Java Code Examples for org.lwjgl.opengl.GL11#glEnable()

The following examples show how to use org.lwjgl.opengl.GL11#glEnable() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Render.java    From mapwriter with MIT License 7 votes vote down vote up
public static void drawCircleBorder(double x, double y, double r, double width) {
	GL11.glEnable(GL11.GL_BLEND);
       GL11.glDisable(GL11.GL_TEXTURE_2D);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	Tessellator tes = Tessellator.instance;
       tes.startDrawing(GL11.GL_TRIANGLE_STRIP);
       // for some the circle is only drawn if theta is decreasing rather than ascending
       double end = Math.PI * 2.0;
       double incr = end / circleSteps;
       double r2 = r + width;
       for (double theta = -incr; theta < end; theta += incr) {
       	tes.addVertex(x + (r * Math.cos(-theta)), y + (r * Math.sin(-theta)), zDepth);
       	tes.addVertex(x + (r2 * Math.cos(-theta)), y + (r2 * Math.sin(-theta)), zDepth);
       }
       tes.draw();
       GL11.glEnable(GL11.GL_TEXTURE_2D);
       GL11.glDisable(GL11.GL_BLEND);
}
 
Example 2
Source File: LandscapeRenderer.java    From tribaltrouble with GNU General Public License v2.0 6 votes vote down vote up
private final void setupLandscape() {
	current_map_x = -1;
	current_map_y = -1;
	GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
	GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
	GLStateStack.switchState(GLState.VERTEX_ARRAY);
	if (Globals.draw_detail) {
		GLState.activeTexture(GL13.GL_TEXTURE1);
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		bindDetail();
		GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
		GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
		GLUtils.setupTexGen(Globals.LANDSCAPE_DETAIL_REPEAT_RATE, Globals.LANDSCAPE_DETAIL_REPEAT_RATE, 0, 0);
		GLState.activeTexture(GL13.GL_TEXTURE0);
	}
	GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ZERO);
	GL11.glEnable(GL11.GL_BLEND);
}
 
Example 3
Source File: RenderUtilsLiving.java    From bleachhack-1.14 with GNU General Public License v3.0 6 votes vote down vote up
public static void drawText(String str, double x, double y, double z, double scale) {
	glSetup(x, y, z);
	
	GL11.glScaled(-0.025*scale, -0.025*scale, 0.025*scale);
      
	int i = mc.fontRenderer.getStringWidth(str) / 2;
	GL11.glDisable(GL11.GL_TEXTURE_2D);
    Tessellator tessellator = Tessellator.getInstance();
    BufferBuilder bufferbuilder = tessellator.getBuffer();
    bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
    float f = Minecraft.getInstance().gameSettings.func_216840_a(0.25F);
    bufferbuilder.pos(-i - 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).endVertex();
    bufferbuilder.pos(-i - 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).endVertex();
    bufferbuilder.pos(i + 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).endVertex();
    bufferbuilder.pos(i + 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).endVertex();
    tessellator.draw();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
      
    mc.fontRenderer.drawString(str, -i, 0, 553648127);
    mc.fontRenderer.drawString(str, -i, 0, -1);
      
    glCleanup();
}
 
Example 4
Source File: ItemEspHack.java    From Wurst7 with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void onRender(float partialTicks)
{
	// GL settings
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	GL11.glLineWidth(2);
	GL11.glDisable(GL11.GL_LIGHTING);
	
	GL11.glPushMatrix();
	RenderUtils.applyRenderOffset();
	
	renderBoxes(partialTicks);
	
	if(style.getSelected().lines)
		renderTracers(partialTicks);
	
	GL11.glPopMatrix();
	
	// GL resets
	GL11.glColor4f(1, 1, 1, 1);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
Example 5
Source File: ItemNodeRenderer.java    From Gadomancy with GNU Lesser General Public License v3.0 6 votes vote down vote up
public static void renderNodeItem(IItemRenderer.ItemRenderType type, ItemStack item, AspectList aspects, NodeType nodeType, NodeModifier nodeModifier, Object... data) {
    if (type == IItemRenderer.ItemRenderType.ENTITY) {
        GL11.glTranslatef(-0.5F, -0.25F, -0.5F);
    } else if ((type == IItemRenderer.ItemRenderType.EQUIPPED) && ((data[1] instanceof EntityPlayer))) {
        GL11.glTranslatef(0.0F, 0.0F, -0.5F);
    }
    TileNode tjf = new TileNode();
    tjf.setAspects(aspects);
    tjf.setNodeType(nodeType);
    tjf.blockType = ConfigBlocks.blockAiry;
    tjf.blockMetadata = 0;
    GL11.glPushMatrix();
    GL11.glTranslated(0.5D, 0.5D, 0.5D);
    GL11.glScaled(2.0D, 2.0D, 2.0D);
    renderItemNode(tjf);
    GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
    renderItemNode(tjf);
    GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
    renderItemNode(tjf);
    GL11.glPopMatrix();
    GL11.glEnable(32826);
}
 
Example 6
Source File: CheckboxComponent.java    From Wurst7 with GNU General Public License v3.0 5 votes vote down vote up
private void drawName(MatrixStack matrixStack, int x3, int y1)
{
	GL11.glColor4f(1, 1, 1, 1);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	
	String name = setting.getName();
	int tx = x3 + 2;
	int ty = y1 + 2;
	int color = setting.isLocked() ? 0xAAAAAA : 0xF0F0F0;
	MC.textRenderer.draw(matrixStack, name, tx, ty, color);
	
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_BLEND);
}
 
Example 7
Source File: IngameHUD.java    From Wurst7 with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void onRenderGUI(MatrixStack matrixStack, float partialTicks)
{
	if(!WurstClient.INSTANCE.isEnabled())
		return;
	
	if(tabGui == null)
		tabGui = new TabGui();
	
	boolean blend = GL11.glGetBoolean(GL11.GL_BLEND);
	ClickGui clickGui = WurstClient.INSTANCE.getGui();
	
	// GL settings
	GL11.glDisable(GL11.GL_CULL_FACE);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	
	clickGui.updateColors();
	
	wurstLogo.render(matrixStack);
	hackList.render(matrixStack, partialTicks);
	tabGui.render(matrixStack, partialTicks);
	
	// pinned windows
	if(!(WurstClient.MC.currentScreen instanceof ClickGuiScreen))
		clickGui.renderPinnedWindows(matrixStack, partialTicks);
	
	// GL resets
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_ALPHA_TEST);
	GL11.glColor4f(1, 1, 1, 1);
	
	if(blend)
		GL11.glEnable(GL11.GL_BLEND);
	else
		GL11.glDisable(GL11.GL_BLEND);
}
 
Example 8
Source File: LWJGL15DrawContext.java    From settlers-remake with MIT License 5 votes vote down vote up
void init() {
	GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

	GL11.glEnable(GL11.GL_ALPHA_TEST);
	GL11.glAlphaFunc(GL11.GL_GREATER, 0.5f);

	GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
Example 9
Source File: RenderItemProgrammingPuzzle.java    From PneumaticCraft with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data){
    GL11.glPushMatrix();
    GL11.glDisable(GL11.GL_LIGHTING);
    switch(type){
        case ENTITY: {
            GL11.glRotated(180, 0, 0, 1);
            GL11.glDisable(GL11.GL_CULL_FACE);
            render(0.0F, 0.0F, 0.0F, 0.5F, item);
            GL11.glEnable(GL11.GL_CULL_FACE);
            break;
        }
        case EQUIPPED: {
            GL11.glRotated(180, 0, 0, 1);
            render(-0.4F, -0.5F, -0.0F, 1.0F, item);
            //   GL11.glRotated(80, 1, 0, 0);
            break;
        }
        case EQUIPPED_FIRST_PERSON: {
            GL11.glRotated(180, 0, 0, 1);
            render(-0.8F, -0.5F, 0.3F, 1.0F, item);
            break;
        }
        case INVENTORY: {
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            render(8.0F, 8.0F, 0, 12F, item);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            break;
        }
        default:
            break;
    }
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glPopMatrix();
}
 
Example 10
Source File: ModuleAirGrate.java    From PneumaticCraft with GNU General Public License v3.0 5 votes vote down vote up
@Override
protected void renderModule(){
    GL11.glPushMatrix();
    GL11.glTranslated(0, 0, 2);
    rangeLineRenderer.render();
    if(isFake()) {
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4d(1, 1, 1, 0.5);
    }
    GL11.glPopMatrix();
}
 
Example 11
Source File: BleachCheckbox.java    From bleachhack-1.14 with GNU General Public License v3.0 5 votes vote down vote up
public void renderButton(int int_1, int int_2, float float_1) {
	MinecraftClient minecraftClient_1 = MinecraftClient.getInstance();
	GL11.glDepthMask(true);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	TextRenderer textRenderer = minecraftClient_1.textRenderer;
	int color = int_1 > x && int_1 < x + 10 && int_2 > y && int_2 < y + 10 ? 0xFFD0F0D0 : 0xFFA0A0A0;
	fill(x, y, x + 11, y + 11, 0xFF000000);
	fill(x, y, x + 1, y + 11, 0xff858585);
	fill(x, y + 10, x + 11, y + 11, color);
	fill(x, y, x + 10, y + 1, color);
	fill(x + 10, y, x + 11, y + 11, color);
	if (checked) fill(x + 3, y + 5, x + 8, y + 6, color);
	drawString(textRenderer, getMessage(), x + 15, y + 2, 0xC0C0C0);
}
 
Example 12
Source File: NetworkConnectionPlayerHandler.java    From PneumaticCraft with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void render(){
    super.render();
    GL11.glEnable(GL11.GL_BLEND);
    // GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1, 1, 1, 0.5F);
    for(GuiStatBalloon balloon : balloons) {
        balloon.render();
    }
    // GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
}
 
Example 13
Source File: LwjglRasteriser.java    From tectonicus with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void resetState()
{
	GL11.glColorMask(true, true, true, true);
	
	GL11.glDepthFunc(GL11.GL_LEQUAL);
	
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glCullFace(GL11.GL_BACK);
	GL11.glFrontFace(GL11.GL_CW);

	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_ALPHA_TEST);
}
 
Example 14
Source File: RenderLaser.java    From Electro-Magic-Tools with GNU General Public License v3.0 4 votes vote down vote up
public void renderArrow(EntityLaser entityLaser, double par2, double par4, double par6, float par8, float par9) {

        this.bindEntityTexture(entityLaser);
        GL11.glPushMatrix();
        GL11.glTranslatef((float) par2, (float) par4, (float) par6);
        GL11.glRotatef(entityLaser.prevRotationYaw + (entityLaser.rotationYaw - entityLaser.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(entityLaser.prevRotationPitch + (entityLaser.rotationPitch - entityLaser.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
        Tessellator tessellator = Tessellator.instance;
        byte b0 = 0;
        float f2 = 0.4F;
        float f3 = 0.7F;
        float f4 = (float) (0 + b0 * 10) / 32.0F;
        float f5 = (float) (5 + b0 * 10) / 32.0F;
        float f6 = 0.0F;
        float f7 = 0.15625F;
        float f8 = (float) (5 + b0 * 10) / 32.0F;
        float f9 = (float) (10 + b0 * 10) / 32.0F;
        float f10 = 0.05625F;
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);

        GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
        GL11.glScalef(f10, f10, f10);
        GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
        GL11.glNormal3f(f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f8);
        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f8);
        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f9);
        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f9);
        tessellator.draw();
        GL11.glNormal3f(-f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f8);
        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f8);
        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f9);
        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f9);
        tessellator.draw();

        for (int i = 0; i < 4; ++i) {
            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
            GL11.glNormal3f(0.0F, 0.0F, f10);
            tessellator.startDrawingQuads();
            tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double) f2, (double) f4);
            tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double) f3, (double) f4);
            tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double) f3, (double) f5);
            tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double) f2, (double) f5);
            tessellator.draw();
        }

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
    }
 
Example 15
Source File: ItemNodeRenderer.java    From Gadomancy with GNU Lesser General Public License v3.0 4 votes vote down vote up
public static void renderItemNode(INode node) {
    if (node.getAspects().size() > 0) {
        EntityLivingBase viewer = Minecraft.getMinecraft().renderViewEntity;
        float alpha = 0.5F;
        if (node.getNodeModifier() != null) {
            switch (node.getNodeModifier()) {
                case BRIGHT:
                    alpha *= 1.5F;
                    break;
                case PALE:
                    alpha *= 0.66F;
                    break;
                case FADING:
                    alpha *= (MathHelper.sin(viewer.ticksExisted / 3.0F) * 0.25F + 0.33F);
            }
        }
        GL11.glPushMatrix();
        GL11.glAlphaFunc(516, 0.003921569F);
        GL11.glDepthMask(false);
        GL11.glDisable(2884);
        long nt = System.nanoTime();
        long time = nt / 5000000L;
        float bscale = 0.25F;

        GL11.glPushMatrix();
        float rad = 6.283186F;
        GL11.glColor4f(1.0F, 1.0F, 1.0F, alpha);

        UtilsFX.bindTexture(TileNodeRenderer.nodetex);
        int frames = 32;
        int i = (int) ((nt / 40000000L + 1L) % frames);

        int count = 0;
        float scale = 0.0F;
        float average = 0.0F;
        for (Aspect aspect : node.getAspects().getAspects()) {
            if (aspect.getBlend() == 771) {
                alpha = (float) (alpha * 1.5D);
            }
            average += node.getAspects().getAmount(aspect);
            GL11.glPushMatrix();
            GL11.glEnable(3042);
            GL11.glBlendFunc(770, aspect.getBlend());
            scale = MathHelper.sin(viewer.ticksExisted / (14.0F - count)) * bscale + bscale * 2.0F;
            scale = 0.2F + scale * (node.getAspects().getAmount(aspect) / 50.0F);
            UtilsFX.renderAnimatedQuadStrip(scale, alpha / node.getAspects().size(), frames, 0, i, 0.0F, aspect.getColor());
            GL11.glDisable(3042);
            GL11.glPopMatrix();
            count++;
            if (aspect.getBlend() == 771) {
                alpha = (float) (alpha / 1.5D);
            }
        }
        average /= node.getAspects().size();
        GL11.glPushMatrix();
        GL11.glEnable(3042);
        i = (int) ((nt / 40000000L + 1L) % frames);
        scale = 0.1F + average / 150.0F;
        int strip = 1;
        switch (node.getNodeType()) {
            case NORMAL:
                GL11.glBlendFunc(770, 1);
                break;
            case UNSTABLE:
                GL11.glBlendFunc(770, 1);
                strip = 6;
                break;
            case DARK:
                GL11.glBlendFunc(770, 771);
                strip = 2;
                break;
            case TAINTED:
                GL11.glBlendFunc(770, 771);
                strip = 5;
                break;
            case PURE:
                GL11.glBlendFunc(770, 1);
                strip = 4;
                break;
            case HUNGRY:
                scale *= 0.75F;
                GL11.glBlendFunc(770, 1);
                strip = 3;
        }
        GL11.glColor4f(1.0F, 0.0F, 1.0F, alpha);
        UtilsFX.renderAnimatedQuadStrip(scale, alpha, frames, strip, i, 0.0F, 16777215);

        GL11.glDisable(3042);
        GL11.glPopMatrix();

        GL11.glPopMatrix();

        GL11.glEnable(2884);
        GL11.glDepthMask(true);
        GL11.glAlphaFunc(516, 0.1F);
        GL11.glPopMatrix();
    }
}
 
Example 16
Source File: NukerHack.java    From Wurst7 with GNU General Public License v3.0 4 votes vote down vote up
@Override
public void onRender(float partialTicks)
{
	if(currentBlock == null)
		return;
	
	// GL settings
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	GL11.glLineWidth(2);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDisable(GL11.GL_LIGHTING);
	
	GL11.glPushMatrix();
	RenderUtils.applyRenderOffset();
	
	Box box = new Box(BlockPos.ORIGIN);
	float p = prevProgress + (progress - prevProgress) * partialTicks;
	float red = p * 2F;
	float green = 2 - red;
	
	GL11.glTranslated(currentBlock.getX(), currentBlock.getY(),
		currentBlock.getZ());
	if(p < 1)
	{
		GL11.glTranslated(0.5, 0.5, 0.5);
		GL11.glScaled(p, p, p);
		GL11.glTranslated(-0.5, -0.5, -0.5);
	}
	
	GL11.glColor4f(red, green, 0, 0.25F);
	RenderUtils.drawSolidBox(box);
	
	GL11.glColor4f(red, green, 0, 0.5F);
	RenderUtils.drawOutlinedBox(box);
	
	GL11.glPopMatrix();
	
	// GL resets
	GL11.glColor4f(1, 1, 1, 1);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
 
Example 17
Source File: RendererSpaceElevator.java    From AdvancedRocketry with MIT License 4 votes vote down vote up
@Override
public void render(TileEntity tile, double x,
		double y, double z, float f, int damage, float a) {
	TileSpaceElevator multiBlockTile = (TileSpaceElevator)tile;

	if(!multiBlockTile.canRender())
		return;

	double renderX = x + multiBlockTile.getLandingLocationX() - multiBlockTile.getPos().getX();
	double renderZ = z + multiBlockTile.getLandingLocationZ() - multiBlockTile.getPos().getZ();
	
	laser.doRender((Entity)null, renderX - .5, y+2.5, renderZ - .5, 0, f);
	
	GL11.glPushMatrix();

	//Initial setup

	GL11.glTranslated(x + 0.5, y, z + .5);
	//Rotate and move the model into position
	EnumFacing front = RotatableBlock.getFront(tile.getWorld().getBlockState(tile.getPos()));
	GL11.glRotatef((front.getFrontOffsetX() == 1 ? 180 : 0) + front.getFrontOffsetZ()*90f, 0, 1, 0);
	//GL11.glTranslated(2f, 0, 0f);
	bindTexture(baseTexture);
	model.renderOnly("Base");
	GL11.glPopMatrix();
	
	//Render Beads
	GL11.glPushMatrix();
	GL11.glTranslated(x + multiBlockTile.getLandingLocationX() - multiBlockTile.getPos().getX(), y, z + multiBlockTile.getLandingLocationZ() - multiBlockTile.getPos().getZ());
	BufferBuilder buffer = Tessellator.getInstance().getBuffer();
	GL11.glDisable(GL11.GL_LIGHTING);
	GL11.glDisable(GL11.GL_FOG);
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glDepthMask(false);

	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);

	buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_NORMAL);
	GlStateManager.color(1, 1 , 1 , 0.11f);

	double position = (System.currentTimeMillis() % 16000)/200f;

	for(int i = 0 ; i < 10; i++) {
		for(float radius = 0.25F; radius < 1.25; radius += .25F) {

			RenderHelper.renderCube(buffer, -radius, -radius + position + i*80 + 4, -radius, radius, radius + position + i*80 + 4, radius);

		}
	}
	for(int i = 1 ; i < 11; i++) {
		for(float radius = 0.25F; radius < 1.25; radius += .25F) {

			RenderHelper.renderCube(buffer, -radius, -radius - position + i*80 + 4, -radius, radius, radius - position + i*80 + 4, radius);

		}
	}

	Tessellator.getInstance().draw();

	GL11.glDisable(GL11.GL_BLEND);
	GL11.glEnable(GL11.GL_LIGHTING);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_FOG);
	GL11.glDepthMask(true);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glPopMatrix();
	
	
}
 
Example 18
Source File: MoCRenderDolphin.java    From mocreaturesdev with GNU General Public License v3.0 4 votes vote down vote up
@Override
public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2, float f, float f1)
{
    MoCEntityDolphin entitydolphin = (MoCEntityDolphin) entityliving;
    super.doRenderLiving(entitydolphin, d, d1, d2, f, f1);
    boolean flag = MoCreatures.proxy.getDisplayPetName() && !(entitydolphin.getName()).isEmpty();
    boolean flag1 = MoCreatures.proxy.getDisplayPetHealth();
    //boolean flag2 = MoCreatures.proxy.getdisplayPetIcons();
    if (entitydolphin.renderName())
    {
        float f2 = 1.6F;
        float f3 = 0.01666667F * f2;
        float f4 = entitydolphin.getDistanceToEntity(renderManager.livingPlayer);
        if (f4 < 16F)
        {
            String s = "";
            s = (new StringBuilder()).append(s).append(entitydolphin.getName()).toString();
            float f5 = 0.1F;
            FontRenderer fontrenderer = getFontRendererFromRenderManager();
            GL11.glPushMatrix();
            GL11.glTranslatef((float) d + 0.0F, (float) d1 + f5, (float) d2);
            GL11.glNormal3f(0.0F, 1.0F, 0.0F);
            GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
            GL11.glScalef(-f3, -f3, f3);
            GL11.glDisable(2896 /* GL_LIGHTING */);
            Tessellator tessellator = Tessellator.instance;
            byte byte0 = -50;
            if (flag1)
            {
                GL11.glDisable(3553 /* GL_TEXTURE_2D */);
                if (!flag)
                {
                    byte0 += 8;
                }
                tessellator.startDrawingQuads();
                // might break SSP
                float f6 = entitydolphin.getHealth();
                // maxhealth is always 30 for dolphins so we do not need to use a datawatcher
                float f7 = entitydolphin.getMaxHealth();
                float f8 = f6 / f7;
                float f9 = 40F * f8;
                tessellator.setColorRGBA_F(0.7F, 0.0F, 0.0F, 1.0F);
                tessellator.addVertex(-20F + f9, -10 + byte0, 0.0D);
                tessellator.addVertex(-20F + f9, -6 + byte0, 0.0D);
                tessellator.addVertex(20D, -6 + byte0, 0.0D);
                tessellator.addVertex(20D, -10 + byte0, 0.0D);
                tessellator.setColorRGBA_F(0.0F, 0.7F, 0.0F, 1.0F);
                tessellator.addVertex(-20D, -10 + byte0, 0.0D);
                tessellator.addVertex(-20D, -6 + byte0, 0.0D);
                tessellator.addVertex(f9 - 20F, -6 + byte0, 0.0D);
                tessellator.addVertex(f9 - 20F, -10 + byte0, 0.0D);
                tessellator.draw();
                GL11.glEnable(3553 /* GL_TEXTURE_2D */);
            }
            if (flag)
            {
                GL11.glDepthMask(false);
                GL11.glDisable(2929 /* GL_DEPTH_TEST */);
                GL11.glEnable(3042 /* GL_BLEND */);
                GL11.glBlendFunc(770, 771);
                GL11.glDisable(3553 /* GL_TEXTURE_2D */);
                tessellator.startDrawingQuads();
                int i = fontrenderer.getStringWidth(s) / 2;
                tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
                tessellator.addVertex(-i - 1, -1 + byte0, 0.0D);
                tessellator.addVertex(-i - 1, 8 + byte0, 0.0D);
                tessellator.addVertex(i + 1, 8 + byte0, 0.0D);
                tessellator.addVertex(i + 1, -1 + byte0, 0.0D);
                tessellator.draw();
                GL11.glEnable(3553 /* GL_TEXTURE_2D */);
                fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, byte0, 0x20ffffff);
                GL11.glEnable(2929 /* GL_DEPTH_TEST */);
                GL11.glDepthMask(true);
                fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, byte0, -1);
                GL11.glDisable(3042 /* GL_BLEND */);
                GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            }
            GL11.glEnable(2896 /* GL_LIGHTING */);
            GL11.glPopMatrix();
        }
    }
}
 
Example 19
Source File: ModelLiquidHopper.java    From PneumaticCraft with GNU General Public License v3.0 4 votes vote down vote up
@Override
protected void renderMain(TileEntityOmnidirectionalHopper hopper){
    if(hopper != null) {
        TileEntityLiquidHopper liquidHopper = (TileEntityLiquidHopper)hopper;

        FluidTankInfo info = liquidHopper.getTankInfo(null)[0];
        int fluidAmount = info.fluid != null ? info.fluid.amount - info.capacity / 10 : 0;
        if(fluidAmount > 10) {
            GL11.glDisable(GL11.GL_LIGHTING);
            float percentageFull = Math.min(1, fluidAmount / (info.capacity * 0.3F));

            RenderInfo renderInfo = new RenderInfo(-4 / 16F + 0.001F, 12 / 16F + 0.001F, 4 / 16F - percentageFull * 5.999F / 16F, 4 / 16F - 0.001F, 20 / 16F - 0.001F, 4 / 16F - 0.001F);
            RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());

            fluidAmount -= info.capacity * 0.3F;
            if(fluidAmount > 10) {
                percentageFull = Math.min(1, fluidAmount / (info.capacity * 0.3F));

                renderInfo = new RenderInfo(-6 / 16F + 0.001F, 10 / 16F + 0.001F, -2 / 16F - percentageFull * 0.999F / 16F, 6 / 16F - 0.001F, 22 / 16F - 0.001F, -2 / 16F - 0.001F);
                RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());

                fluidAmount -= info.capacity * 0.3F;
                if(fluidAmount > 10) {
                    percentageFull = Math.min(1, fluidAmount / (info.capacity * 0.3F));
                    renderInfo = new RenderInfo(6 / 16F + 0.001F, 8 / 16F + 0.001F, -2 / 16F - percentageFull * 5.999F / 16F, 8 / 16F - 0.001F, 24 / 16F - 0.001F, -2 / 16F - 0.001F);
                    RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());

                    renderInfo = new RenderInfo(-8 / 16F + 0.001F, 8 / 16F + 0.001F, -2 / 16F - percentageFull * 5.999F / 16F, -6 / 16F - 0.001F, 24 / 16F - 0.001F, -2 / 16F - 0.001F);
                    RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());

                    renderInfo = new RenderInfo(-6 / 16F + 0.001F, 22 / 16F + 0.001F, -2 / 16F - percentageFull * 5.999F / 16F, 6 / 16F - 0.001F, 24 / 16F - 0.001F, -2 / 16F - 0.001F);
                    RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());

                    renderInfo = new RenderInfo(-6 / 16F + 0.001F, 8 / 16F + 0.001F, -2 / 16F - percentageFull * 5.999F / 16F, 6 / 16F - 0.001F, 10 / 16F - 0.001F, -2 / 16F - 0.001F);
                    RenderUtils.INSTANCE.renderLiquid(info, renderInfo, liquidHopper.getWorldObj());
                }
            }

            FMLClientHandler.instance().getClient().getTextureManager().bindTexture(getModelTexture(hopper));
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glColor4d(1, 1, 1, 1);
        }
    }
}
 
Example 20
Source File: RenderCustomEndPortal.java    From EnderStorage with MIT License 4 votes vote down vote up
public void render(double posX, double posY, double posZ, float frame, double playerX, double playerY, double playerZ, TextureManager r)
{
    if(r == null)return;
    GL11.glDisable(GL11.GL_LIGHTING);
    Random random = new Random(31100L);
    for(int i = 0; i < 16; i++)
    {
        GL11.glPushMatrix();
        float f5 = 16 - i;
        float f6 = 0.0625F;
        float f7 = 1.0F / (f5 + 1.0F);
        if(i == 0)
        {
            r.bindTexture(end_skyTex);
            f7 = 0.1F;
            f5 = 65F;
            f6 = 0.125F;
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(770, 771);
        }
        if(i == 1)
        {
            r.bindTexture(end_portalTex);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(1, 1);
            f6 = 0.5F;
        }
        float f8 = (float)(-(posY + surfaceY));
        float f9 = f8 + ActiveRenderInfo.objectY;
        float f10 = f8 + f5 + ActiveRenderInfo.objectY;
        float f11 = f9 / f10;
        f11 = (float)(posY + surfaceY) + f11;
        GL11.glTranslated(playerX, f11, playerZ);
        GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
        GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
        GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
        GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR);
        GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, func_40447_a(1.0F, 0.0F, 0.0F, 0.0F));
        GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, func_40447_a(0.0F, 0.0F, 1.0F, 0.0F));
        GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, func_40447_a(0.0F, 0.0F, 0.0F, 1.0F));
        GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, func_40447_a(0.0F, 1.0F, 0.0F, 0.0F));
        GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
        GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
        GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
        GL11.glEnable(GL11.GL_TEXTURE_GEN_Q);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glTranslatef(0.0F, System.currentTimeMillis() % 0xaae60L / 700000F, 0.0F);
        GL11.glScalef(f6, f6, f6);
        GL11.glTranslatef(0.5F, 0.5F, 0.0F);
        GL11.glRotatef((i * i * 4321 + i * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
        GL11.glTranslatef(-0.5F, -0.5F, 0.0F);
        GL11.glTranslated(-playerX, -playerZ, -playerY);
        f9 = f8 + ActiveRenderInfo.objectY;
        GL11.glTranslated((ActiveRenderInfo.objectX * f5) / f9, (ActiveRenderInfo.objectZ * f5) / f9, -playerY + 20);
        Tessellator tessellator = Tessellator.instance;
        tessellator.startDrawingQuads();
        f11 = random.nextFloat() * 0.5F + 0.1F;
        float f12 = random.nextFloat() * 0.5F + 0.4F;
        float f13 = random.nextFloat() * 0.5F + 0.5F;
        if(i == 0)
        {
            f11 = f12 = f13 = 1.0F;
        }
        tessellator.setColorRGBA_F(f11 * f7, f12 * f7, f13 * f7, 1.0F);
        
        tessellator.addVertex(posX + surfaceX1, posY + surfaceY, posZ + surfaceZ1);
        tessellator.addVertex(posX + surfaceX1, posY + surfaceY, posZ + surfaceZ2);
        tessellator.addVertex(posX + surfaceX2, posY + surfaceY, posZ + surfaceZ2);
        tessellator.addVertex(posX + surfaceX2, posY + surfaceY, posZ + surfaceZ1);
        
        tessellator.draw();
        GL11.glPopMatrix();
        GL11.glMatrixMode(ARBVertexBlend.GL_MODELVIEW0_ARB);
    }

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_Q);
    GL11.glEnable(GL11.GL_LIGHTING);
}