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Java GL11.glColor3ub方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glColor3ub方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glColor3ub方法的具体用法?Java GL11.glColor3ub怎么用?Java GL11.glColor3ub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org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glColor3ub方法的3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: onWorldDraw

import org.lwjgl.opengl.GL11; //导入方法依赖的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();
}
 
开发者ID:NSExceptional,项目名称:Zombe-Modpack,代码行数:27,代码来源:Safe.java

示例2: onWorldDraw

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void onWorldDraw(float delta, float x, float y, float z) {
    float sx, sy, sz, ex, ey, ez;
    // change state
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_CULL_FACE);
    // draw selection box sides
    if (buildMark == 2) {
        // calculate selection box
        sx = buildSX - x - 0.1f; ex = buildEX - x + 1.1f;
        sy = buildSY - y - 0.1f; ey = buildEY - y + 1.1f;
        sz = buildSZ - z - 0.1f; ez = buildEZ - z + 1.1f;
        // draw selection box
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glColor4ub((byte)255,(byte)64,(byte)32,(byte)32);
        GuiHelper.drawQuadBox(sx,sy,sz, ex,ey,ez);
        GL11.glDisable(GL11.GL_BLEND);
        // draw selection box
        GL11.glColor3ub((byte)32,(byte)64,(byte)255);
        GuiHelper.drawLineBox(sx,sy,sz, ex,ey,ez);
    }
    // draw buffer box source
    if (buildBuffer != null && buildBufferHere) {
        sx = bufferSX -x - 0.06f; ex = bufferEX -x + 1.06f;
        sy = bufferSY -y - 0.06f; ey = bufferEY -y + 1.06f;
        sz = bufferSZ -z - 0.06f; ez = bufferEZ -z + 1.06f;
        GL11.glColor3ub((byte)192,(byte)192,(byte)192);
        GuiHelper.drawLineBox(sx,sy,sz, ex,ey,ez);
    }
    // draw buffer box destination
    if (buildBuffer != null && buildMark > 0 && !isMultiplayer()) {
        sx = buildSX -x - 0.08f; ex = buildSX + bufferWX -x + 0.08f;
        sy = buildSY -y - 0.08f; ey = buildSY + bufferWY -y + 0.08f;
        sz = buildSZ -z - 0.08f; ez = buildSZ + bufferWZ -z + 0.08f;
        if (buildEX-buildSX+1 == bufferWX
         && buildEY-buildSY+1 == bufferWY
         && buildEZ-buildSZ+1 == bufferWZ)
            GL11.glColor3ub((byte)64,(byte)255,(byte)64);
        else if (buildMark == 1)
            GL11.glColor3ub((byte)192,(byte)32,(byte)255);
        else 
            GL11.glColor3ub((byte)255,(byte)64,(byte)64);
        GuiHelper.drawLineBox(sx,sy,sz, ex,ey,ez);
    }
    // draw marker 1
    if (buildMark > 0) {
        sx = buildX1 -x -0.04f; ex = buildX1 -x + 1.04f;
        sy = buildY1 -y -0.04f; ey = buildY1 -y + 1.04f;
        sz = buildZ1 -z -0.04f; ez = buildZ1 -z + 1.04f;
        GL11.glColor3ub((byte)0,(byte)255,(byte)255);
        GuiHelper.drawLineBox(sx,sy,sz, ex,ey,ez);
    }
    // restore state
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
开发者ID:NSExceptional,项目名称:Zombe-Modpack,代码行数:60,代码来源:Build.java

示例3: renderGuiFluid

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderGuiFluid(FluidStack fluid, float fill, int x, int y, int width, int maxHeight)
{
    if (fluid != null && fluid.getFluid() != null && fluid.amount > 0)
    {
        TextureAtlasSprite sprite = getStillTexture(fluid);
        if (sprite != null)
        {
            int rendHeight = (int) Math.max(Math.min((float) maxHeight, (float) maxHeight * fill), 1.0F);
            int yPos = y + maxHeight - rendHeight;
            Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
            int fluidColor = fluid.getFluid().getColor(fluid);
            GL11.glColor3ub((byte) (fluidColor >> 16 & 255), (byte) (fluidColor >> 8 & 255), (byte) (fluidColor & 255));
            GlStateManager.enableBlend();

            for (int i = 0; i < width; i += 16)
            {
                for (int j = 0; j < rendHeight; j += 16)
                {
                    int dwt = Math.min(width - i, 16);
                    int dht = Math.min(rendHeight - j, 16);
                    int dx = x + i;
                    int dy = yPos + j;
                    double minU = (double) sprite.getMinU();
                    double maxU = (double) sprite.getMaxU();
                    double minV = (double) sprite.getMinV();
                    double maxV = (double) sprite.getMaxV();
                    Tessellator tessellator = Tessellator.getInstance();
                    BufferBuilder tes = tessellator.getBuffer();
                    tes.begin(7, DefaultVertexFormats.POSITION_TEX);
                    tes.pos((double) dx, (double) (dy + dht), 0.0D).tex(minU, minV + (maxV - minV) * (double) dht / 16.0D).endVertex();
                    tes.pos((double) (dx + dwt), (double) (dy + dht), 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV + (maxV - minV) * (double) dht / 16.0D).endVertex();
                    tes.pos((double) (dx + dwt), (double) dy, 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV).endVertex();
                    tes.pos((double) dx, (double) dy, 0.0D).tex(minU, minV).endVertex();
                    tessellator.draw();
                }
            }

            GlStateManager.disableBlend();
        }
    }
}
 
开发者ID:cubex2,项目名称:customstuff4,代码行数:42,代码来源:RenderHelper.java


注:本文中的org.lwjgl.opengl.GL11.glColor3ub方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。