本文整理汇总了Java中org.lwjgl.opengl.GL11类的典型用法代码示例。如果您正苦于以下问题:Java GL11类的具体用法?Java GL11怎么用?Java GL11使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GL11类属于org.lwjgl.opengl包,在下文中一共展示了GL11类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: renderDefaultChar
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
/**
* Render a single character with the default.png font at current (posX,posY) location...
*/
private float renderDefaultChar(int p_78266_1_, boolean p_78266_2_)
{
int i = p_78266_1_ % 16 * 8;
int j = p_78266_1_ / 16 * 8;
int k = p_78266_2_ ? 1 : 0;
this.bindTexture(this.locationFontTexture);
float f = this.charWidth[p_78266_1_];
float f1 = 7.99F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f((float)i / 128.0F, (float)j / 128.0F);
GL11.glVertex3f(this.posX + (float)k, this.posY, 0.0F);
GL11.glTexCoord2f((float)i / 128.0F, ((float)j + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX - (float)k, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, (float)j / 128.0F);
GL11.glVertex3f(this.posX + f1 - 1.0F + (float)k, this.posY, 0.0F);
GL11.glTexCoord2f(((float)i + f1 - 1.0F) / 128.0F, ((float)j + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX + f1 - 1.0F - (float)k, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return f;
}
示例2: render
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
public void render(SemiBlockCropSupport semiBlock, float partialTick) {
GL11.glPushMatrix();
Minecraft.getMinecraft().renderEngine.bindTexture(Textures.MODEL_HEAT_FRAME);
double brightness = 0.2;
GL11.glColor4d(brightness, brightness, brightness, 1);
AxisAlignedBB aabb = new AxisAlignedBB(3 / 16D, -6 / 16D, 3 / 16D, 13 / 16D, 17 / 16D, 13 / 16D);
GL11.glTranslated(aabb.minX, aabb.minY, aabb.minZ);
GL11.glScaled(aabb.maxX - aabb.minX, aabb.maxY - aabb.minY, aabb.maxZ - aabb.minZ);
GL11.glTranslated(0.5, -0.5, 0.5);
model.render(null, 0, 0, 0, 0, 0, 1 / 16F);
GL11.glPopMatrix();
GL11.glColor4d(1, 1, 1, 1);
}
示例3: renderTieBottom
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieBottom(float width){
GL11.glTexCoord2f(tieTopMinU, tieTopMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, 0, length/2);
GL11.glTexCoord2f(tieTopMaxU, tieTopMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, 0, length/2);
GL11.glTexCoord2f(tieTopMaxU, tieTopMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, 0, -length/2);
GL11.glTexCoord2f(tieTopMinU, tieTopMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, 0, -length/2);
}
示例4: emptyBlockESPBox
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
public static void emptyBlockESPBox(BlockPos blockPos) {
double x = blockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
double y = blockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
double z = blockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(GL_BLEND);
GL11.glLineWidth(2.0F);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL_DEPTH_TEST);
GL11.glDepthMask(false);
GL11.glColor4d(0, 0, 0, 0.5F);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + 1.0, y + 1.0, z + 1.0));
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL_BLEND);
}
示例5: drawGuiContainerBackgroundLayer
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY)
{
if (content.bg != null)
{
mc.getTextureManager().bindTexture(content.bg);
int x = (width - xSize) / 2;
int y = (height - ySize) / 2;
drawTexturedModalRect(x, y, content.bgTexX, content.bgTexY, xSize, ySize);
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0f);
for (ProgressBar bar : content.progressBars)
{
bar.draw(progressBarSource);
}
GL11.glPopMatrix();
}
}
示例6: draw
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
public void draw() {
super.draw();
TextureManager render = mc.renderEngine;
render.bindTexture(resource);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.color(1F, 1F, 1F, 1F);
int k = (gui.width - gui.WIDTH) / 2;
gui.drawTexturedModalRect(k + 5, 5, 0, 0, gui.WIDTH, gui.HEIGHT);
gui.drawCenteredString(mc.fontRendererObj, text, drawX + 60, drawY + 150, Color.gray.getRGB());
GlStateManager.disableBlend();
}
示例7: onWorldDraw
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
protected void onWorldDraw(float delta, float x, float y, float z) {
float mx, my, mz;
if (!safeShow) return;
if (--safeUpdate < 0) {
safeUpdate = 13;
reCheckSafe(fix(x), fix(y), fix(z));
}
if (safeGhost) GL11.glDisable(GL11.GL_DEPTH_TEST);
else GL11.glEnable( GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_FOG);
GL11.glBegin(GL11.GL_LINES);
for (int i = 0; i < safeCur; ++i) {
Vec3i pos = safePoses[i];
Color color = safeMarks[i];
GL11.glColor3ub(color.rb, color.gb, color.bb);
mx = pos.getX() - x; my = pos.getY() - y; mz = pos.getZ() - z;
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.9f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.9f);
}
GL11.glEnd();
}
示例8: onControllerDrag
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
protected void onControllerDrag()
{
Part part = selectedPart;
if(part instanceof PartObj || part instanceof PartRotation)
super.onControllerDrag();
else
{
GL11.glPushMatrix();
if(part instanceof PartEntityPos)
GL11.glTranslated(-entityToRender.posX, -entityToRender.posY, -entityToRender.posZ);
int i = translationAxisPlane == 0 ? 2 : translationAxisPlane - 1;
translationGuidePoint = getMouseVectorInPlane(i);
processAxisDrag();
GL11.glPopMatrix();
}
}
示例9: updateData
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
public VBO updateData(IntBuffer buffer, long offset)
{
if (this.type != GL11.GL_UNSIGNED_INT)
{
throw new IllegalArgumentException("Cannot store mismatching type in buffer!");
}
if (offset + buffer.limit() > this.length)
{
int usage = GL15.glGetBufferParameteri(this.target, GL15.GL_BUFFER_USAGE);
this.putData(buffer, this.normalized, usage);
}
GL15.glBindBuffer(this.target, this.handle);
GL15.glBufferSubData(this.target, offset, buffer);
return this;
}
示例10: render
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
public void render() {
FMLClientHandler.instance().getClient().getTextureManager().bindTexture(getTexture());
int width = getWidth() + (getParameters() != null && getParameters().length > 0 ? 10 : 0);
int height = getHeight() + (hasStepOutput() ? 10 : 0);
Pair<Double, Double> maxUV = getMaxUV();
double u = maxUV.getLeft();
double v = maxUV.getRight();
BufferBuilder wr = Tessellator.getInstance().getBuffer();
wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
wr.pos(0, 0, 0).tex(0, 0).endVertex();
wr.pos(0, height, 0).tex(0, v).endVertex();
wr.pos(width, height, 0).tex(u, v).endVertex();
wr.pos(width, 0, 0).tex(u, 0).endVertex();
Tessellator.getInstance().draw();
}
示例11: renderDynamic
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
@Override
protected void renderDynamic(float scale, float partialTicks) {
shape1.render(scale);
shape2.render(scale);
float pressure = 0f;
float dangerPressure = 5f;
float critPressure = 7f;
if (gaugeModule != null && gaugeModule.getTube() instanceof TileEntityPneumaticBase) {
TileEntityPneumaticBase base = (TileEntityPneumaticBase) gaugeModule.getTube();
pressure = base.getPressure();
critPressure = base.criticalPressure;
dangerPressure = base.dangerPressure;
}
GL11.glTranslated(0, 1, 0.378);
double widgetScale = 0.007D;
GL11.glScaled(widgetScale, widgetScale, widgetScale);
GL11.glRotated(180, 0, 1, 0);
GL11.glDisable(GL11.GL_LIGHTING);
GuiUtils.drawPressureGauge(FMLClientHandler.instance().getClient().fontRenderer, -1, critPressure, dangerPressure, -1, pressure, 0, 0, 0);
GL11.glEnable(GL11.GL_LIGHTING);
}
示例12: renderPumpkinBlur
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
private void renderPumpkinBlur(int i, int j)
{
GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
GL11.glDepthMask(false);
GL11.glBlendFunc(770, 771);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("%blur%/misc/pumpkinblur.png"));
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D);
tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D);
tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D);
tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
示例13: disable
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
/**
* @see org.newdawn.slick.Graphics#disable()
*/
protected void disable() {
// Bind the texture after rendering.
GL11.glBindTexture(GL11.GL_TEXTURE_2D, image.getTexture().getTextureID());
GL11.glCopyTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 0, 0,
image.getTexture().getTextureWidth(),
image.getTexture().getTextureHeight(), 0);
try {
Display.makeCurrent();
} catch (LWJGLException e) {
Log.error(e);
}
SlickCallable.leaveSafeBlock();
}
示例14: renderGhostModel
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
public static void renderGhostModel(IBakedModel model, BlockPos position, Color color, boolean noDepth, float partialTicks)
{
GlStateManager.enableBlend();
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_DST_COLOR);
BufferBuilder vb;
if(noDepth)
{
GlStateManager.depthFunc(519);
vb = prepRenderBlockDepth(partialTicks, true);
}
else
vb = prepRender(partialTicks, true);
vb.begin(7, DefaultVertexFormats.BLOCK);
World world = Minecraft.getMinecraft().world;
BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
dispatcher.getBlockModelRenderer().renderModel(world, model, Minecraft.getMinecraft().world.getBlockState(position), position.add(0, noDepth ? 500 : 0, 0), vb, false);
for(int i = 0; i < vb.getVertexCount(); i++)
vb.putColorMultiplier(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, i);
vb.color(1, 1, 1, 0.1f);
postRender();
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
}
示例15: renderBillboardQuadWithRotation
import org.lwjgl.opengl.GL11; //导入依赖的package包/类
public static void renderBillboardQuadWithRotation(float rot, double scale) {
GlStateManager.pushMatrix();
rotateToPlayer();
GlStateManager.rotate(rot, 0, 0, 1);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
buffer.pos(-scale, -scale, 0).tex(0, 0).endVertex();
buffer.pos(-scale, +scale, 0).tex(0, 1).endVertex();
;
buffer.pos(+scale, +scale, 0).tex(1, 1).endVertex();
;
buffer.pos(+scale, -scale, 0).tex(1, 0).endVertex();
;
tessellator.draw();
GlStateManager.popMatrix();
}