org.lwjgl.opengl.GL14 Java Examples
The following examples show how to use
org.lwjgl.opengl.GL14.
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Example #1
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 6 votes |
/** * Reads the first row of the slider gradient texture and upload it as * a 1D texture to OpenGL if it hasn't already been done. */ public void initGradient() { if (gradientTexture == 0) { Image slider = GameImage.SLIDER_GRADIENT.getImage().getScaledCopy(1.0f / GameImage.getUIscale()); staticState.gradientTexture = GL11.glGenTextures(); ByteBuffer buff = BufferUtils.createByteBuffer(slider.getWidth() * 4); for (int i = 0; i < slider.getWidth(); ++i) { Color col = slider.getColor(i, 0); buff.put((byte) (255 * col.r)); buff.put((byte) (255 * col.g)); buff.put((byte) (255 * col.b)); buff.put((byte) (255 * col.a)); } buff.flip(); GL11.glBindTexture(GL11.GL_TEXTURE_1D, gradientTexture); GL11.glTexImage1D(GL11.GL_TEXTURE_1D, 0, GL11.GL_RGBA, slider.getWidth(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buff); ContextCapabilities capabilities = GLContext.getCapabilities(); if (capabilities.OpenGL30) { GL30.glGenerateMipmap(GL11.GL_TEXTURE_1D); } else if (capabilities.GL_EXT_framebuffer_object) { EXTFramebufferObject.glGenerateMipmapEXT(GL11.GL_TEXTURE_1D); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE); } } }
Example #2
Source File: FrameBufferContainer.java From LookingGlass with GNU General Public License v3.0 | 6 votes |
private void allocateFrameBuffer() { if (this.framebuffer != 0) return; this.framebuffer = EXTFramebufferObject.glGenFramebuffersEXT(); //Release via: EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffer); this.depthBuffer = EXTFramebufferObject.glGenRenderbuffersEXT(); //Release via: EXTFramebufferObject.glDeleteRenderbuffersEXT(depthBuffer); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, this.framebuffer); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); if (MinecraftForgeClient.getStencilBits() == 0) EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, width, height); else EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, org.lwjgl.opengl.EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, width, height); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); if (MinecraftForgeClient.getStencilBits() != 0) EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_STENCIL_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); this.texture = GL11.glGenTextures(); //Release via: GL11.glDeleteTextures(colorTexture); GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.texture); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT, (java.nio.ByteBuffer) null); EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, this.texture, 0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
Example #3
Source File: PhasedBlockRenderer.java From Wizardry with GNU Lesser General Public License v3.0 | 6 votes |
public static BufferBuilder beginRender() { GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.enableCull(); GlStateManager.cullFace(GlStateManager.CullFace.BACK); GlStateManager.depthMask(false); GlStateManager.enablePolygonOffset(); GlStateManager.doPolygonOffset(-0.1f, -1000f); GlStateManager.enableColorMaterial(); GlStateManager.color(1, 1, 1, 1); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE); GL14.glBlendEquation(GL14.GL_FUNC_SUBTRACT); BufferBuilder buffer = Tessellator.getInstance().getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); buffer.setTranslation(-TileEntityRendererDispatcher.staticPlayerX, -TileEntityRendererDispatcher.staticPlayerY, -TileEntityRendererDispatcher.staticPlayerZ); return buffer; }
Example #4
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
protected void fillGradient(int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #5
Source File: RenderWitherCat.java From EnderZoo with Creative Commons Zero v1.0 Universal | 5 votes |
@Override public void doRenderLayer(EntityWitherCat cat, float p_177201_2_, float p_177201_3_, float p_177201_4_, float p_177201_5_, float p_177201_6_, float p_177201_7_, float p_177201_8_) { float blendFactor = 1.0F; float scale = cat.getScale(); blendFactor = 1 - (cat.getAngryScale() - scale); if (blendFactor > 0) { bindTexture(angryTexture); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, blendFactor); GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL); GL11.glPolygonOffset(-1, -1); char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F); GL11.glEnable(GL11.GL_LIGHTING); getMainModel().render(cat, p_177201_2_, p_177201_3_, p_177201_5_, p_177201_6_, p_177201_7_, p_177201_8_); setLightmap(cat); } }
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: Errors.java From Visage with MIT License | 5 votes |
private static void buildMapping() { if (mapping != null) return; Multimap<Integer, String> map = HashMultimap.create(); List<Class<?>> classes = ImmutableList.of( GL11.class, GL12.class, GL13.class, GL14.class, GL15.class, GL20.class, GL21.class, GL30.class, GL31.class, GL32.class, GL33.class, GL40.class, GL41.class, GL42.class, GL43.class, GL44.class, GL45.class, GLFW.class ); for (Class<?> clazz : classes) { for (Field f : clazz.getDeclaredFields()) { if (f.getName().toUpperCase(Locale.ROOT).equals(f.getName()) && f.getType() == int.class && Modifier.isPublic(f.getModifiers()) && Modifier.isStatic(f.getModifiers())) { List<String> li = Splitter.on('_').splitToList(f.getName()); li = li.subList(1, li.size()); String clean = Joiner.on(' ').join( li.stream() .map(Errors::toTitleCase) .iterator()); try { map.put(f.getInt(null), clean); } catch (Throwable t) { t.printStackTrace(); } } } } mapping = map; }
Example #8
Source File: DMI.java From FastDMM with GNU General Public License v3.0 | 5 votes |
public void createGL() { if (image == null || glID != -1) return; int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData(); image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth()); ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4); //4 for RGBA, 3 for RGB for (int y = 0; y < image.getHeight(); y++) { for (int x = 0; x < image.getWidth(); x++) { int pixel = pixels[y * image.getWidth() + x]; buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component buffer.put((byte) (pixel & 0xFF)); // Blue component buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA } } buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS // You now have a ByteBuffer filled with the color data of each pixel. // Now just create a texture ID and bind it. Then you can load it using // whatever OpenGL method you want, for example: glID = glGenTextures(); glBindTexture(GL_TEXTURE_2D, glID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); //Setup texture scaling filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); }
Example #9
Source File: PhasedBlockRenderer.java From Wizardry with GNU Lesser General Public License v3.0 | 5 votes |
public static void finishRender(BufferBuilder buffer) { Tessellator.getInstance().draw(); buffer.setTranslation(0, 0, 0); GlStateManager.glBlendEquation(GL14.GL_FUNC_ADD); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.depthMask(true); GlStateManager.disablePolygonOffset(); GlStateManager.enableDepth(); GlStateManager.enableTexture2D(); }
Example #10
Source File: TextureUtils.java From OpenGL-Animation with The Unlicense | 5 votes |
protected static int loadTextureToOpenGL(TextureData data, TextureBuilder builder) { int texID = GL11.glGenTextures(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL12.GL_BGRA, GL11.GL_UNSIGNED_BYTE, data.getBuffer()); if (builder.isMipmap()) { GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); if (builder.isAnisotropic() && GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic) { GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, 4.0f); } } else if (builder.isNearest()) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); } if (builder.isClampEdges()) { 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); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); return texID; }
Example #11
Source File: Variables.java From The-5zig-Mod with MIT License | 5 votes |
public void renderItem(add itemStack, int x, int y) { bam.c(); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(770, 771, 1, 0); GL11.glDisable(GL11.GL_LIGHTING); itemRenderer.a(getFontrenderer(), getTextureManager(), itemStack, x, y); itemRenderer.c(getFontrenderer(), getTextureManager(), itemStack, x, y); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); bam.a(); }
Example #12
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void glSetup(double x, double y, double z) { GL11.glPushMatrix(); RenderUtils.offsetRender(); GL11.glTranslated(x, y, z); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-mc.player.yaw, 0.0F, 1.0F, 0.0F); GL11.glRotatef(mc.player.pitch, 1.0F, 0.0F, 0.0F); //GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); }
Example #13
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); offsetRender(); }
Example #14
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
protected void fillGradient(MatrixStack matrix, int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #15
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void glSetup(double x, double y, double z) { GL11.glPushMatrix(); RenderUtils.offsetRender(); GL11.glTranslated(x, y, z); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-mc.player.yaw, 0.0F, 1.0F, 0.0F); GL11.glRotatef(mc.player.pitch, 1.0F, 0.0F, 0.0F); //GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); }
Example #16
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); offsetRender(); }
Example #17
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void glSetup(double x, double y, double z) { GL11.glPushMatrix(); GL11.glTranslated(x - RenderUtils.renderPos().x, y - RenderUtils.renderPos().y, z - RenderUtils.renderPos().z); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-mc.getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(mc.getRenderManager().playerViewX, 1.0F, 0.0F, 0.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); }
Example #18
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glPushMatrix(); }
Example #19
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
private void fillGradient(int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBufferBuilder(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #20
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void glSetup(double x, double y, double z) { GL11.glPushMatrix(); GL11.glTranslated(x - RenderUtils.renderPos().x, y - RenderUtils.renderPos().y, z - RenderUtils.renderPos().z); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-mc.player.yaw, 0.0F, 1.0F, 0.0F); GL11.glRotatef(mc.player.pitch, 1.0F, 0.0F, 0.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); }
Example #21
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void gl11Setup() { GL11.glEnable(GL11.GL_BLEND); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(5889); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); }
Example #22
Source File: RenderEngine.java From LowPolyWater with The Unlicense | 3 votes |
/** * Sets up an FBO for one of the extra render passes. The FBO is initialised * with a texture colour attachment, and can be initialised with either a * render buffer or texture attachment for the depth buffer. * * @param width * - The width of the FBO in pixels. * @param height * - The height of the FBO in pixels. * @param useTextureForDepth * - Whether the depth buffer attachment should be a texture or a * render buffer. * @return The completed FBO. */ private static Fbo createWaterFbo(int width, int height, boolean useTextureForDepth) { Attachment colourAttach = new TextureAttachment(GL11.GL_RGBA8); Attachment depthAttach; if (useTextureForDepth) { depthAttach = new TextureAttachment(GL14.GL_DEPTH_COMPONENT24); } else { depthAttach = new RenderBufferAttachment(GL14.GL_DEPTH_COMPONENT24); } return Fbo.newFbo(width, height).addColourAttachment(0, colourAttach).addDepthAttachment(depthAttach).init(); }