本文整理汇总了Java中org.lwjgl.opengl.GL11.glLineWidth方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glLineWidth方法的具体用法?Java GL11.glLineWidth怎么用?Java GL11.glLineWidth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.glLineWidth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: 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2: drawBorderedRectReliant
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRectReliant(float x, float y, float x1, float y1, float lineWidth, int inside, int border) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
RenderUtils.drawRect(x, y, x1, y1, inside);
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3: box
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Renders a box with any size and any color.
*
* @param x
* @param y
* @param z
* @param x2
* @param y2
* @param z2
* @param color
*/
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 = 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);
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, 0, 0, 0.5F);
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4: frame
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void frame(double x, double y, double z, double x2, double y2, double z2, Color color) {
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);
glColor(color);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2));
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
}
示例5: drawLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void drawLine(Vec3d p1, Vec3d p2, int colour, float alpha, float width)
{
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_DEPTH_TEST);
float[] rgb = MathHelper.intToRGB(colour);
GL11.glColor4f(rgb[0], rgb[1], rgb[2], alpha);
GL11.glLineWidth(width);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex3d(p1.x,p1.y,p1.z);
GL11.glVertex3d(p2.x,p2.y,p2.z);
GL11.glEnd();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
示例6: drawLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Draws a line from start to end with the given width.
*
* @param start The starting point of the line.
* @param end The ending point of the line.
* @param width The thickness of the line.
*/
private void drawLine(Vector2f start, Vector2f end, float width) {
// Disables textures so we can draw a solid line.
GL11.glDisable(GL11.GL_TEXTURE_2D);
// Sets the width.
GL11.glLineWidth(width);
// Begins drawing the line.
GL11.glBegin(GL11.GL_LINES); {
GL11.glVertex2f(start.x, start.y);
GL11.glVertex2f(end.x, end.y);
}
// Ends drawing the line.
GL11.glEnd();
// Enables texturing back on.
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例7: 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8: renderWorldDirections
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderWorldDirections(float partialTicks)
{
if (this.mc.gameSettings.showDebugInfo && !this.mc.gameSettings.hideGUI && !this.mc.thePlayer.hasReducedDebug() && !this.mc.gameSettings.reducedDebugInfo)
{
Entity entity = this.mc.getRenderViewEntity();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glLineWidth(1.0F);
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
GlStateManager.pushMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
this.orientCamera(partialTicks);
GlStateManager.translate(0.0F, entity.getEyeHeight(), 0.0F);
RenderGlobal.func_181563_a(new AxisAlignedBB(0.0D, 0.0D, 0.0D, 0.005D, 1.0E-4D, 1.0E-4D), 255, 0, 0, 255);
RenderGlobal.func_181563_a(new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0E-4D, 1.0E-4D, 0.005D), 0, 0, 255, 255);
RenderGlobal.func_181563_a(new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0E-4D, 0.0033D, 1.0E-4D), 0, 255, 0, 255);
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
}
示例9: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(float alpha)
{
Vec2 pos = getPos();
Vec2 radius = getRadius();
GL11.glLineWidth(1.0f);
float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
GL11.glColor4f(color, color, 1.0f, alpha);
font.render(text, pos, size, Alignment.C);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(pos.x - radius.x, pos.y - radius.y);
GL11.glVertex2f(pos.x - radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y - radius.y);
GL11.glEnd();
}
示例10: renderDirections
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderDirections(int p_188785_0_)
{
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
GL11.glLineWidth(4.0F);
vertexbuffer.begin(1, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)p_188785_0_, 0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos(0.0D, (double)p_188785_0_, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, (double)p_188785_0_).color(0, 0, 0, 255).endVertex();
tessellator.draw();
GL11.glLineWidth(2.0F);
vertexbuffer.begin(1, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(255, 0, 0, 255).endVertex();
vertexbuffer.pos((double)p_188785_0_, 0.0D, 0.0D).color(255, 0, 0, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(0, 255, 0, 255).endVertex();
vertexbuffer.pos(0.0D, (double)p_188785_0_, 0.0D).color(0, 255, 0, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).color(127, 127, 255, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, (double)p_188785_0_).color(127, 127, 255, 255).endVertex();
tessellator.draw();
GL11.glLineWidth(1.0F);
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
}
示例11: renderAir
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderAir() {
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(1, 1, 1, 1);
GL11.glLineWidth(2.0F);
int particles = 10;
for (int i = 0; i < particles; i++) {
renderAirParticle(te.renderAirProgress % (1F / particles) + (float) i / particles);
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例12: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float alpha)
{
GL11.glPushMatrix();
if (top) GL11.glTranslatef(pos.x + radius.x - ARROW_BUTTON_RX, pos.y + radius.y - ARROW_BUTTON_RY, 0.0f);
else GL11.glTranslatef(pos.x + radius.x - ARROW_BUTTON_RX, pos.y - radius.y + ARROW_BUTTON_RY, 0.0f);
GL11.glLineWidth(1.0f);
float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
GL11.glColor4f(color, color, 1.0f, alpha);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(-ARROW_BUTTON_RX, -ARROW_BUTTON_RY);
GL11.glVertex2f(-ARROW_BUTTON_RX, ARROW_BUTTON_RY);
GL11.glVertex2f(ARROW_BUTTON_RX, ARROW_BUTTON_RY);
GL11.glVertex2f(ARROW_BUTTON_RX, -ARROW_BUTTON_RY);
GL11.glEnd();
GL11.glBegin(GL11.GL_LINE_STRIP);
if (top)
{
GL11.glVertex2f(-ARROW_RX, -ARROW_RY);
GL11.glVertex2f(0.0f, ARROW_RY);
GL11.glVertex2f(ARROW_RX, -ARROW_RY);
}
else
{
GL11.glVertex2f(-ARROW_RX, ARROW_RY);
GL11.glVertex2f(0.0f, -ARROW_RY);
GL11.glVertex2f(ARROW_RX, ARROW_RY);
}
GL11.glEnd();
GL11.glPopMatrix();
}
示例13: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(float alpha)
{
Vec2 pos = getPos();
Vec2 radius = getRadius();
if (getValue())
{
GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha*0.5f);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(pos.x - radius.x, pos.y - radius.y);
GL11.glVertex2f(pos.x - radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y - radius.y);
GL11.glEnd();
}
GL11.glLineWidth(1.0f);
float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
GL11.glColor4f(color, color, 1.0f, alpha);
font.render(text, pos, size, Alignment.C);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(pos.x - radius.x, pos.y - radius.y);
GL11.glVertex2f(pos.x - radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y + radius.y);
GL11.glVertex2f(pos.x + radius.x, pos.y - radius.y);
GL11.glEnd();
}
示例14: drawLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawLine(double x, double y, double x1, double y1, float width)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glLineWidth(width);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x1, y1);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例15: drawSelectionBox
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Draws the selection box for the player. Args: entityPlayer, rayTraceHit, i, itemStack, partialTickTime
*/
public void drawSelectionBox(EntityPlayer player, MovingObjectPosition movingObjectPositionIn, int p_72731_3_, float partialTicks)
{
if (p_72731_3_ == 0 && movingObjectPositionIn.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK)
{
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.color(0.0F, 0.0F, 0.0F, 0.4F);
GL11.glLineWidth(2.0F);
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
float f = 0.002F;
BlockPos blockpos = movingObjectPositionIn.getBlockPos();
Block block = this.theWorld.getBlockState(blockpos).getBlock();
if (block.getMaterial() != Material.air && this.theWorld.getWorldBorder().contains(blockpos))
{
block.setBlockBoundsBasedOnState(this.theWorld, blockpos);
double d0 = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)partialTicks;
double d1 = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)partialTicks;
double d2 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)partialTicks;
func_181561_a(block.getSelectedBoundingBox(this.theWorld, blockpos).expand(0.0020000000949949026D, 0.0020000000949949026D, 0.0020000000949949026D).offset(-d0, -d1, -d2));
}
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
}