Java Code Examples for org.lwjgl.opengl.GL11#glGetBoolean()
The following examples show how to use
org.lwjgl.opengl.GL11#glGetBoolean() .
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Example 1
Source File: IngameHUD.java From Wurst7 with GNU General Public License v3.0 | 5 votes |
@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 2
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 5 votes |
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve. */ private RenderState saveRenderState() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
Example 3
Source File: FXFlow.java From Gadomancy with GNU Lesser General Public License v3.0 | 5 votes |
public static void sheduleRender(Tessellator tessellator) { boolean isLightingEnabled = GL11.glGetBoolean(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F); if(isLightingEnabled) GL11.glDisable(GL11.GL_LIGHTING); GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.75F); for(FXFlowBase fx : fxQueue) { tessellator.startDrawingQuads(); fx.renderEssenceBase(tessellator); tessellator.draw(); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.75F); if(isLightingEnabled) GL11.glEnable(GL11.GL_LIGHTING); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); fxQueue.clear(); }
Example 4
Source File: RenderFrame.java From Framez with GNU General Public License v3.0 | 5 votes |
@Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { boolean blend = GL11.glGetBoolean(GL11.GL_BLEND); boolean alpha = GL11.glGetBoolean(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glPushMatrix(); { if (type == ItemRenderType.INVENTORY) GL11.glTranslated(0, -0.0625, 0); if (type == ItemRenderType.ENTITY) { GL11.glScaled(0.5, 0.5, 0.5); GL11.glTranslated(-0.5, -0.45, -0.5); } Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture); IFrame f = ((IFrame) ((ItemPartFrame) item.getItem()).newPart(item, Framez.proxy.getPlayer(), Framez.proxy.getWorld(), null, 0, null)); if (f != null) f.renderItem(item, type); } GL11.glPopMatrix(); if (!blend) GL11.glDisable(GL11.GL_BLEND); if (!alpha) GL11.glDisable(GL11.GL_ALPHA_TEST); }
Example 5
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve. */ private RenderState saveRenderState() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
Example 6
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve. */ private RenderState saveRenderState() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL20.glUseProgram(0); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); return state; }
Example 7
Source File: IngameHUD.java From ForgeWurst with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onRenderGUI(RenderGameOverlayEvent.Post event) { if(event.getType() != ElementType.ALL || mc.gameSettings.showDebugInfo) return; boolean blend = GL11.glGetBoolean(GL11.GL_BLEND); // color clickGui.updateColors(); int textColor; if(hackList.rainbowUiHack.isEnabled()) { float[] acColor = clickGui.getAcColor(); textColor = (int)(acColor[0] * 256) << 16 | (int)(acColor[1] * 256) << 8 | (int)(acColor[2] * 256); }else textColor = 0xffffff; // title GL11.glPushMatrix(); GL11.glScaled(1.33333333, 1.33333333, 1); WMinecraft.getFontRenderer().drawStringWithShadow( "ForgeWurst v" + ForgeWurst.VERSION, 3, 3, textColor); GL11.glPopMatrix(); // hack list int y = 19; ArrayList<Hack> hacks = new ArrayList<>(); hacks.addAll(hackList.getValues()); hacks.sort(Comparator.comparing(Hack::getName)); for(Hack hack : hacks) { if(!hack.isEnabled()) continue; WMinecraft.getFontRenderer() .drawStringWithShadow(hack.getRenderName(), 2, y, textColor); y += 9; } // pinned windows if(!(mc.currentScreen instanceof ClickGuiScreen)) clickGui.renderPinnedWindows(event.getPartialTicks()); if(blend) GL11.glEnable(GL11.GL_BLEND); else GL11.glDisable(GL11.GL_BLEND); }
Example 8
Source File: GLUtils.java From tribaltrouble with GNU General Public License v2.0 | 4 votes |
public final static boolean getGLBoolean(int gl_enum) { GL11.glGetBoolean(gl_enum, byte_buf); return byte_buf.get(0) == (byte)1; }
Example 9
Source File: RenderMotor.java From Framez with GNU General Public License v3.0 | 4 votes |
@Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { Tessellator t = Tessellator.instance; boolean blend = GL11.glGetBoolean(GL11.GL_BLEND); boolean alpha = GL11.glGetBoolean(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glPushMatrix(); { if (type == ItemRenderType.INVENTORY) GL11.glTranslated(0, -0.0625, 0); if (type == ItemRenderType.ENTITY) GL11.glTranslated(-0.5, -0.45, -0.5); t.startDrawingQuads(); RenderHelper renderer = RenderHelper.instance; renderer.fullReset(); IIcon border = IconSupplier.motor_border; IIcon center = IconSupplier.motor_center; renderer.renderBox(new Vec3dCube(0, 0, 0, 1, 1, 1), border); renderer.setRenderFromInside(true); { renderer.renderBox(new Vec3dCube(0, 2 / 16D, 2 / 16D, 1, 14 / 16D, 14 / 16D), border); renderer.renderBox(new Vec3dCube(2 / 16D, 0, 2 / 16D, 14 / 16D, 1, 14 / 16D), border); renderer.renderBox(new Vec3dCube(2 / 16D, 2 / 16D, 0, 14 / 16D, 14 / 16D, 1), border); } renderer.renderBox(new Vec3dCube(1 / 16D, 1 / 16D, 1 / 16D, 15 / 16D, 15 / 16D, 15 / 16D), center); renderer.setRenderFromInside(false); renderer.renderBox(new Vec3dCube(1 / 16D, 1 / 16D, 1 / 16D, 15 / 16D, 15 / 16D, 15 / 16D), center); t.draw(); } GL11.glPopMatrix(); if (!blend) GL11.glDisable(GL11.GL_BLEND); if (!alpha) GL11.glDisable(GL11.GL_ALPHA_TEST); }