (int i = 0; i < count; ++i) {
        GL11.glVertex2d(Math.sin(i / ((double) count) * 2 * Math.PI) * (radius),
                Math.cos(i / ((double) count) * 2 * Math.PI) * (radius));
    }
    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 drawTriangle(float x, float y, float radius, float r, float g, float b, float a, float z) {
    GL11.glPushMatrix();/*from www  .  j  av  a  2 s  . com*/
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glTranslatef(x, y, z);
    GL11.glColor4f(r, g, b, a);
    GL11.glBegin(GL11.GL_TRIANGLES);
    for (int i = 0; i < 3; ++i) {
        GL11.glVertex2d(Math.sin(i / ((double) 3) * 2 * Math.PI) * (radius),
                Math.cos(i / 3D * 2 * Math.PI) * (radius));
    }
    GL11.glEnd();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();
}