本文整理汇总了Java中org.lwjgl.opengl.GL11.glTexEnv方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glTexEnv方法的具体用法?Java GL11.glTexEnv怎么用?Java GL11.glTexEnv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.glTexEnv方法的2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: setBrightness
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected boolean setBrightness(T entitylivingbaseIn, float partialTicks, boolean combineTextures)
{
float f = entitylivingbaseIn.getBrightness(partialTicks);
int i = this.getColorMultiplier(entitylivingbaseIn, f, partialTicks);
boolean flag = (i >> 24 & 255) > 0;
boolean flag1 = entitylivingbaseIn.hurtTime > 0 || entitylivingbaseIn.deathTime > 0;
if (!flag && !flag1)
{
return false;
}
else if (!flag && !combineTextures)
{
return false;
}
else
{
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
GlStateManager.enableTexture2D();
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, OpenGlHelper.GL_COMBINE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_RGB, GL11.GL_MODULATE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.defaultTexUnit);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PRIMARY_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_REPLACE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.enableTexture2D();
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, OpenGlHelper.GL_COMBINE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_RGB, OpenGlHelper.GL_INTERPOLATE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.GL_CONSTANT);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE2_RGB, OpenGlHelper.GL_CONSTANT);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND2_RGB, GL11.GL_SRC_ALPHA);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_REPLACE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.GL_PREVIOUS);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
this.brightnessBuffer.position(0);
if (flag1)
{
this.brightnessBuffer.put(1.0F);
this.brightnessBuffer.put(0.0F);
this.brightnessBuffer.put(0.0F);
this.brightnessBuffer.put(0.3F);
}
else
{
float f1 = (float)(i >> 24 & 255) / 255.0F;
float f2 = (float)(i >> 16 & 255) / 255.0F;
float f3 = (float)(i >> 8 & 255) / 255.0F;
float f4 = (float)(i & 255) / 255.0F;
this.brightnessBuffer.put(f2);
this.brightnessBuffer.put(f3);
this.brightnessBuffer.put(f4);
this.brightnessBuffer.put(1.0F - f1);
}
this.brightnessBuffer.flip();
GL11.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, (FloatBuffer)this.brightnessBuffer);
GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
GlStateManager.enableTexture2D();
GlStateManager.bindTexture(field_177096_e.getGlTextureId());
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, OpenGlHelper.GL_COMBINE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_RGB, GL11.GL_MODULATE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.GL_PREVIOUS);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.lightmapTexUnit);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_REPLACE);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.GL_PREVIOUS);
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
return true;
}
}
示例2: glTexEnv
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glTexEnv(int p_187448_0_, int p_187448_1_, FloatBuffer p_187448_2_)
{
GL11.glTexEnv(p_187448_0_, p_187448_1_, p_187448_2_);
}