Java Code Examples for org.lwjgl.opengl.GL11#glBlendFunc()
The following examples show how to use
org.lwjgl.opengl.GL11#glBlendFunc() .
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Example 1
Source File: GLUtils.java From ehacks-pro with GNU General Public License v3.0 | 6 votes |
public static void startDrawingESPs(double d, double d1, double d2, double r, double g, double b2) { GL11.glPushMatrix(); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); GL11.glLineWidth(1.5f); GL11.glDisable(2896); GL11.glDisable(3553); GL11.glEnable(2848); GL11.glDisable(2929); GL11.glDepthMask(false); GL11.glColor4d(r, g, b2, 0.1850000023841858); GLUtils.drawBoundingBox(new AltAxisAlignedBB(d, d1, d2, d + 1.0, d1 + 1.0, d2 + 1.0)); GL11.glColor4d(r, g, b2, 1.0); GLUtils.drawOutlinedBoundingBox(new AltAxisAlignedBB(d, d1, d2, d + 1.0, d1 + 1.0, d2 + 1.0)); GL11.glLineWidth(2.0f); GL11.glDisable(2848); GL11.glEnable(3553); GL11.glEnable(2896); GL11.glEnable(2929); GL11.glDepthMask(true); GL11.glDisable(3042); GL11.glPopMatrix(); }
Example 2
Source File: PBufferGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Initialise the GL context */ protected void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0,0,screenWidth,screenHeight); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); enterOrtho(); }
Example 3
Source File: GuilScrolledBox.java From Chisel with GNU General Public License v2.0 | 5 votes |
@Override public void render() { GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); Minecraft.getMinecraft().getTextureManager().bindTexture(Gui.optionsBackground); x0 = -gui.screenX; x1 = -gui.screenX + gui.width; overlayBackground(y, h, 0x202020, 0xff, 0xff); GL11.glPushMatrix(); GL11.glTranslatef(0.0f, offset, 0.0f); super.render(); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_TEXTURE_2D); overlayBackground(y, y + 8, 0x000000, 0xff, 0x00); overlayBackground(h - 8, h, 0x000000, 0x00, 0xff); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_BLEND); Minecraft.getMinecraft().getTextureManager().bindTexture(Gui.optionsBackground); overlayBackground(-gui.screenY, y, 0x404040, 0xff, 0xff); overlayBackground(h, -gui.screenY + gui.height, 0x404040, 0xff, 0xff); }
Example 4
Source File: Tracers.java From ehacks-pro with GNU General Public License v3.0 | 5 votes |
@Override public void onWorldRender(RenderWorldLastEvent event) { try { GL11.glBlendFunc(770, 771); GL11.glEnable(3042); GL11.glLineWidth(2.0f); GL11.glDisable(3553); GL11.glDisable(2929); GL11.glDepthMask(false); Wrapper.INSTANCE.world().loadedEntityList.stream().filter((entities) -> !(entities == Wrapper.INSTANCE.player() || !(entities instanceof EntityPlayer) || (entities instanceof EntityFakePlayer) || ((Entity) entities).isDead || ((EntityPlayer) entities).isInvisible())).map((entities) -> (EntityPlayer) entities).map((entity1) -> { Entity entity = (Entity) entity1; float distance = Wrapper.INSTANCE.mc().renderViewEntity.getDistanceToEntity(entity); double posX = entity.posX - RenderManager.renderPosX; double posY = entity.posY + (entity.height / 2.0f) - RenderManager.renderPosY; double posZ = entity.posZ - RenderManager.renderPosZ; String playerName = Wrapper.INSTANCE.player().getGameProfile().getName(); if (distance <= 6.0f) { GL11.glColor3f(1.0f, 0.0f, 0.0f); } else if (distance <= 96.0f) { GL11.glColor3f(1.0f, (distance / 100.0f), 0.0f); } else if (distance > 96.0f) { GL11.glColor3f(0.1f, 0.6f, 255.0f); } GL11.glBegin(1); GL11.glVertex3d(0.0, 0.0, 0.0); GL11.glVertex3d(posX, posY, posZ); return entity; }).forEachOrdered((_item) -> { GL11.glEnd(); }); GL11.glEnable(3553); GL11.glEnable(2929); GL11.glDepthMask(true); GL11.glDisable(3042); } catch (Exception exception) { // empty catch block } }
Example 5
Source File: RenderRangeLines.java From PneumaticCraft with GNU General Public License v3.0 | 5 votes |
public void render(){ GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderUtils.glColorHex(color); GL11.glLineWidth(1.0F); for(RenderProgressingLine line : rangeLines) { line.render(); } GL11.glColor4d(1, 1, 1, 1); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example 6
Source File: MoCModelFly.java From mocreaturesdev with GNU General Public License v3.0 | 5 votes |
@Override public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); MoCEntityFly fly = (MoCEntityFly) entity; boolean isFlying = (fly.getIsFlying() || fly.isOnAir()); //boolean onGround = fly.onGround; setRotationAngles(f, f1, f2, f3, f4, f5, !isFlying); FrontLegs.render(f5); RearLegs.render(f5); MidLegs.render(f5); Head.render(f5); Tail.render(f5); Abdomen.render(f5); Thorax.render(f5); if (!isFlying) { FoldedWings.render(f5); } else { GL11.glPushMatrix(); GL11.glEnable(3042 /*GL_BLEND*/); float transparency = 0.6F; GL11.glBlendFunc(770, 771); GL11.glColor4f(0.8F, 0.8F, 0.8F, transparency); LeftWing.render(f5); RightWing.render(f5); GL11.glDisable(3042/*GL_BLEND*/); GL11.glPopMatrix(); } }
Example 7
Source File: ModuleRegulatorTube.java From PneumaticCraft with GNU General Public License v3.0 | 5 votes |
@Override protected void renderModule(){ super.renderModule(); if(isFake()) { if(!hasTicked) { TileEntityPneumaticBase tile = (TileEntityPneumaticBase)getTube(); NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(tile.xCoord, tile.yCoord, tile.zCoord)); TileEntity neighbor = tile.getWorldObj().getTileEntity(tile.xCoord + dir.offsetX, tile.yCoord + dir.offsetY, tile.zCoord + dir.offsetZ); inLine = neighbor instanceof IPneumaticMachine; if(inLine) { inverted = ((IPneumaticMachine)neighbor).getAirHandler().getPressure(dir) > tile.getPressure(ForgeDirection.UNKNOWN); NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(neighbor.xCoord, neighbor.yCoord, neighbor.zCoord)); } hasTicked = true; } GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if(inLine && !inverted) { GL11.glColor4d(0, 1, 0, 0.3); } else { GL11.glColor4d(1, 0, 0, 0.3); } GL11.glPushMatrix(); GL11.glTranslated(0, 1, 0.2 + ClientTickHandler.TICKS % 20 * 0.015); GL11.glRotated(90, 1, 0, 0); RenderUtils.render3DArrow(); GL11.glColor4d(1, 1, 1, 1); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_BLEND); } }
Example 8
Source File: RenderLaser.java From AdvancedRocketry with MIT License | 4 votes |
public void doRender(Particle entity, double x, double y, double z, float f, float f1) { GL11.glPushMatrix(); GL11.glTranslated(x, y, z); BufferBuilder buffer = Tessellator.getInstance().getBuffer(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_FOG); GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Minecraft.getMinecraft().renderEngine.bindTexture(flare); //bindTexture(flare); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); GlStateManager.color(flareColor[0],flareColor[1],flareColor[2],flareColor[3]); for(int i = 0; i < 4; i++) { RenderHelper.renderBottomFaceWithUV(buffer, -y + 200, -(i*6) - x, -(i*6) - z, (i*6) - x, (i*6) - z, 0, 1, 0, 1); } Tessellator.getInstance().draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, 0, 0); //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); GlStateManager.color(color[0], color[1], color[2], color[3]);//0.9F, 0.2F, 0.3F, 0.5F); for(float radius = 0.25F; radius < size; radius += .25F) { for(double i = 0; i < 2*Math.PI; i += Math.PI) { buffer.pos(- x , -y + 200, - z).endVertex(); buffer.pos(- x, -y + 200, - z).endVertex(); buffer.pos(- (radius* Math.cos(i)) + 0.5F, 0,- (radius* Math.sin(i)) + 0.5F).endVertex(); buffer.pos(+ (radius* Math.sin(i)) + 0.5F, 0, (radius* Math.cos(i)) + 0.5F).endVertex(); } for(double i = 0; i < 2*Math.PI; i += Math.PI) { buffer.pos(- x, -y + 200,- z).endVertex(); buffer.pos(- x, -y + 200, - z).endVertex(); buffer.pos(+ (radius* Math.sin(i)) + 0.5F, 0, -(radius* Math.cos(i)) + 0.5F).endVertex(); buffer.pos(- (radius* Math.cos(i)) + 0.5F, 0,(radius* Math.sin(i)) + 0.5F).endVertex(); } } 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.glPopMatrix(); GlStateManager.color(1f, 1f, 1f,1f); //Clean up and make player not transparent OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 0, 0); }
Example 9
Source File: MoCRenderGolem.java From mocreaturesdev with GNU General Public License v3.0 | 4 votes |
/** * A method used to render a creeper's powered form as a pass model. */ protected int renderGPassModel(MoCEntityGolem par1Entity, int par2, float par3) { boolean depth = true; String effectTexture = par1Entity.getEffectTexture(); if (effectTexture != null)//(!effectTexture.isEmpty())//(par1Entity.getPowered()) { if (depth) { GL11.glDepthMask(false); } else { GL11.glDepthMask(true); } if (par2 == 1) { float var4 = (float) par1Entity.ticksExisted + par3; //this.loadTexture("/armor/golemeffect.png"); this.loadTexture(effectTexture); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); float var5 = var4 * 0.01F; float var6 = var4 * 0.01F; GL11.glTranslatef(var5, var6, 0.0F); this.setRenderPassModel(this.MoCModelG); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_BLEND); float var7 = 0.5F; GL11.glColor4f(var7, var7, var7, 1.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); return 1; } if (par2 == 2) { GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); } } return -1; }
Example 10
Source File: RendererCrystallizer.java From AdvancedRocketry with MIT License | 4 votes |
@Override public void render(TileEntity tile, double x, double y, double z, float f, int destroyStage, float a) { TileMultiblockMachine multiBlockTile = (TileMultiblockMachine)tile; if(!multiBlockTile.canRender()) return; GL11.glPushMatrix(); //Rotate and move the model into position GL11.glTranslated(x+.5f, y, z + 0.5f); EnumFacing front = RotatableBlock.getFront(tile.getWorld().getBlockState(tile.getPos())); //tile.getWorldObj().getBlockMetadata(tile.xCoord, tile.yCoord, tile.zCoord)); GL11.glRotatef((front.getFrontOffsetX() == 1 ? 180 : 0) + front.getFrontOffsetZ()*90f, 0, 1, 0); GL11.glTranslated(-.5f, 0, -1.5f); if(multiBlockTile.isRunning()) { float progress = multiBlockTile.getProgress(0)/(float)multiBlockTile.getTotalProgress(0); bindTexture(texture); model.renderPart("Hull"); List<ItemStack> outputList = multiBlockTile.getOutputs(); if(outputList != null && !outputList.isEmpty()) { ItemStack stack = outputList.get(0); EntityItem entity = new EntityItem(tile.getWorld()); entity.setItem(stack); entity.hoverStart = 0; int rotation = (int)(tile.getWorld().getTotalWorldTime() % 360); GL11.glPushMatrix(); GL11.glTranslatef(0, 1, 0); GL11.glPushMatrix(); GL11.glTranslated(1, 0.2, 0.7); GL11.glRotatef(rotation, 0, 1, 0); GL11.glScalef(progress, progress, progress); zmaster587.libVulpes.render.RenderHelper.renderItem(multiBlockTile, stack, Minecraft.getMinecraft().getRenderItem()); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslated(1, 0.2, 1.5); GL11.glRotatef(rotation, 0, 1, 0); GL11.glScalef(progress, progress, progress); zmaster587.libVulpes.render.RenderHelper.renderItem(multiBlockTile, stack, Minecraft.getMinecraft().getRenderItem()); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslated(1, 0.2, 2.3); GL11.glRotatef(rotation, 0, 1, 0); GL11.glScalef(progress, progress, progress); zmaster587.libVulpes.render.RenderHelper.renderItem(multiBlockTile, stack, Minecraft.getMinecraft().getRenderItem()); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA ); int color = Minecraft.getMinecraft().getItemColors().getColorFromItemstack(stack, 0); float divisor = 1/255f; GL11.glColor4f((color & 0xFF)*divisor*.5f, ((color & 0xFF00) >>> 8)*divisor*.5f, ((color & 0xFF0000) >>> 16)*divisor*.5f, 0xE4*divisor); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glTranslatef(0, 1.1f, 0); //Fill before emptying if(progress < 0.05) GL11.glScaled(1, 20*progress, 1); else GL11.glScaled(1, (1.1-(progress*1.111)), 1); GL11.glTranslatef(0, -1.1f, 0); model.renderPart("Liquid"); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); } else { bindTexture(texture); model.renderPart("Hull"); } GL11.glPopMatrix(); }
Example 11
Source File: RenderEntityVortex.java From PneumaticCraft with GNU General Public License v3.0 | 4 votes |
private void renderGust(){ byte b0 = 0; //float f2 = 0.0F; //float f3 = 0.5F; //float f4 = (0 + b0 * 10) / 16.0F; // float f5 = (5 + b0 * 10) / 16.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (5 + b0 * 10) / 16.0F; float f9 = (10 + b0 * 10) / 16.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); 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 tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f6, f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f7, f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f7, f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f6, f9); double start = 0d; double end = 1 / 16d; tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, start, start); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, start, end); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, end, end); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, end, start); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f6, f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f7, f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f7, f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f6, f9); tessellator.draw(); }
Example 12
Source File: RenderMovementBlocking.java From Framez with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onRenderTick(RenderWorldLastEvent event) { World world = Minecraft.getMinecraft().theWorld; EntityPlayer player = Minecraft.getMinecraft().thePlayer; MovingObjectPosition mop = world.rayTraceBlocks(RayTracer.instance().getStartVector(player).toVec3(), RayTracer.instance() .getEndVector(player).toVec3()); ItemStack item = player.getCurrentEquippedItem(); if (item == null) return; if (!(item.getItem() instanceof IFramezWrench)) return; if (Minecraft.getMinecraft().gameSettings.hideGUI && Minecraft.getMinecraft().currentScreen == null) return; double thickness = 1 / 32D; GL11.glPushMatrix(); { GL11.glDisable(GL11.GL_TEXTURE_2D); Vec3 playerPos = player.getPosition(event.partialTicks); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4d(1, 1, 1, 1); List<TileMotor> l = null; if (mop != null && mop.typeOfHit == MovingObjectType.BLOCK) { TileEntity te = world.getTileEntity(mop.blockX, mop.blockY, mop.blockZ); if (te != null && te instanceof TileMotor) { l = new ArrayList<TileMotor>(); l.add((TileMotor) te); } } if (l == null) l = MotorCache.getLoadedMotors(); for (TileMotor m : l) { if (m.getWorldObj() == world) { List<Vec3i> blocking = m.getBlocking(); if (blocking == null || blocking.size() == 0) continue; for (Vec3i b : blocking) { double x = b.getX() - playerPos.xCoord; double y = b.getY() - playerPos.yCoord; double z = b.getZ() - playerPos.zCoord; GL11.glPushMatrix(); { GL11.glTranslated(x - thickness, y - thickness, z - thickness); GL11.glScaled(1 + (thickness * 2), 1 + (thickness * 2), 1 + (thickness * 2)); GL11.glColor4d(1, 0, 0, .25); GL11.glBegin(GL11.GL_QUADS); RenderUtils.drawColoredCube(); GL11.glEnd(); } GL11.glPopMatrix(); GL11.glPushMatrix(); { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glColor4d(.75, 0, 0, .5); GL11.glLineWidth(2); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(m.xCoord - playerPos.xCoord + 0.5, m.yCoord - playerPos.yCoord + 0.5, m.zCoord - playerPos.zCoord + 0.5); GL11.glVertex3d(x + 0.5, y + 0.5, z + 0.5); GL11.glEnd(); GL11.glEnable(GL11.GL_DEPTH_TEST); } GL11.glPopMatrix(); } } } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glPopMatrix(); }
Example 13
Source File: PathFinder.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
public void renderPath(boolean debugMode, boolean depthTest) { // GL settings GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LINE_SMOOTH); if(!depthTest) GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glPushMatrix(); RenderUtils.applyRenderOffset(); GL11.glTranslated(0.5, 0.5, 0.5); if(debugMode) { int renderedThings = 0; // queue (yellow) GL11.glLineWidth(2); GL11.glColor4f(1, 1, 0, 0.75F); for(PathPos element : queue.toArray()) { if(renderedThings >= 5000) break; PathRenderer.renderNode(element); renderedThings++; } // processed (red) GL11.glLineWidth(2); for(Entry<PathPos, PathPos> entry : prevPosMap.entrySet()) { if(renderedThings >= 5000) break; if(entry.getKey().isJumping()) GL11.glColor4f(1, 0, 1, 0.75F); else GL11.glColor4f(1, 0, 0, 0.75F); PathRenderer.renderArrow(entry.getValue(), entry.getKey()); renderedThings++; } } // path (blue) if(debugMode) { GL11.glLineWidth(4); GL11.glColor4f(0, 0, 1, 0.75F); }else { GL11.glLineWidth(2); GL11.glColor4f(0, 1, 0, 0.75F); } for(int i = 0; i < path.size() - 1; i++) PathRenderer.renderArrow(path.get(i), path.get(i + 1)); GL11.glPopMatrix(); // GL resets GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); }
Example 14
Source File: ChestEspHack.java From ForgeWurst with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onRenderWorldLast(RenderWorldLastEvent event) { // 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.glPushMatrix(); GL11.glTranslated(-TileEntityRendererDispatcher.staticPlayerX, -TileEntityRendererDispatcher.staticPlayerY, -TileEntityRendererDispatcher.staticPlayerZ); // minecart interpolation double partialTicks = event.getPartialTicks(); ArrayList<AxisAlignedBB> minecartBoxes = new ArrayList<>(minecarts.size()); minecarts.forEach(e -> { double offsetX = -(e.posX - e.lastTickPosX) + (e.posX - e.lastTickPosX) * partialTicks; double offsetY = -(e.posY - e.lastTickPosY) + (e.posY - e.lastTickPosY) * partialTicks; double offsetZ = -(e.posZ - e.lastTickPosZ) + (e.posZ - e.lastTickPosZ) * partialTicks; minecartBoxes.add( e.getRenderBoundingBox().offset(offsetX, offsetY, offsetZ)); }); if(style.getSelected().boxes) { GL11.glCallList(normalChests); renderBoxes(minecartBoxes, greenBox); } if(style.getSelected().lines) { Vec3d start = RotationUtils.getClientLookVec() .addVector(0, WMinecraft.getPlayer().getEyeHeight(), 0) .addVector(TileEntityRendererDispatcher.staticPlayerX, TileEntityRendererDispatcher.staticPlayerY, TileEntityRendererDispatcher.staticPlayerZ); GL11.glBegin(GL11.GL_LINES); GL11.glColor4f(0, 1, 0, 0.5F); renderLines(start, basicChests); renderLines(start, minecartBoxes); GL11.glColor4f(1, 0.5F, 0, 0.5F); renderLines(start, trappedChests); GL11.glColor4f(0, 1, 1, 0.5F); renderLines(start, enderChests); GL11.glEnd(); } 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 15
Source File: ItemRendererCertusTank.java From ExtraCells1 with MIT License | 4 votes |
public void renderItem(ItemRenderType type, ItemStack item, Object... data) { Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("extracells", "textures/blocks/texmap_tank.png")); GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); GL11.glScalef(1.0F, -1F, -1F); model.render(0.0625f); GL11.glScalef(1.0F, -1F, 1.0F); model.render(0.0625f); if (item != null && item.hasTagCompound()) { FluidStack storedFluid = FluidStack.loadFluidStackFromNBT(item.getTagCompound().getCompoundTag("tileEntity")); int tankCapacity = 32000; if (storedFluid != null && storedFluid.getFluid() != null) { Icon fluidIcon = storedFluid.getFluid().getIcon(); Tessellator tessellator = Tessellator.instance; RenderBlocks renderer = new RenderBlocks(); GL11.glScalef(1.0F, 1.0F, -1.0F); renderer.setRenderBounds(0.08F, 0.001F, 0.08F, 0.92, (float) storedFluid.amount / (float) tankCapacity * 0.999F, 0.92F); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture); GL11.glTranslatef(-0.5F, -0.5F, -0.5F); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1F, 0.0F); renderer.renderFaceYNeg(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderer.renderFaceYPos(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1F); renderer.renderFaceZNeg(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderer.renderFaceZPos(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1F, 0.0F, 0.0F); renderer.renderFaceXNeg(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderer.renderFaceXPos(Block.blocksList[FluidRegistry.WATER.getBlockID()], 0.0D, 0.0D, 0.0D, fluidIcon); tessellator.draw(); GL11.glPopAttrib(); } } GL11.glPopMatrix(); }
Example 16
Source File: MoCRenderDolphin.java From mocreaturesdev with GNU General Public License v3.0 | 4 votes |
public void doRenderLiving2(EntityLiving entityliving, double d, double d1, double d2, float f, float f1) { MoCEntityDolphin entitydolphin = (MoCEntityDolphin) entityliving; super.doRenderLiving(entitydolphin, d, d1, d2, f, f1); if (entitydolphin.renderName()) { float f2 = 1.6F; float f3 = 0.01666667F * f2; float f4 = entityliving.getDistanceToEntity(renderManager.livingPlayer); String s = ""; s = (new StringBuilder()).append(s).append(entitydolphin.getName()).toString(); if ((f4 < 12F) && (s.length() > 0)) { FontRenderer fontrenderer = getFontRendererFromRenderManager(); GL11.glPushMatrix(); GL11.glTranslatef((float) d + 0.0F, (float) d1 + 0.3F, (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 */); GL11.glDepthMask(false); GL11.glDisable(2929 /* GL_DEPTH_TEST */); GL11.glEnable(3042 /* GL_BLEND */); GL11.glBlendFunc(770, 771); Tessellator tessellator = Tessellator.instance; byte byte0 = -50; 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); if (MoCreatures.proxy.getDisplayPetHealth()) { float f5 = entitydolphin.getHealth(); float f6 = entitydolphin.getMaxHealth(); float f7 = f5 / f6; float f8 = 40F * f7; tessellator.setColorRGBA_F(0.7F, 0.0F, 0.0F, 1.0F); tessellator.addVertex(-20F + f8, -10 + byte0, 0.0D); tessellator.addVertex(-20F + f8, -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(f8 - 20F, -6 + byte0, 0.0D); tessellator.addVertex(f8 - 20F, -10 + 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.glEnable(2896 /* GL_LIGHTING */); GL11.glDisable(3042 /* GL_BLEND */); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } } }
Example 17
Source File: ImmediateModeOGLRenderer.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * @see org.newdawn.slick.opengl.renderer.SGL#glBlendFunc(int, int) */ public void glBlendFunc(int src, int dest) { GL11.glBlendFunc(src, dest); }
Example 18
Source File: KillauraHack.java From ForgeWurst with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onRenderWorldLast(RenderWorldLastEvent event) { if(target == 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.glPushMatrix(); GL11.glTranslated(-TileEntityRendererDispatcher.staticPlayerX, -TileEntityRendererDispatcher.staticPlayerY, -TileEntityRendererDispatcher.staticPlayerZ); AxisAlignedBB box = new AxisAlignedBB(BlockPos.ORIGIN); float p = (target.getMaxHealth() - target.getHealth()) / target.getMaxHealth(); float red = p * 2F; float green = 2 - red; GL11.glTranslated(target.posX, target.posY, target.posZ); GL11.glTranslated(0, 0.05, 0); GL11.glScaled(target.width, target.height, target.width); GL11.glTranslated(-0.5, 0, -0.5); 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); GL11.glBegin(GL11.GL_QUADS); RenderUtils.drawSolidBox(box); GL11.glEnd(); GL11.glColor4f(red, green, 0, 0.5F); GL11.glBegin(GL11.GL_LINES); RenderUtils.drawOutlinedBox(box); GL11.glEnd(); 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 19
Source File: ClientProxy.java From NBTEdit with GNU General Public License v3.0 | 4 votes |
private void drawBoundingBox(RenderGlobal r, float f, AxisAlignedBB aabb) { if (aabb == null) return; EntityLivingBase player = Minecraft.getMinecraft().renderViewEntity; double var8 = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)f; double var10 = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)f; double var12 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)f; aabb = aabb.getOffsetBoundingBox(-var8, -var10, -var12); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 0.0F, 0.0F, .5F); GL11.glLineWidth(3.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); Tessellator var2 = Tessellator.instance; var2.startDrawing(3); var2.addVertex(aabb.minX, aabb.minY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.minY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.minY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.minY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.minY, aabb.minZ); var2.draw(); var2.startDrawing(3); var2.addVertex(aabb.minX, aabb.maxY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.maxY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.maxY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.maxY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.maxY, aabb.minZ); var2.draw(); var2.startDrawing(1); var2.addVertex(aabb.minX, aabb.minY, aabb.minZ); var2.addVertex(aabb.minX, aabb.maxY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.minY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.maxY, aabb.minZ); var2.addVertex(aabb.maxX, aabb.minY, aabb.maxZ); var2.addVertex(aabb.maxX, aabb.maxY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.minY, aabb.maxZ); var2.addVertex(aabb.minX, aabb.maxY, aabb.maxZ); var2.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
Example 20
Source File: BowAimbotHack.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
@Override public void onRender(float partialTicks) { if(target == 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.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glPushMatrix(); RenderUtils.applyRenderOffset(); // set position GL11.glTranslated(target.getX(), target.getY(), target.getZ()); // set size double boxWidth = target.getWidth() + 0.1; double boxHeight = target.getHeight() + 0.1; GL11.glScaled(boxWidth, boxHeight, boxWidth); // move to center GL11.glTranslated(0, 0.5, 0); double v = 1 / velocity; GL11.glScaled(v, v, v); // draw outline GL11.glColor4d(1, 0, 0, 0.5F * velocity); RenderUtils.drawOutlinedBox(TARGET_BOX); // draw box GL11.glColor4d(1, 0, 0, 0.25F * velocity); RenderUtils.drawSolidBox(TARGET_BOX); GL11.glPopMatrix(); // GL resets GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LINE_SMOOTH); }