Java Code Examples for org.lwjgl.opengl.GL11#glLineWidth()
The following examples show how to use
org.lwjgl.opengl.GL11#glLineWidth() .
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Example 1
Source File: ItemEspHack.java From Wurst7 with GNU General Public License v3.0 | 6 votes |
@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 2
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 6 votes |
public static void drawLine(double x1,double y1,double z1,double x2,double y2,double z2, float r, float g, float b, float t) { gl11Setup(); GL11.glLineWidth(t); Vec3d ren = renderPos(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBufferBuilder(); buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(x1 - ren.x, y1 - ren.y, z1 - ren.z).color(r, g, b, 0.0F).next(); buffer.vertex(x1 - ren.x, y1 - ren.y, z1 - ren.z).color(r, g, b, 1.0F).next(); buffer.vertex(x2 - ren.x, y2 - ren.y, z2 - ren.z).color(r, g, b, 1.0F).next(); tessellator.draw(); gl11Cleanup(); }
Example 3
Source File: ItemESP.java From ehacks-pro with GNU General Public License v3.0 | 6 votes |
private void renderDebugBoundingBox(Entity p_85094_1_, double p_85094_2_, double p_85094_4_, double p_85094_6_, float p_85094_8_, float p_85094_9_) { GL11.glDepthMask(false); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); float f2 = p_85094_1_.width / 2.0F; AxisAlignedBB axisalignedbb = AxisAlignedBB.getBoundingBox(p_85094_2_ - f2, p_85094_4_, p_85094_6_ - f2, p_85094_2_ + f2, p_85094_4_ + p_85094_1_.height, p_85094_6_ + f2); GL11.glLineWidth(1f); RenderGlobal.drawOutlinedBoundingBox(axisalignedbb, 16777215); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); }
Example 4
Source File: RenderUtil.java From seppuku with GNU General Public License v3.0 | 5 votes |
public static void drawTriangle(float x, float y, float size, float theta, int color) { GL11.glTranslated(x, y, 0); GL11.glRotatef(180 + theta, 0F, 0F, 1.0F); float alpha = (float) (color >> 24 & 255) / 255.0F; float red = (float) (color >> 16 & 255) / 255.0F; float green = (float) (color >> 8 & 255) / 255.0F; float blue = (float) (color & 255) / 255.0F; GL11.glColor4f(red, green, blue, alpha); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glBlendFunc(770, 771); GL11.glLineWidth(1); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex2d(0, (1.0F * size)); GL11.glVertex2d((1 * size), -(1.0F * size)); GL11.glVertex2d(-(1 * size), -(1.0F * size)); GL11.glEnd(); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glRotatef(-180 - theta, 0F, 0F, 1.0F); GL11.glTranslated(-x, -y, 0); }
Example 5
Source File: PGData5.java From ldparteditor with MIT License | 5 votes |
@Override public void drawBFCprimitive_GL33(GLMatrixStack stack, int drawOnlyMode) { if (drawOnlyMode == 1) return; GL11.glLineWidth(1f); edgeData[3] = View.primitive_condline_Colour_r[0]; edgeData[4] = View.primitive_condline_Colour_g[0]; edgeData[5] = View.primitive_condline_Colour_b[0]; edgeData[9] = edgeData[3]; edgeData[10] = edgeData[4]; edgeData[11] = edgeData[5]; GL33HelperPrimitives.drawLinesRGB_Line(edgeData); }
Example 6
Source File: TrajectoriesHack.java From Wurst7 with GNU General Public License v3.0 | 5 votes |
@Override public void onRender(float partialTicks) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glLineWidth(2); GL11.glDisable(GL11.GL_LIGHTING); RenderUtils.applyCameraRotationOnly(); ArrayList<Vec3d> path = getPath(partialTicks); Vec3d camPos = RenderUtils.getCameraPos(); drawLine(path, camPos); if(!path.isEmpty()) { Vec3d end = path.get(path.size() - 1); drawEndOfLine(end, camPos); } GL11.glColor4f(1, 1, 1, 1); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glPopMatrix(); }
Example 7
Source File: CustomCrosshair.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
private void drawDebugAxisCrosshair(int screenWidth, int screenHeight) { GlStateManager.pushMatrix(); GlStateManager.translate((float) screenWidth, (float) screenHeight, 0.0f); Entity entity = mc.getRenderViewEntity(); GlStateManager.rotate( entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * 1.0f, -1.0f, 0.0f, 0.0f); GlStateManager .rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * 1.0f, 0.0f, 1.0f, 0.0f); GlStateManager.scale(-1.0f, -1.0f, -1.0f); GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); worldrenderer.begin(GL11.GL_CLIENT_PIXEL_STORE_BIT, DefaultVertexFormats.POSITION_COLOR); GL11.glLineWidth(2.0f); worldrenderer.pos(0.0, 0.0, 0.0).color(255, 0, 0, 255).endVertex(); worldrenderer.pos(10.0, 0.0, 0.0).color(255, 0, 0, 255).endVertex(); worldrenderer.pos(0.0, 0.0, 0.0).color(0, 255, 0, 255).endVertex(); worldrenderer.pos(0.0, 10.0, 0.0).color(0, 255, 0, 255).endVertex(); worldrenderer.pos(0.0, 0.0, 0.0).color(0, 0, 255, 255).endVertex(); worldrenderer.pos(0.0, 0.0, 10.0).color(0, 0, 255, 255).endVertex(); tessellator.draw(); GL11.glLineWidth(1.0f); GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); GlStateManager.popMatrix(); }
Example 8
Source File: SearchHack.java From Wurst7 with GNU General Public License v3.0 | 5 votes |
@Override public void onRender(float partialTicks) { // 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(); // generate rainbow color float x = System.currentTimeMillis() % 2000 / 1000F; float red = 0.5F + 0.5F * MathHelper.sin(x * (float)Math.PI); float green = 0.5F + 0.5F * MathHelper.sin((x + 4F / 3F) * (float)Math.PI); float blue = 0.5F + 0.5F * MathHelper.sin((x + 8F / 3F) * (float)Math.PI); GL11.glColor4f(red, green, blue, 0.5F); GL11.glBegin(GL11.GL_QUADS); GL11.glCallList(displayList); 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 9
Source File: RenderUtils.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
public static void drawBorderedRect(float x, float y, float x2, float y2, float l1, int col1, int col2) { drawRect(x, y, x2, y2, col2); float f = (col1 >> 24 & 0xFF) / 255.0F; float f2 = (col1 >> 16 & 0xFF) / 255.0F; float f3 = (col1 >> 8 & 0xFF) / 255.0F; float f4 = (col1 & 0xFF) / 255.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glPushMatrix(); GlStateManager.color(f2, f3, f4, f); GL11.glLineWidth(l1); GL11.glBegin(1); GL11.glVertex2d(x, y); GL11.glVertex2d(x, y2); GL11.glVertex2d(x2, y2); GL11.glVertex2d(x2, y); GL11.glVertex2d(x, y); GL11.glVertex2d(x2, y); GL11.glVertex2d(x, y2); GL11.glVertex2d(x2, y2); GL11.glEnd(); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LINE_SMOOTH); }
Example 10
Source File: SurfaceHelper.java From ForgeHax with MIT License | 5 votes |
public static void drawLine(int x1, int y1, int x2, int y2, int color, float width) { float r = (float) (color >> 16 & 255) / 255.0F; float g = (float) (color >> 8 & 255) / 255.0F; float b = (float) (color & 255) / 255.0F; float a = (float) (color >> 24 & 255) / 255.0F; Tessellator tessellator = Tessellator.getInstance(); BufferBuilder BufferBuilder = tessellator.getBuffer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate( GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.color(r, g, b, a); GL11.glLineWidth(width); BufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION); BufferBuilder.pos(x1, y1, 0.0D).endVertex(); BufferBuilder.pos(x2, y2, 0.0D).endVertex(); tessellator.draw(); GlStateManager.color(1f, 1f, 1f); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 11
Source File: PGData5.java From ldparteditor with MIT License | 5 votes |
@Override public void drawBFCprimitive_GL20(int drawOnlyMode) { if (drawOnlyMode == 1) return; // GL11.glLineWidth(View.lineWidthGL[0]); GL11.glLineWidth(1f); GL11.glColor4f(View.primitive_condline_Colour_r[0], View.primitive_condline_Colour_g[0], View.primitive_condline_Colour_b[0], 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, z1); GL11.glVertex3f(x2, y2, z2); GL11.glEnd(); }
Example 12
Source File: BuildRandomHack.java From Wurst7 with GNU General Public License v3.0 | 5 votes |
@Override public void onRender(float partialTicks) { if(lastPos == 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(); // set position GL11.glTranslated(lastPos.getX(), lastPos.getY(), lastPos.getZ()); // get color float red = partialTicks * 2F; float green = 2 - red; // draw box GL11.glColor4f(red, green, 0, 0.25F); RenderUtils.drawSolidBox(); GL11.glColor4f(red, green, 0, 0.5F); RenderUtils.drawOutlinedBox(); 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); }
Example 13
Source File: PGData2.java From ldparteditor with MIT License | 5 votes |
@Override public void drawBFCprimitive_GL20(int drawOnlyMode) { if (drawOnlyMode == 1) return; // GL11.glLineWidth(View.lineWidthGL[0]); GL11.glLineWidth(1f); GL11.glColor4f(View.primitive_edge_Colour_r[0], View.primitive_edge_Colour_g[0], View.primitive_edge_Colour_b[0], 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, z1); GL11.glVertex3f(x2, y2, z2); GL11.glEnd(); }
Example 14
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); }
Example 15
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 16
Source File: OverlayHack.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
@Override public void onRender(float partialTicks) { if(MC.crosshairTarget == null || MC.crosshairTarget.getType() != HitResult.Type.BLOCK) return; BlockHitResult blockHitResult = (BlockHitResult)MC.crosshairTarget; BlockPos pos = new BlockPos(blockHitResult.getBlockPos()); // check if hitting block if(!MC.interactionManager.isBreakingBlock()) 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(); // set position GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ()); // get progress float progress = IMC.getInteractionManager().getCurrentBreakingProgress(); // set size GL11.glTranslated(0.5, 0.5, 0.5); GL11.glScaled(progress, progress, progress); GL11.glTranslated(-0.5, -0.5, -0.5); // get color float red = progress * 2F; float green = 2 - red; // draw box GL11.glColor4f(red, green, 0, 0.25F); RenderUtils.drawSolidBox(); GL11.glColor4f(red, green, 0, 0.5F); RenderUtils.drawOutlinedBox(); 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); }
Example 17
Source File: MixinRenderFish.java From Hyperium with GNU Lesser General Public License v3.0 | 4 votes |
@Inject(method = "doRender", at = @At("HEAD")) private void doRender(EntityFishHook entity, double x, double y, double z, float entityYaw, float partialTicks, CallbackInfo ci) { GL11.glLineWidth(1.0F); }
Example 18
Source File: GData3.java From ldparteditor with MIT License | 4 votes |
public void drawProtractor_GL20(boolean selected, Composite3D c3d, BigDecimal x1c, BigDecimal y1c, BigDecimal z1c, BigDecimal x2c, BigDecimal y2c, BigDecimal z2c, BigDecimal x3c, BigDecimal y3c, BigDecimal z3c) { final java.text.DecimalFormat NUMBER_FORMAT2F = new java.text.DecimalFormat(View.NUMBER_FORMAT2F, new DecimalFormatSymbols(MyLanguage.LOCALE)); final OpenGLRenderer20 renderer = (OpenGLRenderer20) c3d.getRenderer(); final float zoom = 1f / c3d.getZoom(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glLineWidth(View.lineWidthGL[0]); if (selected) { GL11.glColor4f(View.vertex_selected_Colour_r[0], View.vertex_selected_Colour_g[0], View.vertex_selected_Colour_b[0], 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, z1); GL11.glVertex3f(x2, y2, z2); GL11.glEnd(); } else { final float s = ((r + g + b) / 3 + .5f) % 1f; GL11.glColor4f(s, s, s, 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, z1); GL11.glVertex3f(x2, y2, z2); GL11.glEnd(); } GL11.glColor4f(r, g, b, 1f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, z1); GL11.glVertex3f(x3, y3, z3); GL11.glEnd(); final Vector4f textOrigin = new Vector4f(x1, y1, z1, 1f); Matrix4f.transform(c3d.getRotation(), textOrigin, textOrigin); Vector3d va = new Vector3d(x1c, y1c, z1c); Vector3d vb = new Vector3d(x2c, y2c, z2c); Vector3d vc = new Vector3d(x3c, y3c, z3c); vb = Vector3d.sub(va, vb); vc = Vector3d.sub(va, vc); double angle = Vector3d.angle(vb, vc); BigDecimal ang = new BigDecimal(angle); String angle_s = NUMBER_FORMAT2F.format(ang) + "°"; //$NON-NLS-1$ float sx1 = x1 + (x2 - x1) * .2f; float sy1 = y1 + (y2 - y1) * .2f; float sz1 = z1 + (z2 - z1) * .2f; float sx2 = x1 + (x3 - x1) * .2f; float sy2 = y1 + (y3 - y1) * .2f; float sz2 = z1 + (z3 - z1) * .2f; float sx1t = x1 + (x2 - x1) * .25f; float sy1t = y1 + (y2 - y1) * .25f; float sz1t = z1 + (z2 - z1) * .25f; float sx2t = x1 + (x3 - x1) * .25f; float sy2t = y1 + (y3 - y1) * .25f; float sz2t = z1 + (z3 - z1) * .25f; float sx1tt = x1 + (x2 - x1) * .24f; float sy1tt = y1 + (y2 - y1) * .24f; float sz1tt = z1 + (z2 - z1) * .24f; float sx2tt = x1 + (x3 - x1) * .24f; float sy2tt = y1 + (y3 - y1) * .24f; float sz2tt = z1 + (z3 - z1) * .24f; float sx3 = sx1t * .5f + sx2t * .5f; float sy3 = sy1t * .5f + sy2t * .5f; float sz3 = sz1t * .5f + sz2t * .5f; float sx3r = sx1tt * .7f + sx2tt * .3f; float sy3r = sy1tt * .7f + sy2tt * .3f; float sz3r = sz1tt * .7f + sz2tt * .3f; float sx3l = sx1tt * .3f + sx2tt * .7f; float sy3l = sy1tt * .3f + sy2tt * .7f; float sz3l = sz1tt * .3f + sz2tt * .7f; GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(sx1, sy1, sz1); GL11.glVertex3f(sx3r, sy3r, sz3r); GL11.glVertex3f(sx3r, sy3r, sz3r); GL11.glVertex3f(sx3, sy3, sz3); GL11.glVertex3f(sx3, sy3, sz3); GL11.glVertex3f(sx3l, sy3l, sz3l); GL11.glVertex3f(sx3l, sy3l, sz3l); GL11.glVertex3f(sx2, sy2, sz2); GL11.glEnd(); GL11.glPushMatrix(); GL11.glMultMatrixf(renderer.getRotationInverse()); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_DEPTH_TEST); PGData3.beginDrawText(); GL11.glColor4f(r, g, b, 1f); drawNumber(angle_s, textOrigin.x, textOrigin.y, textOrigin.z, zoom); PGData3.endDrawText(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_LIGHTING); }
Example 19
Source File: AutoFishHack.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
@Override public void onRender(float partialTicks) { if(!debugDraw.isChecked()) 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(); FishingBobberEntity bobber = MC.player.fishHook; if(bobber != null) { GL11.glPushMatrix(); GL11.glTranslated(bobber.getX(), bobber.getY(), bobber.getZ()); GL11.glCallList(box); GL11.glPopMatrix(); } if(lastSoundPos != null) { GL11.glPushMatrix(); GL11.glTranslated(lastSoundPos.x, lastSoundPos.y, lastSoundPos.z); GL11.glCallList(cross); GL11.glPopMatrix(); } 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 20
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); }