List of usage examples for org.lwjgl.opengl GL11 glShadeModel
public static native void glShadeModel(@NativeType("GLenum") int mode);
From source file:lyonlancer5.pfsteel.world.dimension.yakusoku.YakusokuSkyRenderer.java
License:Open Source License
@Override @SideOnly(Side.CLIENT)/*from w w w.j a va2 s . c o m*/ public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D); Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f4; if (mc.gameSettings.anaglyph) { float f5 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f6 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f4 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f5; f2 = f6; f3 = f4; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderHelper.disableStandardItemLighting(); float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; if (afloat != null) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(MathHelper.sin(world.getCelestialAngleRadians(partialTicks)) < 0.0F ? 180.0F : 0.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); f4 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; if (mc.gameSettings.anaglyph) { f9 = (f4 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f4 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f4 * 30.0F + f8 * 70.0F) / 100.0F; f4 = f9; f7 = f10; f8 = f11; } tessellator1.startDrawing(6); tessellator1.setColorRGBA_F(f4, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); for (int j = 0; j <= b0; ++j) { f11 = (float) j * (float) Math.PI * 2.0F / (float) b0; float f12 = MathHelper.sin(f11); float f13 = MathHelper.cos(f11); tessellator1.addVertex((double) (f12 * 120.0F), (double) (f13 * 120.0F), (double) (-f13 * 40.0F * afloat[3])); } tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glPushMatrix(); f4 = 1.0F - world.getRainStrength(partialTicks); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, f4); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); f10 = 20.0F; // Size of sun from center mc.renderEngine .bindTexture(new ResourceLocation(ModVersion.modid, "textures/environment/yakusoku_sun.png")); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), 100.0D, (double) (-f10), 0.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 100.0D, (double) (-f10), 1.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 100.0D, (double) f10, 1.0D, 1.0D); tessellator1.addVertexWithUV((double) (-f10), 100.0D, (double) f10, 0.0D, 1.0D); tessellator1.draw(); // Draw sun f10 = 15.0F; // Size of moon from center mc.renderEngine.bindTexture( new ResourceLocation(ModVersion.modid, "textures/environment/yakusoku_moon_phases.png")); int k = world.getMoonPhase(); int l = k % 4; int i1 = k / 4 % 2; float f14 = (float) (l + 0) / 4.0F; float f15 = (float) (i1 + 0) / 2.0F; float f16 = (float) (l + 1) / 4.0F; float f17 = (float) (i1 + 1) / 2.0F; tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), -100.0D, (double) f10, (double) f16, (double) f17); tessellator1.addVertexWithUV((double) f10, -100.0D, (double) f10, (double) f14, (double) f17); tessellator1.addVertexWithUV((double) f10, -100.0D, (double) (-f10), (double) f14, (double) f15); tessellator1.addVertexWithUV((double) (-f10), -100.0D, (double) (-f10), (double) f16, (double) f15); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); float f18 = world.getStarBrightness(partialTicks) * f4; if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starGLCallList); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); //GL11.glColor3f(0.2F + 0.04F, f2 * 0.6F + 0.1F, f3 * 0.2F + 0.04F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:mattparks.mods.starcraft.io.client.SCIoSkyProvider.java
License:LGPL
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D);/*from w w w .ja va 2 s . co m*/ Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f6; if (mc.gameSettings.anaglyph) { float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f4; f2 = f5; f3 = f6; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); // OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; float f18 = world.getStarBrightness(partialTicks); if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starList); } afloat = new float[4]; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); afloat[0] = 255 / 255.0F; afloat[1] = 194 / 255.0F; afloat[2] = 180 / 255.0F; afloat[3] = 0.3F; f6 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; float var12; if (mc.gameSettings.anaglyph) { f9 = (f6 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f6 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f6 * 30.0F + f8 * 70.0F) / 100.0F; f6 = f9; f7 = f10; f8 = f11; } final Tessellator var23 = Tessellator.instance; tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3] * 2); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render sun aura f10 = 20.0F; tessellator1.addVertex((double) -f10, 100.0D, (double) -f10); tessellator1.addVertex((double) 0, 100.0D, (double) -f10 * 1.5F); tessellator1.addVertex((double) f10, 100.0D, (double) -f10); tessellator1.addVertex((double) f10 * 1.5F, 100.0D, (double) 0); tessellator1.addVertex((double) f10, 100.0D, (double) f10); tessellator1.addVertex((double) 0, 100.0D, (double) f10 * 1.5F); tessellator1.addVertex((double) -f10, 100.0D, (double) f10); tessellator1.addVertex((double) -f10 * 1.5F, 100.0D, (double) 0); tessellator1.addVertex((double) -f10, 100.0D, (double) -f10); tessellator1.draw(); tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render larger sun aura f10 = 40.0F; tessellator1.addVertex((double) -f10, 100.0D, (double) -f10); tessellator1.addVertex((double) 0, 100.0D, (double) -f10 * 1.5F); tessellator1.addVertex((double) f10, 100.0D, (double) -f10); tessellator1.addVertex((double) f10 * 1.5F, 100.0D, (double) 0); tessellator1.addVertex((double) f10, 100.0D, (double) f10); tessellator1.addVertex((double) 0, 100.0D, (double) f10 * 1.5F); tessellator1.addVertex((double) -f10, 100.0D, (double) f10); tessellator1.addVertex((double) -f10 * 1.5F, 100.0D, (double) 0); tessellator1.addVertex((double) -f10, 100.0D, (double) -f10); tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_TEXTURE_2D); // OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO); GL11.glPushMatrix(); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); // Render sun f10 = 14.0F; mc.renderEngine.bindTexture(sunTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), 400.0D, (double) (-f10), 0.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 400.0D, (double) (-f10), 1.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 400.0D, (double) f10, 1.0D, 1.0D); tessellator1.addVertexWithUV((double) (-f10), 400.0D, (double) f10, 0.0D, 1.0D); tessellator1.draw(); // JUPITER: var12 = 10.0F; final float jupiterRotation = (float) (world.getSpawnPoint().posZ - mc.thePlayer.posZ) * 0.01F; GL11.glRotatef(-180.0F, 0.0F, 1.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 5F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 100.0F, 1.0F, 0.0F, 0.0F); var12 = 30.0F; FMLClientHandler.instance().getClient().renderEngine.bindTexture(SCIoSkyProvider.jupiterTexture); var23.startDrawingQuads(); var23.addVertexWithUV(-var12, 75.0D, -var12, 0.0D, 0.0D); var23.addVertexWithUV(var12, 75.0D, -var12, 1.0D, 0.0D); var23.addVertexWithUV(var12, 75.0D, var12, 1.0D, 1.0D); var23.addVertexWithUV(-var12, 75.0D, var12, 0.0D, 1.0D); var23.draw(); // Render earth f10 = 0.5F; GL11.glScalef(0.6F, 0.6F, 0.6F); GL11.glRotatef(40.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(SCIoSkyProvider.overworldTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV(-f10, -100.0D, f10, 0, 1); tessellator1.addVertexWithUV(f10, -100.0D, f10, 1, 1); tessellator1.addVertexWithUV(f10, -100.0D, -f10, 1, 0); tessellator1.addVertexWithUV(-f10, -100.0D, -f10, 0, 0); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(f1 * 0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:mattparks.mods.starcraft.titan.client.SCTitanSkyProvider.java
License:LGPL
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D);// w w w.j a v a 2s . c o m Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f6; if (mc.gameSettings.anaglyph) { float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f4; f2 = f5; f3 = f6; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); // OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; float f18 = world.getStarBrightness(partialTicks); if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starList); } afloat = new float[4]; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); afloat[0] = 255 / 255.0F; afloat[1] = 194 / 255.0F; afloat[2] = 180 / 255.0F; afloat[3] = 0.3F; f6 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; float var12; if (mc.gameSettings.anaglyph) { f9 = (f6 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f6 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f6 * 30.0F + f8 * 70.0F) / 100.0F; f6 = f9; f7 = f10; f8 = f11; } final Tessellator var23 = Tessellator.instance; tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3] * 2); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render sun aura f10 = 20.0F; tessellator1.addVertex((double) -f10, 200.0D, (double) -f10); tessellator1.addVertex((double) 0, 200.0D, (double) -f10 * 1.5F); tessellator1.addVertex((double) f10, 200.0D, (double) -f10); tessellator1.addVertex((double) f10 * 1.5F, 200.0D, (double) 0); tessellator1.addVertex((double) f10, 200.0D, (double) f10); tessellator1.addVertex((double) 0, 200.0D, (double) f10 * 1.5F); tessellator1.addVertex((double) -f10, 200.0D, (double) f10); tessellator1.addVertex((double) -f10 * 1.5F, 200.0D, (double) 0); tessellator1.addVertex((double) -f10, 200.0D, (double) -f10); tessellator1.draw(); tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render larger sun aura f10 = 40.0F; tessellator1.addVertex((double) -f10, 200.0D, (double) -f10); tessellator1.addVertex((double) 0, 200.0D, (double) -f10 * 1.5F); tessellator1.addVertex((double) f10, 200.0D, (double) -f10); tessellator1.addVertex((double) f10 * 1.5F, 200.0D, (double) 0); tessellator1.addVertex((double) f10, 200.0D, (double) f10); tessellator1.addVertex((double) 0, 200.0D, (double) f10 * 1.5F); tessellator1.addVertex((double) -f10, 200.0D, (double) f10); tessellator1.addVertex((double) -f10 * 1.5F, 200.0D, (double) 0); tessellator1.addVertex((double) -f10, 200.0D, (double) -f10); tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_TEXTURE_2D); // OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO); GL11.glPushMatrix(); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); // Render sun f10 = 14.0F; mc.renderEngine.bindTexture(sunTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((double) (-f10), 450.0D, (double) (-f10), 0.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 450.0D, (double) (-f10), 1.0D, 0.0D); tessellator1.addVertexWithUV((double) f10, 450.0D, (double) f10, 1.0D, 1.0D); tessellator1.addVertexWithUV((double) (-f10), 450.0D, (double) f10, 0.0D, 1.0D); tessellator1.draw(); // saturn: var12 = 10.0F; final float saturnRotation = (float) (world.getSpawnPoint().posZ - mc.thePlayer.posZ) * 0.01F; GL11.glRotatef(-180.0F, 0.0F, 1.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 5F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 100.0F, 1.0F, 0.0F, 0.0F); var12 = 30.0F; FMLClientHandler.instance().getClient().renderEngine.bindTexture(SCTitanSkyProvider.saturnTexture); var23.startDrawingQuads(); var23.addVertexWithUV(-var12, 75.0D, -var12, 0.0D, 0.0D); var23.addVertexWithUV(var12, 75.0D, -var12, 1.0D, 0.0D); var23.addVertexWithUV(var12, 75.0D, var12, 1.0D, 1.0D); var23.addVertexWithUV(-var12, 75.0D, var12, 0.0D, 1.0D); var23.draw(); // Render earth f10 = 0.5F; GL11.glScalef(0.6F, 0.6F, 0.6F); GL11.glRotatef(40.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(SCTitanSkyProvider.overworldTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV(-f10, -100.0D, f10, 0, 1); tessellator1.addVertexWithUV(f10, -100.0D, f10, 1, 1); tessellator1.addVertexWithUV(f10, -100.0D, -f10, 1, 0); tessellator1.addVertexWithUV(-f10, -100.0D, -f10, 0, 0); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) f8); tessellator1.addVertex((double) f8, (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f9, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) (-f8)); tessellator1.addVertex((double) (-f8), (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) f8); tessellator1.addVertex((double) f8, (double) f10, (double) (-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(f1 * 0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:micdoodle8.mods.galacticraft.planets.mars.client.SkyProviderMars.java
License:LGPL
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D);/*from w w w. jav a2 s. c o m*/ Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f6; if (mc.gameSettings.anaglyph) { float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f4; f2 = f5; f3 = f6; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; float f18 = world.getStarBrightness(partialTicks); if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starList); } afloat = new float[4]; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); afloat[0] = 255 / 255.0F; afloat[1] = 194 / 255.0F; afloat[2] = 180 / 255.0F; afloat[3] = 0.3F; f6 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; if (mc.gameSettings.anaglyph) { f9 = (f6 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f6 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f6 * 30.0F + f8 * 70.0F) / 100.0F; f6 = f9; f7 = f10; f8 = f11; } tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3] * 2); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render sun aura f10 = 20.0F; tessellator1.addVertex(-f10, 100.0D, -f10); tessellator1.addVertex(0, 100.0D, (double) -f10 * 1.5F); tessellator1.addVertex(f10, 100.0D, -f10); tessellator1.addVertex((double) f10 * 1.5F, 100.0D, 0); tessellator1.addVertex(f10, 100.0D, f10); tessellator1.addVertex(0, 100.0D, (double) f10 * 1.5F); tessellator1.addVertex(-f10, 100.0D, f10); tessellator1.addVertex((double) -f10 * 1.5F, 100.0D, 0); tessellator1.addVertex(-f10, 100.0D, -f10); tessellator1.draw(); tessellator1.startDrawing(GL11.GL_TRIANGLE_FAN); tessellator1.setColorRGBA_F(f6, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); // Render larger sun aura f10 = 40.0F; tessellator1.addVertex(-f10, 100.0D, -f10); tessellator1.addVertex(0, 100.0D, (double) -f10 * 1.5F); tessellator1.addVertex(f10, 100.0D, -f10); tessellator1.addVertex((double) f10 * 1.5F, 100.0D, 0); tessellator1.addVertex(f10, 100.0D, f10); tessellator1.addVertex(0, 100.0D, (double) f10 * 1.5F); tessellator1.addVertex(-f10, 100.0D, f10); tessellator1.addVertex((double) -f10 * 1.5F, 100.0D, 0); tessellator1.addVertex(-f10, 100.0D, -f10); tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_TEXTURE_2D); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO); GL11.glPushMatrix(); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); // Render sun f10 = 14.0F; mc.renderEngine.bindTexture(SkyProviderMars.sunTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV(-f10, 100.0D, -f10, 0.0D, 0.0D); tessellator1.addVertexWithUV(f10, 100.0D, -f10, 1.0D, 0.0D); tessellator1.addVertexWithUV(f10, 100.0D, f10, 1.0D, 1.0D); tessellator1.addVertexWithUV(-f10, 100.0D, f10, 0.0D, 1.0D); tessellator1.draw(); // Render earth f10 = 0.5F; GL11.glScalef(0.6F, 0.6F, 0.6F); GL11.glRotatef(40.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyProviderMars.overworldTexture); tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV(-f10, -100.0D, f10, 0, 1); tessellator1.addVertexWithUV(f10, -100.0D, f10, 1, 1); tessellator1.addVertexWithUV(f10, -100.0D, -f10, 1, 0); tessellator1.addVertexWithUV(-f10, -100.0D, -f10, 0, 0); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex(-f8, f9, f8); tessellator1.addVertex(f8, f9, f8); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex(-f8, f10, f8); tessellator1.addVertex(-f8, f10, -f8); tessellator1.addVertex(f8, f10, -f8); tessellator1.addVertex(f8, f9, -f8); tessellator1.addVertex(-f8, f9, -f8); tessellator1.addVertex(f8, f10, -f8); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex(f8, f9, f8); tessellator1.addVertex(f8, f9, -f8); tessellator1.addVertex(-f8, f9, -f8); tessellator1.addVertex(-f8, f9, f8); tessellator1.addVertex(-f8, f10, f8); tessellator1.addVertex(-f8, f10, -f8); tessellator1.addVertex(-f8, f10, -f8); tessellator1.addVertex(-f8, f10, f8); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex(f8, f10, -f8); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(f1 * 0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:modeledit.ModelView3D.java
License:Open Source License
private void glInit() { try {/*ww w. java 2 s. c o m*/ this.makeCurrent(); } catch (Exception e) { return; // e.printStackTrace(); } GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(40, ((float) this.getWidth()) / ((float) this.getHeight()), 1, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glShadeModel(GL11.GL_SMOOTH); // GL11.glPolygonMode(GL11.GL_FRONT,GL11.GL_LINE); // GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, get(whiteLight)); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, get(whiteLight)); GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, get(ambientLight)); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GLUtils.glLightPos(1.0f, 1.0f, 1.0f); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); }
From source file:net.BiggerOnTheInside.Binder.Binder.java
License:Open Source License
/** * <p>Sets up OpenGL.</p>//from www . j av a 2 s . c o m */ public void initGL() { int width = displayMode.getWidth(); int height = displayMode.getHeight(); /* Enable 2D texturing. */ GL11.glEnable(GL11.GL_TEXTURE_2D); /* Make all models smoothly textured. */ GL11.glShadeModel(GL11.GL_SMOOTH); /* Set the background color to that signature blue. */ GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f); /* Set the clear depth to all-the-way */ GL11.glClearDepth(1.0); /* Enable the depth system. */ GL11.glEnable(GL11.GL_DEPTH_TEST); /* Set the function for depth to GL_LEQUAL. */ GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); /* Enable face culling, basically don't render this face relative to the camera's position. */ GL11.glEnable(GL11.GL_CULL_FACE); /* Set OpenGL to cull the back face of our spatials. */ GL11.glCullFace(GL11.GL_BACK); /* Set the matrix mode to projection. */ GL11.glMatrixMode(GL11.GL_PROJECTION); /* Reset the OpenGL configuration, loading our above prefrences. */ //GL11.glLoadIdentity(); /* Set the perspective. */ GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); /* Set the matrix mode to be model view. */ GL11.glMatrixMode(GL11.GL_MODELVIEW); /* Set the perspective correction hint to finest quality. */ GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:net.cortexmodders.lyoko.client.render.RenderUtil.java
License:MIT License
/** * called for things with alpha. thank you MachineMuse. :D *//*from w w w .j a v a2s . c o m*/ public static void alphaOn() { GL11.glPushAttrib(GL11.GL_COLOR_BUFFER_BIT); GL11.glPushAttrib(GL11.GL_LIGHTING_BIT); if (Minecraft.isFancyGraphicsEnabled()) { GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); } }
From source file:net.kubin.game.Game.java
License:Apache License
public void initOpenGL() { // init OpenGL glMatrixMode(GL_PROJECTION);//from w w w . j a va 2s. c om glLoadIdentity(); glOrtho(0, 800, 600, 0, 1, 300); glMatrixMode(GL_MODELVIEW); GL11.glShadeModel(GL11.GL_SMOOTH); Vec3f fog = Kubin.getConfiguration().getFogColor(); glClearColor(fog.x(), fog.y(), fog.z(), 1.0f); glEnable(GL_TEXTURE_2D); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // glEnable(GL_DEPTH_TEST); // glDepthFunc(GL_ALWAYS); glEnable(GL_CULL_FACE); glEnable(GL_FOG); glFog(GL_FOG_COLOR, GLUtils.wrapDirect(fog.x(), fog.y(), fog.z(), 1.0f)); glFogi(GL_FOG_MODE, GL11.GL_LINEAR); glFogf(GL_FOG_START, Kubin.getConfiguration().getViewingDistance() * 0.55f); glFogf(GL_FOG_END, Kubin.getConfiguration().getViewingDistance()); glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, NVFogDistance.GL_EYE_RADIAL_NV); glHint(GL_FOG_HINT, GL_NICEST); System.out.println("VBO Supported: " + GLUtils.isVBOSupported()); /* Instantiate the BufferManager */ BufferManager.getInstance(); }
From source file:net.malisis.core.client.gui.component.interaction.UICheckBox.java
License:Open Source License
@Override public void drawBackground(GuiRenderer renderer, int mouseX, int mouseY, float partialTick) { shape.resetState();//w w w . j a v a 2s .co m shape.setSize(10, 10); shape.setPosition(1, 0); rp.icon.set(isDisabled() ? bgIconDisabled : bgIcon); renderer.drawShape(shape, rp); renderer.next(); // draw the white shade over the slot if (hovered) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glShadeModel(GL11.GL_SMOOTH); rp.colorMultiplier.set(0xFFFFFF); rp.alpha.set(80); rp.useTexture.set(false); shape.resetState(); shape.setSize(8, 8); shape.setPosition(2, 1); renderer.drawShape(shape, rp); renderer.next(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); } if (label != null) { renderer.drawText(label, 14, 2, 0x404040, false); } }
From source file:net.malisis.core.client.gui.component.interaction.UIRadioButton.java
License:Open Source License
@Override public void drawBackground(GuiRenderer renderer, int mouseX, int mouseY, float partialTick) { shape.resetState();/*from w w w .j a v a2 s . co m*/ shape.setSize(8, 8); shape.translate(1, 0, 0); rp.icon.set(isDisabled() ? bgIconDisabled : bgIcon); renderer.drawShape(shape, rp); renderer.next(); // draw the white shade over the slot if (hovered) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_ALPHA_TEST); renderer.enableBlending(); rp = new RenderParameters(); rp.colorMultiplier.set(0xFFFFFF); rp.alpha.set(80); rp.useTexture.set(false); shape.resetState(); shape.setSize(6, 6); shape.setPosition(2, 1); renderer.drawShape(shape, rp); renderer.next(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); } if (label != null) { renderer.drawText(label, 12, 0, 0x404040, false); } }