Example usage for org.lwjgl.opengl GL11 glShadeModel

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

Introduction

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

Prototype

public static native void glShadeModel(@NativeType("GLenum") int mode);

Source Link

Document

Sets the current shade mode.

Usage

From source file:thaumic.tinkerer.client.core.helper.ClientHelper.java

License:Creative Commons License

public static void drawGradientRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) {
    float var7 = (par5 >> 24 & 255) / 255.0F;
    float var8 = (par5 >> 16 & 255) / 255.0F;
    float var9 = (par5 >> 8 & 255) / 255.0F;
    float var10 = (par5 & 255) / 255.0F;
    float var11 = (par6 >> 24 & 255) / 255.0F;
    float var12 = (par6 >> 16 & 255) / 255.0F;
    float var13 = (par6 >> 8 & 255) / 255.0F;
    float var14 = (par6 & 255) / 255.0F;
    GL11.glDisable(GL11.GL_TEXTURE_2D);//from w w  w. j a v a 2 s .  c  o  m
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    Tessellator var15 = Tessellator.instance;
    var15.startDrawingQuads();
    var15.setColorRGBA_F(var8, var9, var10, var7);
    var15.addVertex(par3, par2, z);
    var15.addVertex(par1, par2, z);
    var15.setColorRGBA_F(var12, var13, var14, var11);
    var15.addVertex(par1, par4, z);
    var15.addVertex(par3, par4, z);
    var15.draw();
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glShadeModel(int a) {
    GL11.glShadeModel(a);
}

From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java

License:Apache License

private void initGL() {
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*ww  w.ja v  a 2s .  com*/
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0, 0, 0, 0);
    GL11.glClearDepth(1);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GLU.gluPerspective(45, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:totemic_commons.pokefenn.client.RenderHelper.java

License:MIT License

public static void renderStar(int color, float xScale, float yScale, float zScale, long seed) {
    Tessellator tessellator = Tessellator.instance;

    int ticks = (int) (Minecraft.getMinecraft().theWorld.getTotalWorldTime() % 200);
    if (ticks >= 100)
        ticks = 200 - ticks - 1;//from w w w. j av  a  2 s  . c  om

    float f1 = ticks / 200F;
    float f2 = 0F;
    if (f1 > 0.7F)
        f2 = (f1 - 0.7F) / 0.2F;
    Random random = new Random(seed);

    GL11.glPushMatrix();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(770, 1);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(false);
    GL11.glTranslatef(0F, -1F, -2F);
    GL11.glScalef(xScale, yScale, zScale);

    for (int i = 0; i < (f1 + f1 * f1) / 2F * 90F + 30F; i++) {
        GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 0F, 1F);
        GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F + f1 * 90F, 0F, 0F, 1F);
        tessellator.startDrawing(GL11.GL_TRIANGLE_FAN);
        float f3 = random.nextFloat() * 20F + 5F + f2 * 10F;
        float f4 = random.nextFloat() * 2F + 1F + f2 * 2F;
        tessellator.setColorRGBA_I(color, (int) (255F * (1F - f2)));
        tessellator.addVertex(0, 0, 0);
        tessellator.setColorRGBA_F(0F, 0F, 0F, 0);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0, f3, 1F * f4);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.draw();
    }

    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glPopMatrix();
}

From source file:vazkii.botania.client.core.handler.TiaraWingRenderHandler.java

License:Creative Commons License

private void renderHalo(EntityPlayer player, float partialTicks) {

    float yaw = player.prevRotationYawHead
            + (player.rotationYawHead - player.prevRotationYawHead) * partialTicks;
    float yawOffset = player.prevRenderYawOffset
            + (player.renderYawOffset - player.prevRenderYawOffset) * partialTicks;
    float pitch = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * partialTicks;

    GL11.glPushMatrix();/* w w w  .j  a v a2  s. c  o m*/
    GL11.glRotatef(yawOffset, 0, -1, 0);
    GL11.glRotatef(yaw - 270, 0, 1, 0);
    GL11.glRotatef(pitch, 0, 0, 1);

    GL11.glShadeModel(GL11.GL_SMOOTH);
    OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glColor4f(1F, 1F, 1F, 1F);

    Minecraft.getMinecraft().renderEngine.bindTexture(textureHalo);

    GL11.glTranslated(0, -player.eyeHeight + (player.isSneaking() ? 0.0625 : 0), 0);
    GL11.glRotated(30, 1, 0, -1);
    GL11.glTranslatef(-0.1F, -0.5F, -0.1F);
    GL11.glRotatef(player.ticksExisted + partialTicks, 0, 1, 0);

    Tessellator tes = Tessellator.instance;
    tes.startDrawingQuads();
    tes.addVertexWithUV(-0.5, 0, -0.5, 0, 0);
    tes.addVertexWithUV(-0.5, 0, 0.5, 0, 1);
    tes.addVertexWithUV(0.5, 0, 0.5, 1, 1);
    tes.addVertexWithUV(0.5, 0, -0.5, 1, 0);
    tes.draw();

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

From source file:vazkii.b_baubles.client.core.helper.RenderHelper.java

License:Open Source License

public static void renderStar(int color, float xScale, float yScale, float zScale, long seed) {
    Tessellator tessellator = Tessellator.instance;

    int ticks = ClientTickHandler.ticksInGame % 200;
    if (ticks >= 100)
        ticks = 200 - ticks - 1;/*from w w  w . j  a va2  s  . c o  m*/

    float f1 = ticks / 200F;
    float f2 = 0F;
    if (f1 > 0.7F)
        f2 = (f1 - 0.7F) / 0.2F;
    Random random = new Random(seed);

    GL11.glPushMatrix();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(770, 1);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(false);
    GL11.glScalef(xScale, yScale, zScale);

    for (int i = 0; i < (f1 + f1 * f1) / 2F * 90F + 30F; i++) {
        GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 0F, 1F);
        GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F);
        GL11.glRotatef(random.nextFloat() * 360F + f1 * 90F, 0F, 0F, 1F);
        tessellator.startDrawing(GL11.GL_TRIANGLE_FAN);
        float f3 = random.nextFloat() * 20F + 5F + f2 * 10F;
        float f4 = random.nextFloat() * 2F + 1F + f2 * 2F;
        tessellator.setColorRGBA_I(color, (int) (255F * (1F - f2)));
        tessellator.addVertex(0, 0, 0);
        tessellator.setColorRGBA_F(0F, 0F, 0F, 0);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0, f3, 1F * f4);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.draw();
    }

    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glColor4f(1F, 1F, 1F, 1F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glPopMatrix();
}

From source file:vazkii.recubed.client.renders.PieChartRender.java

License:Creative Commons License

public Entry renderChart(int radius, int x, int y, int mx, int my) {
    GL11.glPushMatrix();/*from w  w w .j a va  2s. c o m*/
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    Entry tooltip = null;
    float tooltipDeg = 0;

    boolean mouseIn = (x - mx) * (x - mx) + (y - my) * (y - my) <= radius * radius;
    float angle = mouseAngle(x, y, mx, my);
    int highlight = 5;

    GL11.glShadeModel(GL11.GL_SMOOTH);
    float totalDeg = 0;
    for (Entry entry : entries) {
        boolean mouseInSector = mouseIn && angle > totalDeg && angle < totalDeg + entry.angle;
        Color color = new Color(entry.color).brighter();
        Color color1 = ClientCacheHandler.useGradients ? new Color(entry.color).darker().darker() : color;

        if (mouseInSector) {
            tooltip = entry;
            tooltipDeg = totalDeg;

            radius += highlight;
        }

        GL11.glBegin(GL11.GL_TRIANGLE_FAN);

        GL11.glColor4ub((byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue(), (byte) 255);
        GL11.glVertex2i(x, y);

        GL11.glColor4ub((byte) color1.getRed(), (byte) color1.getGreen(), (byte) color1.getBlue(), (byte) 255);
        for (float i = entry.angle; i >= 0; i -= 0.01) {
            float rad = (float) ((i + totalDeg) / 180F * Math.PI);
            GL11.glVertex2d(x + Math.cos(rad) * radius, y + Math.sin(rad) * radius);
        }
        totalDeg += entry.angle;

        GL11.glColor4ub((byte) 0, (byte) 0, (byte) 0, (byte) 255);
        GL11.glVertex2i(x, y);
        GL11.glEnd();

        if (mouseInSector)
            radius -= highlight;
    }
    GL11.glShadeModel(GL11.GL_FLAT);

    totalDeg = 0;
    GL11.glLineWidth(2F);
    GL11.glColor4f(0F, 0F, 0F, 1F);
    for (Entry entry : entries) {
        if (Math.round(entry.angle) == 360)
            break;

        boolean mouseInSector = mouseIn && angle > totalDeg && angle < totalDeg + entry.angle;

        if (mouseInSector)
            radius += highlight;

        float rad = (float) (totalDeg / 180F * Math.PI);

        GL11.glBegin(GL11.GL_LINES);
        GL11.glVertex2i(x, y);
        GL11.glVertex2d(x + Math.cos(rad) * radius, y + Math.sin(rad) * radius);
        GL11.glEnd();

        if (mouseInSector)
            radius -= highlight;

        totalDeg += entry.angle;
    }

    GL11.glLineWidth(3F);
    GL11.glColor4f(0F, 0F, 0F, 1F);

    GL11.glBegin(GL11.GL_LINE_LOOP);
    for (float i = 0; i < 360; i++) {
        boolean sectorHighlighted = tooltip != null && i >= tooltipDeg && i < tooltip.angle + tooltipDeg;
        boolean first = tooltip != null && tooltip.angle != 360 && i - tooltipDeg == 0;
        boolean last = tooltip != null && tooltip.angle != 360 && i - (tooltipDeg + tooltip.angle) == -1;

        if (first)
            addVertexForAngle(x, y, i, radius);

        if (sectorHighlighted)
            radius += highlight;

        addVertexForAngle(x, y, i, radius);

        if (last)
            addVertexForAngle(x, y, i + 1, radius);

        if (sectorHighlighted)
            radius -= highlight;
    }
    GL11.glEnd();

    if (tooltip != null) {
        List<String> tooltipList = new ArrayList(
                Arrays.asList(StatCollector.translateToLocal(tooltip.name), EnumChatFormatting.GRAY + ""
                        + tooltip.val + " (" + Math.round(tooltip.angle / 3.6F * 100D) / 100D + "%)"));
        if (Minecraft.getMinecraft().gameSettings.advancedItemTooltips)
            tooltipList.add(EnumChatFormatting.GRAY + "" + EnumChatFormatting.ITALIC + tooltip.name);
        RenderHelper.renderTooltip(mx, my, tooltipList);
    }

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();

    return tooltip;
}

From source file:vazkii.tinkerer.client.helper.RenderHelper.java

License:Creative Commons License

/** Renders a star, similar to the dragon death animation, must be
 * translated previously **//*w w  w.ja  v  a2 s. c om*/
public static void renderStar(int color, float xScale, float yScale, float zScale) {
    Tessellator tessellator = Tessellator.instance;
    net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting();

    int ticks = (int) (ClientTickHandler.elapsedClientTicks % 200);
    if (ticks >= 100)
        ticks = 200 - ticks - 1;

    float f1 = ticks / 200F;
    float f2 = 0.0F;
    if (f1 > 0.7F)
        f2 = (f1 - 0.7F) / 0.2F;
    Random random = new Random(432L);

    GL11.glPushMatrix();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(770, 1);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(false);
    GL11.glTranslatef(0.0F, -1F, -2F);
    GL11.glScalef(xScale, yScale, zScale);
    for (int i = 0; i < (f1 + f1 * f1) / 2F * 90F + 30F; i++) {
        GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F + f1 * 90F, 0.0F, 0.0F, 1.0F);
        tessellator.startDrawing(6);
        float f3 = random.nextFloat() * 20F + 5F + f2 * 10F;
        float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F;
        tessellator.setColorRGBA_I(color, (int) (255F * (1.0F - f2)));
        tessellator.addVertex(0.0D, 0.0D, 0.0D);
        tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0);
        tessellator.addVertex(-0.86599999999999999D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.86599999999999999D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.0D, f3, 1.0F * f4);
        tessellator.addVertex(-0.86599999999999999D * f4, f3, -0.5F * f4);
        tessellator.draw();
    }

    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glPopMatrix();
}

From source file:voxicity.Voxicity.java

License:Open Source License

static void init(Arguments args) {
    // Load the specified config file
    Config config = new Config(args.get_value("config", "voxicity.properties"));

    String mode = args.get_value("mode", "client");

    if (mode.equals("server")) {
        // Start the server, it spawns its own thread
        // and takes over from here
        new Server(config).run();
    } else if (mode.equals("client")) {
        try {// w w w .j a  va  2  s  .  co m
            System.out.println("Intializing display");
            Display.setDisplayMode(new DisplayMode(1200, 720));
            Display.create();
            Display.setTitle("Voxicity");
            System.out.println("Display created");
        } catch (LWJGLException e) {
            System.out.println("Unable to open Display");
            e.printStackTrace();
            System.exit(1);
        }

        System.out.println("Setting up OpenGL states");
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glClearColor(126.0f / 255.0f, 169.0f / 255.0f, 254.0f / 255.0f, 1.0f);
        GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

        System.out.println("Number of texture units: " + GL11.glGetInteger(GL13.GL_MAX_TEXTURE_UNITS));
        System.out.println(
                "Number of image texture units: " + GL11.glGetInteger(GL20.GL_MAX_TEXTURE_IMAGE_UNITS));
        System.out.println(
                "Number of vertex texture units: " + GL11.glGetInteger(GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS));
        System.out.println("Number of combined vertex/image texture units: "
                + GL11.glGetInteger(GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS));

        try {
            LWJGLRenderer gui_renderer = new LWJGLRenderer();
            LoginGUI login_gui = new LoginGUI();
            ThemeManager theme = ThemeManager.createThemeManager(Voxicity.class.getResource("/login.xml"),
                    gui_renderer);
            GUI gui = new GUI(login_gui, gui_renderer);
            gui.applyTheme(theme);

            while (!login_gui.is_login_pressed()) {
                GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
                gui.update();
                Display.update();

                if (Display.isCloseRequested()) {
                    Display.destroy();
                    System.exit(0);
                }
            }

            Socket client_s = new Socket(login_gui.get_server_name(), 11000);
            Client client = new Client(config, new NetworkConnection(client_s));
            client.run();

            System.out.println("Destroying display");
            Display.destroy();
        }

        // Catch exceptions from the game init and main game-loop

        catch (LWJGLException e) {
            System.out.println(e);
            e.printStackTrace();
            System.exit(1);
        } catch (IOException e) {
            System.out.println(e);
            e.printStackTrace();
            System.exit(1);
        } catch (Exception e) {
            System.out.println(e);
            e.printStackTrace();
        }
    } else {
        System.out.println("Invalid mode: " + mode);
    }
}

From source file:zildo.fwk.opengl.OpenGLGestion.java

License:Open Source License

private void initGL() {
    GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
    GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
    GL11.glClearDepth(1.0f); // Depth Buffer Setup
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do

    // initProjectionScene();

    GL11.glEnable(GL11.GL_CULL_FACE);/*from w  w w.ja  v a2s  . c  om*/

    ByteBuffer temp = ByteBuffer.allocateDirect(16);
    temp.order(ByteOrder.nativeOrder());
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient
    // Light
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse
    // Light
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION,
            (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The
    // Light
    GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One

    // GL11.glEnable(GL11.GL_LIGHTING);

    Display.setVSyncEnabled(true);

}