Java Code Examples for org.lwjgl.opengl.GL11

The following are top voted examples for showing how to use org.lwjgl.opengl.GL11. These examples are extracted from open source projects. You can vote up the examples you like and your votes will be used in our system to generate more good examples.
Example 1
Project: BaseClient   File: FontRenderer.java   View source code 7 votes vote down vote up
/**
 * Render a single character with the default.png font at current (posX,posY) location...
 */
private float renderDefaultChar(int p_78266_1_, boolean p_78266_2_)
{
    int i = p_78266_1_ % 16 * 8;
    int j = p_78266_1_ / 16 * 8;
    int k = p_78266_2_ ? 1 : 0;
    this.bindTexture(this.locationFontTexture);
    float f = this.charWidth[p_78266_1_];
    float f1 = 7.99F;
    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
    GL11.glTexCoord2f((float)i / 128.0F, (float)j / 128.0F);
    GL11.glVertex3f(this.posX + (float)k, this.posY, 0.0F);
    GL11.glTexCoord2f((float)i / 128.0F, ((float)j + 7.99F) / 128.0F);
    GL11.glVertex3f(this.posX - (float)k, this.posY + 7.99F, 0.0F);
    GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, (float)j / 128.0F);
    GL11.glVertex3f(this.posX + f1 - 1.0F + (float)k, this.posY, 0.0F);
    GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, ((float)j + 7.99F) / 128.0F);
    GL11.glVertex3f(this.posX + f1 - 1.0F - (float)k, this.posY + 7.99F, 0.0F);
    GL11.glEnd();
    return f;
}
 
Example 2
Project: pnc-repressurized   File: SemiBlockRendererCropSupport.java   View source code 6 votes vote down vote up
@Override
public void render(SemiBlockCropSupport semiBlock, float partialTick) {
    GL11.glPushMatrix();
    Minecraft.getMinecraft().renderEngine.bindTexture(Textures.MODEL_HEAT_FRAME);

    double brightness = 0.2;
    GL11.glColor4d(brightness, brightness, brightness, 1);

    AxisAlignedBB aabb = new AxisAlignedBB(3 / 16D, -6 / 16D, 3 / 16D, 13 / 16D, 17 / 16D, 13 / 16D);
   
    GL11.glTranslated(aabb.minX, aabb.minY, aabb.minZ);
    GL11.glScaled(aabb.maxX - aabb.minX, aabb.maxY - aabb.minY, aabb.maxZ - aabb.minZ);
    GL11.glTranslated(0.5, -0.5, 0.5);
    model.render(null, 0, 0, 0, 0, 0, 1 / 16F);
    GL11.glPopMatrix();
    GL11.glColor4d(1, 1, 1, 1);
}
 
Example 3
Project: OpenFlexiTrack   File: DefaultSleeperType.java   View source code 6 votes vote down vote up
@SideOnly(Side.CLIENT)
private static final void renderTieBottom(float width){
	GL11.glTexCoord2f(tieTopMinU, tieTopMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(width/2, 0, length/2);

	GL11.glTexCoord2f(tieTopMaxU, tieTopMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, 0, length/2);

	GL11.glTexCoord2f(tieTopMaxU, tieTopMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, 0, -length/2);

	GL11.glTexCoord2f(tieTopMinU, tieTopMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(width/2, 0, -length/2);
}
 
Example 4
Project: Backmemed   File: RenderUtils.java   View source code 6 votes vote down vote up
public static void emptyBlockESPBox(BlockPos blockPos) {
	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);
	GL11.glEnable(GL_BLEND);
	GL11.glLineWidth(2.0F);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glColor4d(0, 0, 0, 0.5F);
	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);
}
 
Example 5
Project: customstuff4   File: GuiContainerCS4.java   View source code 6 votes vote down vote up
@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY)
{
    if (content.bg != null)
    {
        mc.getTextureManager().bindTexture(content.bg);
        int x = (width - xSize) / 2;
        int y = (height - ySize) / 2;
        drawTexturedModalRect(x, y, content.bgTexX, content.bgTexY, xSize, ySize);

        GL11.glPushMatrix();
        GL11.glTranslatef(x, y, 0f);
        for (ProgressBar bar : content.progressBars)
        {
            bar.draw(progressBarSource);
        }
        GL11.glPopMatrix();
    }
}
 
Example 6
Project: uniquecrops   File: PageImage.java   View source code 6 votes vote down vote up
@Override
public void draw() {
	
	super.draw();
	
	TextureManager render = mc.renderEngine;
	render.bindTexture(resource);
	
	GlStateManager.enableBlend();
	GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GlStateManager.color(1F, 1F, 1F, 1F);
	int k = (gui.width - gui.WIDTH) / 2;
	gui.drawTexturedModalRect(k + 5, 5, 0, 0, gui.WIDTH, gui.HEIGHT);
	gui.drawCenteredString(mc.fontRendererObj, text, drawX + 60, drawY + 150, Color.gray.getRGB());
	GlStateManager.disableBlend();
}
 
Example 7
Project: Zombe-Modpack   File: Safe.java   View source code 6 votes vote down vote up
@Override
protected void onWorldDraw(float delta, float x, float y, float z) {
    float mx, my, mz;
    if (!safeShow) return;
    if (--safeUpdate < 0) {
        safeUpdate = 13;
        reCheckSafe(fix(x), fix(y), fix(z));
    }
    if (safeGhost) GL11.glDisable(GL11.GL_DEPTH_TEST);
    else           GL11.glEnable( GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_FOG);
    GL11.glBegin(GL11.GL_LINES);
    for (int i = 0; i < safeCur; ++i) {
        Vec3i pos   = safePoses[i];
        Color color = safeMarks[i];
        GL11.glColor3ub(color.rb, color.gb, color.bb);
        mx = pos.getX() - x; my = pos.getY() - y; mz = pos.getZ() - z;
        GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.9f);
        GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.1f);
        GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.1f);
        GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.9f);
    }
    GL11.glEnd();
}
 
Example 8
Project: ObsidianSuite   File: GuiEntityRendererWithTranslation.java   View source code 6 votes vote down vote up
@Override
protected void onControllerDrag()
{
	Part part = selectedPart;
	if(part instanceof PartObj || part instanceof PartRotation)
		super.onControllerDrag();
	else
	{
		GL11.glPushMatrix();
		if(part instanceof PartEntityPos)
			GL11.glTranslated(-entityToRender.posX, -entityToRender.posY, -entityToRender.posZ);
		int i = translationAxisPlane == 0 ? 2 : translationAxisPlane - 1;
		translationGuidePoint = getMouseVectorInPlane(i);
		processAxisDrag();
		GL11.glPopMatrix();
	}
}
 
Example 9
Project: candlelight   File: VBO.java   View source code 6 votes vote down vote up
public VBO updateData(IntBuffer buffer, long offset)
{
	if (this.type != GL11.GL_UNSIGNED_INT)
	{
		throw new IllegalArgumentException("Cannot store mismatching type in buffer!");
	}

	if (offset + buffer.limit() > this.length)
	{
		int usage = GL15.glGetBufferParameteri(this.target, GL15.GL_BUFFER_USAGE);
		this.putData(buffer, this.normalized, usage);
	}

	GL15.glBindBuffer(this.target, this.handle);
	GL15.glBufferSubData(this.target, offset, buffer);

	return this;
}
 
Example 10
Project: pnc-repressurized   File: ProgWidget.java   View source code 6 votes vote down vote up
@Override
public void render() {
    FMLClientHandler.instance().getClient().getTextureManager().bindTexture(getTexture());
    int width = getWidth() + (getParameters() != null && getParameters().length > 0 ? 10 : 0);
    int height = getHeight() + (hasStepOutput() ? 10 : 0);
    Pair<Double, Double> maxUV = getMaxUV();
    double u = maxUV.getLeft();
    double v = maxUV.getRight();
    BufferBuilder wr = Tessellator.getInstance().getBuffer();
    wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
    wr.pos(0, 0, 0).tex(0, 0).endVertex();
    wr.pos(0, height, 0).tex(0, v).endVertex();
    wr.pos(width, height, 0).tex(u, v).endVertex();
    wr.pos(width, 0, 0).tex(u, 0).endVertex();
    Tessellator.getInstance().draw();
}
 
Example 11
Project: pnc-repressurized   File: ModelGauge.java   View source code 6 votes vote down vote up
@Override
protected void renderDynamic(float scale, float partialTicks) {
    shape1.render(scale);
    shape2.render(scale);

    float pressure = 0f;
    float dangerPressure = 5f;
    float critPressure = 7f;
    if (gaugeModule != null && gaugeModule.getTube() instanceof TileEntityPneumaticBase) {
        TileEntityPneumaticBase base = (TileEntityPneumaticBase) gaugeModule.getTube();
        pressure = base.getPressure();
        critPressure = base.criticalPressure;
        dangerPressure = base.dangerPressure;
    }
    GL11.glTranslated(0, 1, 0.378);
    double widgetScale = 0.007D;
    GL11.glScaled(widgetScale, widgetScale, widgetScale);
    GL11.glRotated(180, 0, 1, 0);
    GL11.glDisable(GL11.GL_LIGHTING);
    GuiUtils.drawPressureGauge(FMLClientHandler.instance().getClient().fontRenderer, -1, critPressure, dangerPressure, -1, pressure, 0, 0, 0);
    GL11.glEnable(GL11.GL_LIGHTING);
}
 
Example 12
Project: betaexpansion   File: GuiIngame.java   View source code 6 votes vote down vote up
private void renderPumpkinBlur(int i, int j)
{
    GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
    GL11.glDepthMask(false);
    GL11.glBlendFunc(770, 771);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
    GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("%blur%/misc/pumpkinblur.png"));
    Tessellator tessellator = Tessellator.instance;
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D);
    tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D);
    tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D);
    tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
    tessellator.draw();
    GL11.glDepthMask(true);
    GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
    GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
 
Example 13
Project: Progetto-C   File: PBufferUniqueGraphics.java   View source code 6 votes vote down vote up
/**
 * @see org.newdawn.slick.Graphics#disable()
 */
protected void disable() {
	// Bind the texture after rendering.
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, image.getTexture().getTextureID());
	GL11.glCopyTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 0, 0, 
						  image.getTexture().getTextureWidth(), 
						  image.getTexture().getTextureHeight(), 0);
	
	try {
		Display.makeCurrent();
	} catch (LWJGLException e) {
		Log.error(e);
	}
	
	SlickCallable.leaveSafeBlock();
}
 
Example 14
Project: harshencastle   File: HarshenClientUtils.java   View source code 6 votes vote down vote up
public static void renderGhostModel(IBakedModel model, BlockPos position, Color color, boolean noDepth, float partialTicks)
{
	GlStateManager.enableBlend();
       GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_DST_COLOR);
	BufferBuilder vb;
	if(noDepth)
	{
           GlStateManager.depthFunc(519);
		vb = prepRenderBlockDepth(partialTicks, true);
	}
	else
        vb = prepRender(partialTicks, true);
       vb.begin(7, DefaultVertexFormats.BLOCK);
       World world = Minecraft.getMinecraft().world;
       BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
       dispatcher.getBlockModelRenderer().renderModel(world, model, Minecraft.getMinecraft().world.getBlockState(position), position.add(0, noDepth ? 500 : 0, 0), vb, false);
       for(int i = 0; i < vb.getVertexCount(); i++)
       	vb.putColorMultiplier(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, i);
       vb.color(1, 1, 1, 0.1f);
       postRender();
       GlStateManager.depthFunc(515);
       GlStateManager.disableBlend();
}
 
Example 15
Project: interactionwheel   File: RenderHelper.java   View source code 6 votes vote down vote up
public static void renderBillboardQuadWithRotation(float rot, double scale) {
    GlStateManager.pushMatrix();

    rotateToPlayer();

    GlStateManager.rotate(rot, 0, 0, 1);

    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer buffer = tessellator.getBuffer();
    buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
    buffer.pos(-scale, -scale, 0).tex(0, 0).endVertex();
    buffer.pos(-scale, +scale, 0).tex(0, 1).endVertex();
    ;
    buffer.pos(+scale, +scale, 0).tex(1, 1).endVertex();
    ;
    buffer.pos(+scale, -scale, 0).tex(1, 0).endVertex();
    ;
    tessellator.draw();
    GlStateManager.popMatrix();
}
 
Example 16
Project: BaseClient   File: PBufferGraphics.java   View source code 6 votes vote down vote up
/**
 * Initialise the PBuffer that will be used to render to
 * 
 * @throws SlickException
 */
private void init() throws SlickException {
	try {
		Texture tex = InternalTextureLoader.get().createTexture(image.getWidth(), image.getHeight(), image.getFilter());
		
		final RenderTexture rt = new RenderTexture(false, true, false, false, RenderTexture.RENDER_TEXTURE_2D, 0);
		pbuffer = new Pbuffer(screenWidth, screenHeight, new PixelFormat(8, 0, 0), rt, null);

		// Initialise state of the pbuffer context.
		pbuffer.makeCurrent();

		initGL();
		GL.glBindTexture(GL11.GL_TEXTURE_2D, tex.getTextureID());
		pbuffer.releaseTexImage(Pbuffer.FRONT_LEFT_BUFFER);
		image.draw(0,0);
		image.setTexture(tex);
		
		Display.makeCurrent();
	} catch (Exception e) {
		Log.error(e);
		throw new SlickException("Failed to create PBuffer for dynamic image. OpenGL driver failure?");
	}
}
 
Example 17
Project: betaexpansion   File: GuiMainMenu.java   View source code 6 votes vote down vote up
public void drawScreen(int i, int j, float f)
{
    drawDefaultBackground();
    Tessellator tessellator = Tessellator.instance;
    char c = '\u0112';
    int k = width / 2 - c / 2;
    byte byte0 = 30;
    GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("/title/mclogo.png"));
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    drawTexturedModalRect(k + 0, byte0 + 0, 0, 0, 155, 44);
    drawTexturedModalRect(k + 155, byte0 + 0, 0, 45, 155, 44);
    tessellator.setColorOpaque_I(0xffffff);
    GL11.glPushMatrix();
    GL11.glTranslatef(width / 2 + 90, 70F, 0.0F);
    GL11.glRotatef(-20F, 0.0F, 0.0F, 1.0F);
    float f1 = 1.8F - MathHelper.abs(MathHelper.sin(((float)(System.currentTimeMillis() % 1000L) / 1000F) * 3.141593F * 2.0F) * 0.1F);
    f1 = (f1 * 100F) / (float)(fontRenderer.getStringWidth(splashText) + 32);
    GL11.glScalef(f1, f1, f1);
    drawCenteredString(fontRenderer, splashText, 0, -8, 0xffff00);
    GL11.glPopMatrix();
    drawString(fontRenderer, "Minecraft Beta 1.7.3", 2, 2, 0x505050);
    drawString(fontRenderer, "BetaExpansion "+mod_BetaExpansion.version, 2, height-10, 0x505050);
    String s = "Copyright Mojang AB. Do not distribute.";
    drawString(fontRenderer, s, width - fontRenderer.getStringWidth(s) - 2, height - 10, 0xffffff);
    super.drawScreen(i, j, f);
}
 
Example 18
Project: open-world   File: WaterRegion.java   View source code 6 votes vote down vote up
/**
    * Renders the world to the water framebuffer.
    * @param worldCamera
    * @param world
    */
   public void preRender(final PerspectiveCamera camera, final World world) {
GL11.glEnable(GL30.GL_CLIP_DISTANCE0);
framebuffer.bind();
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

// Render to reflection texture.
float verticalDistance = camera.getPosition().y - WATER_HEIGHT;
camera.getPosition().y -= verticalDistance * 2;
camera.invertPitch();
camera.update();
world.renderWithoutWater(camera, true);
camera.invertPitch();
camera.getPosition().y += verticalDistance * 2;
camera.update();

FrameBuffer.unbind();
GL11.glDisable(GL30.GL_CLIP_DISTANCE0);
   }
 
Example 19
Project: DecompiledMinecraft   File: TextureUtil.java   View source code 6 votes vote down vote up
public static void allocateTextureImpl(int p_180600_0_, int p_180600_1_, int p_180600_2_, int p_180600_3_)
{
    deleteTexture(p_180600_0_);
    bindTexture(p_180600_0_);

    if (p_180600_1_ >= 0)
    {
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, p_180600_1_);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_LOD, 0.0F);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, (float)p_180600_1_);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0.0F);
    }

    for (int i = 0; i <= p_180600_1_; ++i)
    {
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, i, GL11.GL_RGBA, p_180600_2_ >> i, p_180600_3_ >> i, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)((IntBuffer)null));
    }
}
 
Example 20
Project: Backmemed   File: Shaders.java   View source code 6 votes vote down vote up
public static void genCompositeMipmap()
{
    if (hasGlGenMipmap)
    {
        for (int i = 0; i < usedColorBuffers; ++i)
        {
            if ((activeCompositeMipmapSetting & 1 << i) != 0)
            {
                GlStateManager.setActiveTexture(33984 + colorTextureTextureImageUnit[i]);
                GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
                GL30.glGenerateMipmap(3553);
            }
        }

        GlStateManager.setActiveTexture(33984);
    }
}
 
Example 21
Project: CommunityEngine-Java   File: TextureLoader.java   View source code 5 votes vote down vote up
public static Texture loadTexture(String textureFile) {
		try {
//			InputStream in = TextureLoader.class.getResourceAsStream("/" + textureFile);
			InputStream in = Util.loadInternal(textureFile);
			BufferedImage image = ImageIO.read(in);
			
			int[] pixels = new int[image.getWidth() * image.getHeight()];
			image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
			ByteBuffer buffer = ByteBuffer.allocateDirect(image.getWidth() * image.getHeight() * 4);
			
			for(int h = 0; h < image.getHeight(); h++) {
				for(int w = 0; w < image.getWidth(); w++) {
					int pixel = pixels[h * image.getWidth() + w];
					
					buffer.put((byte) ((pixel >> 16) & 0xFF));
					buffer.put((byte) ((pixel >> 8) & 0xFF));
					buffer.put((byte) (pixel & 0xFF));
					buffer.put((byte) ((pixel >> 24) & 0xFF));
				}
			}
			
			buffer.flip();
			in.close();
			
			int textureID = GL11.glGenTextures();
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
			GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
			
			GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);
			GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_MAX_TEXTURE_LOD_BIAS, -1);
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
			
			return new Texture(textureID, image.getWidth(), image.getHeight());
		} catch (Exception e) {
			e.printStackTrace();
			
			return null;
		}
	}
 
Example 22
Project: KraftigAudio   File: ToggleLabelButton.java   View source code 5 votes vote down vote up
@Override
public void render(float alpha)
{
    Vec2 pos = getPos();
    Vec2 radius = getRadius();
    
    if (getValue())
    {
        GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha*0.5f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex2f(pos.x - radius.x, pos.y - radius.y);
        GL11.glVertex2f(pos.x - radius.x, pos.y + radius.y);
        GL11.glVertex2f(pos.x + radius.x, pos.y + radius.y);
        GL11.glVertex2f(pos.x + radius.x, pos.y - radius.y);
        GL11.glEnd();
    }
    
    GL11.glLineWidth(1.0f);
    float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
    GL11.glColor4f(color, color, 1.0f, alpha);
    font.render(text, pos, size, Alignment.C);
    
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex2f(pos.x - radius.x, pos.y - radius.y);
    GL11.glVertex2f(pos.x - radius.x, pos.y + radius.y);
    GL11.glVertex2f(pos.x + radius.x, pos.y + radius.y);
    GL11.glVertex2f(pos.x + radius.x, pos.y - radius.y);
    GL11.glEnd();
}
 
Example 23
Project: trashjam2017   File: ImmediateModeOGLRenderer.java   View source code 5 votes vote down vote up
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#enterOrtho(int, int)
 */
public void enterOrtho(int xsize, int ysize) {
	GL11.glMatrixMode(GL11.GL_PROJECTION);
	GL11.glLoadIdentity();
	GL11.glOrtho(0, width, height, 0, 1, -1);
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
	
	GL11.glTranslatef((width-xsize)/2,
					  (height-ysize)/2,0);
}
 
Example 24
Project: candlelight   File: Texture.java   View source code 5 votes vote down vote up
public void update(ByteBuffer pixelBuffer, int width, int height, Bitmap.Format format)
{
	this.bitmap = null;
	this.width = width;
	this.height = height;
	GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, this.width, this.height, getTextureFormat(format), getTextureBufferType(format), pixelBuffer);
}
 
Example 25
Project: interactionwheel   File: RenderHelper.java   View source code 5 votes vote down vote up
/**
     * Draws a rectangle with a horizontal gradient between the specified colors.
     * x2 and y2 are not included.
     */
    public static void drawHorizontalGradientRect(int x1, int y1, int x2, int y2, int color1, int color2) {
//        this.zLevel = 300.0F;
        float zLevel = 0.0f;

        float f = (color1 >> 24 & 255) / 255.0F;
        float f1 = (color1 >> 16 & 255) / 255.0F;
        float f2 = (color1 >> 8 & 255) / 255.0F;
        float f3 = (color1 & 255) / 255.0F;
        float f4 = (color2 >> 24 & 255) / 255.0F;
        float f5 = (color2 >> 16 & 255) / 255.0F;
        float f6 = (color2 >> 8 & 255) / 255.0F;
        float f7 = (color2 & 255) / 255.0F;
        GlStateManager.disableTexture2D();
        GlStateManager.enableBlend();
        GlStateManager.disableAlpha();
        OpenGlHelper.glBlendFunc(770, 771, 1, 0);
        GlStateManager.shadeModel(GL11.GL_SMOOTH);
        Tessellator tessellator = Tessellator.getInstance();
        VertexBuffer buffer = tessellator.getBuffer();
        buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
        buffer.pos(x1, y1, zLevel).color(f1, f2, f3, f).endVertex();
        buffer.pos(x1, y2, zLevel).color(f1, f2, f3, f).endVertex();
        buffer.pos(x2, y2, zLevel).color(f5, f6, f7, f4).endVertex();
        buffer.pos(x2, y1, zLevel).color(f5, f6, f7, f4).endVertex();
        tessellator.draw();
        GlStateManager.shadeModel(GL11.GL_FLAT);
        GlStateManager.disableBlend();
        GlStateManager.enableAlpha();
        GlStateManager.enableTexture2D();
    }
 
Example 26
Project: BaseClient   File: Draw.java   View source code 5 votes vote down vote up
public static void startClip(float x1, float y1, float x2, float y2) {
    if (y1 > y2) {
        float temp = y2;
        y2 = y1;
        y1 = temp;
    }
    GL11.glEnable((int)3089);
    GL11.glScissor((int)((int)x1), (int)((int)((float)Display.getHeight() - y2)), (int)((int)(x2 - x1)), (int)((int)(y2 - y1)));
}
 
Example 27
Project: BaseClient   File: RenderUtils.java   View source code 5 votes vote down vote up
public static void enableGL2D() {
    GL11.glDisable((int)2929);
    GL11.glEnable((int)3042);
    GL11.glDisable((int)3553);
    GL11.glBlendFunc((int)770, (int)771);
    GL11.glDepthMask((boolean)true);
    GL11.glEnable((int)2848);
    GL11.glHint((int)3154, (int)4354);
    GL11.glHint((int)3155, (int)4354);
}
 
Example 28
Project: BaseClient   File: VboRenderList.java   View source code 5 votes vote down vote up
private void setupArrayPointers()
{
    GL11.glVertexPointer(3, GL11.GL_FLOAT, 28, 0L);
    GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 28, 12L);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 28, 16L);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
    GL11.glTexCoordPointer(2, GL11.GL_SHORT, 28, 24L);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
Example 29
Project: GlobalXP   File: TileEntityXPBlockRenderer.java   View source code 5 votes vote down vote up
@Override
public void render(TileEntityXPBlock te, double x, double y, double z, float partialTicks, int destroyStage, float alpha)
{
	if(GlobalXP.config.renderNameplate)
	{
		ITextComponent levelsText = new TextComponentString((int)te.getStoredLevels() + " (" + te.getStoredXP() + ")");

		if(te != null && te.getPos() != null && rendererDispatcher.cameraHitResult != null && rendererDispatcher.cameraHitResult.getBlockPos() != null && rendererDispatcher.cameraHitResult.getBlockPos().equals(te.getPos()))
		{
			setLightmapDisabled(true);
			drawNameplate(te, levelsText.getFormattedText(), x, y, z, 12);
			setLightmapDisabled(false);
		}
	}

	double offset = Math.sin((te.getWorld().getTotalWorldTime() + partialTicks) * GlobalXP.config.bobSpeed / 8.0D) / 10.0D;
	IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(emerald, te.getWorld(), null);

	GlStateManager.enableRescaleNormal();
	GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
	GlStateManager.enableBlend();
	RenderHelper.enableStandardItemLighting();
	GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
	GlStateManager.pushMatrix();
	GlStateManager.translate(x + 0.5D, y + 0.4D + offset, z + 0.5D);
	GlStateManager.rotate((te.getWorld().getTotalWorldTime() + partialTicks) * 4.0F * (float)GlobalXP.config.spinSpeed, 0.0F, 1.0F, 0.0F);
	model = ForgeHooksClient.handleCameraTransforms(model, TransformType.GROUND, false);
	Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
	Minecraft.getMinecraft().getRenderItem().renderItem(emerald, model);
	GlStateManager.popMatrix();
	GlStateManager.disableRescaleNormal();
	GlStateManager.disableBlend();
}
 
Example 30
Project: KraftigAudio   File: Crosshair.java   View source code 5 votes vote down vote up
public void renderCrosshair()
{
    GL11.glLineWidth(1.0f);
    GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex2f(-CROSSHAIR_WIDTH, -0.5f);
    GL11.glVertex2f(-CROSSHAIR_INNER_WIDTH, -0.5f);
    GL11.glVertex2f(CROSSHAIR_WIDTH + 1.0f, -0.5f);
    GL11.glVertex2f(CROSSHAIR_INNER_WIDTH + 1.0f, -0.5f);
    GL11.glVertex2f(0.5f, -CROSSHAIR_WIDTH - 1.0f);
    GL11.glVertex2f(0.5f, -CROSSHAIR_INNER_WIDTH - 1.0f);
    GL11.glVertex2f(0.5f, CROSSHAIR_WIDTH);
    GL11.glVertex2f(0.5f, CROSSHAIR_INNER_WIDTH);
    GL11.glEnd();
}
 
Example 31
Project: Wurst-MC-1.12   File: WurstLogo.java   View source code 5 votes vote down vote up
private void drawQuads(int x1, int y1, int x2, int y2)
{
	GL11.glBegin(GL11.GL_QUADS);
	GL11.glVertex2i(x1, y1);
	GL11.glVertex2i(x2, y1);
	GL11.glVertex2i(x2, y2);
	GL11.glVertex2i(x1, y2);
	GL11.glEnd();
}
 
Example 32
Project: BaseClient   File: GlStateManager.java   View source code 5 votes vote down vote up
public static void shadeModel(int mode)
{
    if (mode != activeShadeModel)
    {
        activeShadeModel = mode;
        GL11.glShadeModel(mode);
    }
}
 
Example 33
Project: NanoUI   File: Background.java   View source code 5 votes vote down vote up
@Override
public void render(float alpha) {
	AppUI.clearBuffer(GL11.GL_COLOR_BUFFER_BIT);
	AppUI.clearColors(0f, 0f, 0f, 1);
	window.beingNVGFrame();
	Theme.renderBox(window.getNVGID(), 0, 0, window.getWidth(), window.getHeight(),
			Theme.setColor(1, 1, 1, 1, Theme.colorA), 0, 0, 0, 0);
	Theme.renderImage(window.getNVGID(), 0, 0, window.getWidth(), window.getHeight(), wallpaper, 1);
	window.endNVGFrame();
}
 
Example 34
Project: BaseClient   File: Shaders.java   View source code 5 votes vote down vote up
public static void preWater()
{
    if (usedDepthBuffers >= 2)
    {
        GlStateManager.setActiveTexture(33995);
        checkGLError("pre copy depth");
        GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, renderWidth, renderHeight);
        checkGLError("copy depth");
        GlStateManager.setActiveTexture(33984);
    }

    ShadersTex.bindNSTextures(defaultTexture.getMultiTexID());
}
 
Example 35
Project: CustomWorldGen   File: GlStateManager.java   View source code 5 votes vote down vote up
private static void setFog(int param)
{
    if (param != fogState.mode)
    {
        fogState.mode = param;
        GL11.glFogi(GL11.GL_FOG_MODE, param);
    }
}
 
Example 36
Project: minecraft-quiverbow   File: Render_FlyingAA.java   View source code 5 votes vote down vote up
@Override
protected void renderEquippedItems(EntityLivingBase entity, float unknown)
   {
	GL11.glColor3f(1.0F, 1.0F, 1.0F);
       super.renderEquippedItems(entity, unknown);
       
       ItemStack itemstack = entity.getHeldItem();	// The weapon you're holding
       
       if (itemstack != null && itemstack.getItem() != null) 
       { 
       	 GL11.glPushMatrix();

            GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);

            float scale = 0.625F;

            GL11.glTranslatef(0.3F, 0.2F, -0.25F);		// 0.0F, 0.1875F, 0.0F, left/right, up/down, forward/backward?
            GL11.glScalef(scale, -scale, scale);
            GL11.glRotatef(-20.0F, 1.0F, 0.0F, 0.0F);	// -100
            GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);

            int color = itemstack.getItem().getColorFromItemStack(itemstack, 0);
            float colorR = (float) (color >> 16 & 255) / 255.0F;
            float colorB = (float) (color >> 8 & 255) / 255.0F;
            float colorG = (float) (color & 255) / 255.0F;
            GL11.glColor4f(colorR, colorB, colorG, 1.0F);
           
            this.renderManager.itemRenderer.renderItem(entity, itemstack, 0);

            GL11.glPopMatrix();
       }
       
       this.renderStoredItems((Entity_BB) entity);
   }
 
Example 37
Project: EndermanEvolution   File: ModelSkullBase.java   View source code 5 votes vote down vote up
public void renderLightMapOnPlayerHead(World world, EntityLivingBase wearer) {
	GlStateManager.pushMatrix();
	GlStateManager.enableBlend();
	GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_ONE);
	GlStateManager.depthMask(true);
	float brightnessX = OpenGlHelper.lastBrightnessX;
	float brightnessY = OpenGlHelper.lastBrightnessY;
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680, 0);
	head.render(0.01F);
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, brightnessX, brightnessY);
	GlStateManager.disableBlend();
	GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GlStateManager.popMatrix();
}
 
Example 38
Project: interactionwheel   File: RenderHelper.java   View source code 5 votes vote down vote up
/**
 * Draw with the WorldRenderer
 */
private static void draw(VertexBuffer renderer, int x, int y, int width, int height, int red, int green, int blue, int alpha) {
    renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
    renderer.pos((x + 0), (y + 0), 0.0D).color(red, green, blue, alpha).endVertex();
    renderer.pos((x + 0), (y + height), 0.0D).color(red, green, blue, alpha).endVertex();
    renderer.pos((x + width), (y + height), 0.0D).color(red, green, blue, alpha).endVertex();
    renderer.pos((x + width), (y + 0), 0.0D).color(red, green, blue, alpha).endVertex();
    Tessellator.getInstance().draw();
}
 
Example 39
Project: LowPolyWater   File: TextureAttachment.java   View source code 5 votes vote down vote up
private void indicateStorageType(int width, int height){
	if(isDepthAttachment()){
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	}else{
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
	}
}
 
Example 40
Project: BaseClient   File: TextureUtil.java   View source code 5 votes vote down vote up
private static void setTextureClamped(boolean p_110997_0_)
{
    if (p_110997_0_)
    {
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
    }
    else
    {
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    }
}