本文整理汇总了Java中org.lwjgl.opengl.GL11.glBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glBlendFunc方法的具体用法?Java GL11.glBlendFunc怎么用?Java GL11.glBlendFunc使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glBlendFunc方法的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: frame
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Renders a frame with any size and any color.
*
* @param x
* @param y
* @param z
* @param x2
* @param y2
* @param z2
* @param color
*/
public static void frame(double x, double y, double z, double x2, double y2, double z2, Color color) {
x = x - Minecraft.getMinecraft().getRenderManager().renderPosX;
y = y - Minecraft.getMinecraft().getRenderManager().renderPosY;
z = z - Minecraft.getMinecraft().getRenderManager().renderPosZ;
x2 = x2 - Minecraft.getMinecraft().getRenderManager().renderPosX;
y2 = y2 - Minecraft.getMinecraft().getRenderManager().renderPosY;
z2 = z2 - 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);
setColor(color);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2));
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL_BLEND);
}
示例2: box
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void box(double x, double y, double z, double x2, double y2, double z2, float red, float green,
float blue, float alpha) {
x -= Minecraft.getMinecraft().getRenderManager().renderPosX;
y -= Minecraft.getMinecraft().getRenderManager().renderPosY;
z -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
x2 -= Minecraft.getMinecraft().getRenderManager().renderPosX;
y2 -= Minecraft.getMinecraft().getRenderManager().renderPosY;
z2 -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glLineWidth(2.0F);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glDepthMask(false);
GL11.glDepthMask(false);
GL11.glColor4f(red, green, blue, alpha);
drawColorBox(new AxisAlignedBB(x, y, z, x2, y2, z2), red, green, blue, alpha);
GL11.glColor4d(0.0D, 0.0D, 0.0D, 0.5D);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2));
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
GlStateManager.resetColor();
}
示例3: blockESPBox
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void blockESPBox(IBlockPos IBlockPos) {
double x = IBlockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
double y = IBlockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
double z = IBlockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glLineWidth(1.0F);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glDepthMask(false);
GL11.glColor4d(0.0D, 1.0D, 0.0D, 0.26000000596046448D);
drawColorBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D), 0.0F, 1.0F, 0.0F, 0.15F);
GL11.glColor4d(0.0D, 0.0D, 0.0D, 0.5D);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D));
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
}
示例4: framelessBlockESP
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void framelessBlockESP(IBlockPos IBlockPos, float red, float green, float blue) {
RenderUtils.fixDarkLight();
GlStateManager.resetColor();
double x = IBlockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
double y = IBlockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
double z = IBlockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glLineWidth(2.0F);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glDepthMask(false);
GL11.glColor4f(red, green, blue, 0.15F);
drawColorBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D), red, green, blue, 0.15F);
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
GlStateManager.resetColor();
}
示例5: drawBorderedRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRect(float x, float y, float x2, float y2, float l1, Color c, Color c2) {
drawRect(x, y, x2, y2, c2);
GL11.glEnable(3042);
GL11.glDisable(3553);
GL11.glBlendFunc(770, 771);
GL11.glEnable(2848);
GL11.glPushMatrix();
glColor(c);
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(3553);
GL11.glDisable(3042);
GL11.glDisable(2848);
}
示例6: drawGradientBorderedRectReliant
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientBorderedRectReliant(float x, float y, float x1, float y1, float lineWidth, int border, int bottom, int top) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
RenderUtils.drawGradientRect(x, y, x1, y1, top, bottom);
RenderUtils.glColor(border);
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glLineWidth((float)lineWidth);
GL11.glBegin((int)3);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glVertex2f((float)x, (float)y);
GL11.glEnd();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例7: drawLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawLine(double x, double y, double z, double x2, double y2, double z2, float red, float green, float blue, float lineWidth, float fadeSpeed) {
int count = FMLClientHandler.instance().getClient().player.ticksExisted;
float alpha = 0.3F + MathHelper.sin((float) (count + x)) * 0.3F + 0.3F;
Tessellator tess = Tessellator.getInstance();
VertexBuffer buff = tess.getBuffer();
GL11.glPushMatrix();
GL11.glLineWidth(lineWidth);
GL11.glDisable(3553);
GL11.glBlendFunc(770, 1);
buff.begin(3, DefaultVertexFormats.POSITION_COLOR);
buff.pos(x, y, z).color(red, green, blue, alpha).endVertex();
buff.pos(x2, y2, z2).color(red, green, blue, alpha).endVertex();
tess.draw();
GL11.glBlendFunc(770, 771);
GL11.glDisable(32826);
GL11.glDisable(3042);
GL11.glEnable(3553);
GL11.glPopMatrix();
}
示例8: initGL
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* 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();
}
示例9: drawRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawRect(final float x1, final float y1, final float x2,
final float y2, final int colour) {
final float f = (colour >> 24 & 0xFF) / 255F;
final float f1 = (colour >> 16 & 0xFF) / 255F;
final float f2 = (colour >> 8 & 0xFF) / 255F;
final float f3 = (colour & 0xFF) / 255F;
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();
GL11.glColor4f(f1, f2, f3, f);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2d(x2, y1);
GL11.glVertex2d(x1, y1);
GL11.glVertex2d(x1, 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);
}
示例10: initDisplay
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.SGL#initDisplay(int, int)
*/
public void initDisplay(int width, int height) {
this.width = width;
this.height = height;
String extensions = GL11.glGetString(GL11.GL_EXTENSIONS);
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,width,height);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例11: renderWarpedTextureOverlay
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderWarpedTextureOverlay(float f)
{
Tessellator tessellator = Tessellator.instance;
float f1 = mc.thePlayer.getEntityBrightness(f);
GL11.glColor4f(f1, f1, f1, 0.5F);
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glBlendFunc(770, 771);
GL11.glPushMatrix();
float f2 = 4F;
float f3 = -1F;
float f4 = 1.0F;
float f5 = -1F;
float f6 = 1.0F;
float f7 = -0.5F;
float f8 = -mc.thePlayer.rotationYaw / 64F;
float f9 = mc.thePlayer.rotationPitch / 64F;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(f3, f5, f7, f2 + f8, f2 + f9);
tessellator.addVertexWithUV(f4, f5, f7, 0.0F + f8, f2 + f9);
tessellator.addVertexWithUV(f4, f6, f7, 0.0F + f8, 0.0F + f9);
tessellator.addVertexWithUV(f3, f6, f7, f2 + f8, 0.0F + f9);
tessellator.draw();
GL11.glPopMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3042 /*GL_BLEND*/);
}
示例12: onDraw
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SubscribeEvent
public void onDraw(RenderWorldLastEvent event){
float partialTicks = event.getPartialTicks();
double pX = MINECRAFT.player.prevPosX + (MINECRAFT.player.posX - MINECRAFT.player.prevPosX) * partialTicks;
double pY = MINECRAFT.player.prevPosY + (MINECRAFT.player.posY - MINECRAFT.player.prevPosY) * partialTicks;
double pZ = MINECRAFT.player.prevPosZ + (MINECRAFT.player.posZ - MINECRAFT.player.prevPosZ) * partialTicks;
/* Prepare */
GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
GL11.glPushMatrix();
GL11.glTranslated(-pX,-pY,-pZ);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glHint( GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST );
calculateFlash();
drawBlocksAndChunks(pY);
drawEntities(partialTicks);
drawTileEntityTags();
drawEntityTags(partialTicks);
/* Restore settings */
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glPopMatrix();
GL11.glPopAttrib();
}
示例13: enableGL2D
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void enableGL2D() {
GL11.glDisable((int)2929);
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glDepthMask((boolean)true);
GL11.glEnable((int)2848);
GL11.glHint((int)3154, (int)4354);
GL11.glHint((int)3155, (int)4354);
}
示例14: drawBorderedRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRect(double x, double y, double x2, double y2, float l1, int col1, int col2) {
drawRect((float)x, (float)y, (float)x2, (float)y2, col2);
float f = (float)(col1 >> 24 & 0xFF) / 255F;
float f1 = (float)(col1 >> 16 & 0xFF) / 255F;
float f2 = (float)(col1 >> 8 & 0xFF) / 255F;
float f3 = (float)(col1 & 0xFF) / 255F;
GL11.glPushMatrix();
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.glColor4f(f1, f2, f3, f);
GL11.glLineWidth(l1);
GL11.glBegin(GL11.GL_LINES);
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.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glPopMatrix();
}
示例15: tracerLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void tracerLine(Entity entity, int mode) {
RenderUtils.fixDarkLight();
GlStateManager.resetColor();
double x = entity.posX - Minecraft.getMinecraft().getRenderManager().renderPosX;
double y = entity.posY + entity.height / 2.0F - Minecraft.getMinecraft().getRenderManager().renderPosY;
double z = entity.posZ - Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glLineWidth(2.0F);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glDepthMask(false);
if (mode == 0) {
GL11.glColor4d(1.0F - Minecraft.getMinecraft().player.getDistanceToEntity(entity) / 40.0F,
Minecraft.getMinecraft().player.getDistanceToEntity(entity) / 40.0F, 0.0D, 0.5D);
} else if (mode == 1) {
GL11.glColor4d(0.0D, 0.0D, 1.0D, 0.5D);
} else if (mode == 2) {
GL11.glColor4d(1.0D, 1.0D, 0.0D, 0.5D);
} else if (mode == 3) {
GL11.glColor4d(1.0D, 0.0D, 0.0D, 0.5D);
} else if (mode == 4) {
GL11.glColor4d(0.0D, 1.0D, 0.0D, 0.5D);
}
Vec3d eyes = new Vec3d(0.0D, 0.0D, 1.0D)
.rotatePitch(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationPitch))
.rotateYaw(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationYaw));
GL11.glBegin(1);
GL11.glVertex3d(eyes.xCoord, Minecraft.getMinecraft().player.getEyeHeight() + eyes.yCoord, eyes.zCoord);
GL11.glVertex3d(x, y, z);
GL11.glEnd();
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
}