本文整理汇总了Java中org.lwjgl.opengl.GL11.glShadeModel方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glShadeModel方法的具体用法?Java GL11.glShadeModel怎么用?Java GL11.glShadeModel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.glShadeModel方法的12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: 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2: 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3: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientRect(double x, double y, double x2, double y2, int col1, int col2) {
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glEnable((int)2848);
GL11.glShadeModel((int)7425);
GL11.glPushMatrix();
GL11.glBegin((int)7);
RenderUtils.glColor(col1);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y);
RenderUtils.glColor(col2);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
GL11.glDisable((int)2848);
GL11.glShadeModel((int)7424);
}
示例4: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientRect(float x, float y, float x1, float x2, int col1, int col2) {
int[] color = {col1, col1, col2, col2};
float[] r = new float[color.length];
float[] g = new float[color.length];
float[] b = new float[color.length];
float[] a = new float[color.length];
for (int i = 0; i < color.length; i++) {
r[i] = ((color[i] >> 16 & 0xFF) / 255.0F);
g[i] = ((color[i] >> 8 & 0xFF) / 255.0F);
b[i] = ((color[i] & 0xFF) / 255.0F);
a[i] = ((color[i] >> 24 & 0xFF) / 255.0F);
}
GL11.glDisable(3553);
GL11.glEnable(3042);
GL11.glDisable(3008);
OpenGlHelper.func_148821_a(770, 771, 1, 0);
GL11.glBlendFunc(770, 771);
GL11.glShadeModel(7425);
Tessellator t = Tessellator.field_78398_a;
t.func_78382_b();
t.func_78369_a(r[0], g[0], b[0], a[0]);
t.func_78377_a(x1, y, 0.0D);
t.func_78369_a(r[1], g[1], b[1], a[1]);
t.func_78377_a(x, y, 0.0D);
t.func_78369_a(r[2], g[2], b[2], a[2]);
t.func_78377_a(x, x2, 0.0D);
t.func_78369_a(r[3], g[3], b[3], a[3]);
t.func_78377_a(x1, x2, 0.0D);
t.func_78381_a();
GL11.glShadeModel(7424);
GL11.glDisable(3042);
GL11.glEnable(3008);
GL11.glEnable(3553);
}
示例5: renderPinnedWindows
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderPinnedWindows()
{
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glLineWidth(1);
for(Window window : windows)
if(window.isPinned())
renderWindow(window, Integer.MIN_VALUE, Integer.MIN_VALUE);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
示例6: initGL
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Initialise the GL display
*
* @param width The width of the display
* @param height The height of the display
*/
private void initGL(int width, int height) {
try {
Display.setDisplayMode(new DisplayMode(width,height));
Display.create();
Display.setVSyncEnabled(true);
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
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);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, width, height, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
示例7: shadeModel
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void shadeModel(int mode)
{
if (mode != activeShadeModel)
{
activeShadeModel = mode;
GL11.glShadeModel(mode);
}
}
示例8: drawGradientHRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientHRect(float x, float y, float x1, float y1, int topColor, int bottomColor) {
RenderUtils.enableGL2D();
GL11.glShadeModel((int)7425);
GL11.glBegin((int)7);
RenderUtils.glColor(topColor);
GL11.glVertex2f((float)x, (float)y);
GL11.glVertex2f((float)x, (float)y1);
RenderUtils.glColor(bottomColor);
GL11.glVertex2f((float)x1, (float)y1);
GL11.glVertex2f((float)x1, (float)y);
GL11.glEnd();
GL11.glShadeModel((int)7424);
RenderUtils.disableGL2D();
}
示例9: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void drawGradientRect(int par1, int par2, int par3, int par4, int par5, int par6)
{
float f = (float)(par5 >> 24 & 255) / 255.0F;
float f1 = (float)(par5 >> 16 & 255) / 255.0F;
float f2 = (float)(par5 >> 8 & 255) / 255.0F;
float f3 = (float)(par5 & 255) / 255.0F;
float f4 = (float)(par6 >> 24 & 255) / 255.0F;
float f5 = (float)(par6 >> 16 & 255) / 255.0F;
float f6 = (float)(par6 >> 8 & 255) / 255.0F;
float f7 = (float)(par6 & 255) / 255.0F;
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GL11.glShadeModel(GL11.GL_SMOOTH);
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.setColorRGBA_F(f1, f2, f3, f);
tessellator.addVertex((double)par3, (double)par2, 0.0D);
tessellator.addVertex((double)par1, (double)par2, 0.0D);
tessellator.setColorRGBA_F(f5, f6, f7, f4);
tessellator.addVertex((double)par1, (double)par4, 0.0D);
tessellator.addVertex((double)par3, (double)par4, 0.0D);
tessellator.draw();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例10: disableRender2D
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void disableRender2D() {
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例11: func_31070_a
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void func_31070_a(TileEntityPiston tileentitypiston, double d, double d1, double d2,
float f)
{
Block block = Block.blocksList[tileentitypiston.getStoredBlockID()];
if(block != null && tileentitypiston.func_31008_a(f) < 1.0F)
{
Tessellator tessellator = Tessellator.instance;
if(block.getRenderBlockPass()==2)
{
bindTextureByName("/betaexpansion/be_blocks.png");
}else
{
bindTextureByName("/terrain.png");
}
RenderHelper.disableStandardItemLighting();
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glDisable(2884 /*GL_CULL_FACE*/);
if(Minecraft.isAmbientOcclusionEnabled())
{
GL11.glShadeModel(7425 /*GL_SMOOTH*/);
} else
{
GL11.glShadeModel(7424 /*GL_FLAT*/);
}
tessellator.startDrawingQuads();
tessellator.setTranslationD(((float)d - (float)tileentitypiston.xCoord) + tileentitypiston.func_31017_b(f), ((float)d1 - (float)tileentitypiston.yCoord) + tileentitypiston.func_31014_c(f), ((float)d2 - (float)tileentitypiston.zCoord) + tileentitypiston.func_31013_d(f));
tessellator.setColorOpaque(1, 1, 1);
if(block == Block.pistonExtension && tileentitypiston.func_31008_a(f) < 0.5F)
{
field_31071_b.renderPistonExtensionWithAllFaces(block, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord, false, false);
} else
if(block == BEBlocks.launcherExtension && tileentitypiston.func_31008_a(f) < 0.5F)
{
field_31071_b.renderPistonExtensionWithAllFaces(block, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord, false, true);
}else
if(tileentitypiston.func_31012_k() && !tileentitypiston.func_31015_b())
{
Block.pistonExtension.func_31052_a_(((BlockPistonBase)block).func_31040_i());
if(block == BEBlocks.launcherBase || block == BEBlocks.launcherExtension)
{
field_31071_b.renderPistonExtensionWithAllFaces(BEBlocks.launcherExtension, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord, tileentitypiston.func_31008_a(f) < 0.5F, true);
}else
{
field_31071_b.renderPistonExtensionWithAllFaces(Block.pistonExtension, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord, tileentitypiston.func_31008_a(f) < 0.5F, false);
}
Block.pistonExtension.func_31051_a();
tessellator.setTranslationD((float)d - (float)tileentitypiston.xCoord, (float)d1 - (float)tileentitypiston.yCoord, (float)d2 - (float)tileentitypiston.zCoord);
field_31071_b.renderPistonBaseWithAllFaces(block, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord);
} else
{
field_31071_b.renderBlockWithAllFaces(block, tileentitypiston.xCoord, tileentitypiston.yCoord, tileentitypiston.zCoord);
}
tessellator.setTranslationD(0.0D, 0.0D, 0.0D);
tessellator.draw();
RenderHelper.enableStandardItemLighting();
}
}
示例12: renderBeams
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderBeams(float age, int number, int startRBG, int endRGB, float size) {
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glDisable(GL11.GL_ALPHA_TEST);
BEAM_RAND.setSeed(432L);
float r_ = (startRBG >>> 16 & 0xFF) / 256F;
float g_ = (startRBG >>> 8 & 0xFF) / 256F;
float b_ = (startRBG & 0xFF) / 256F;
float r = (endRGB >>> 16 & 0xFF) / 256F;
float g = (endRGB >>> 8 & 0xFF) / 256F;
float b = (endRGB & 0xFF) / 256F;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
float rotation = age % 500;
for(int i = 0; (float) i < number; ++i) {
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(BEAM_RAND.nextFloat() * 360.0F + rotation * 90.0F, 0.0F, 0.0F, 1.0F);
float min = (size * 0.5F);
float resized = BEAM_RAND.nextFloat() * size + min;
float sizeMulti = BEAM_RAND.nextFloat() * min + (min * 0.5F);
bufferbuilder.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(0.0D, 0.0D, 0.0D).color(r_, g_, b_, 1F).endVertex();
bufferbuilder.pos(-0.866D * sizeMulti, resized, (-0.5F * sizeMulti)).color(r, g, b, 0F).endVertex();
bufferbuilder.pos(0.866D * sizeMulti, resized, (-0.5F * sizeMulti)).color(r, g, b, 0F).endVertex();
bufferbuilder.pos(0.0D, resized, (1.0F * sizeMulti)).color(r, g, b, 0F).endVertex();
bufferbuilder.pos(-0.866D * sizeMulti, resized, (-0.5F * sizeMulti)).color(r, g, b, 0F).endVertex();
tessellator.draw();
}
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}