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Java GL11.glTexEnvi方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glTexEnvi方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glTexEnvi方法的具体用法?Java GL11.glTexEnvi怎么用?Java GL11.glTexEnvi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.glTexEnvi方法的6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: unsetBrightness

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void unsetBrightness()
{
    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_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_ALPHA, OpenGlHelper.GL_PRIMARY_COLOR);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND1_ALPHA, GL11.GL_SRC_ALPHA);
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    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_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_SOURCE0_RGB, GL11.GL_TEXTURE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
    GlStateManager.disableTexture2D();
    GlStateManager.bindTexture(0);
    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_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_SOURCE0_RGB, GL11.GL_TEXTURE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE);
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:41,代码来源:RendererLivingEntity.java

示例2: glTexEnvi

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#glTexEnvi(int, int, int)
 */
public void glTexEnvi(int target, int mode, int value) {
	GL11.glTexEnvi(target, mode, value);
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:7,代码来源:ImmediateModeOGLRenderer.java

示例3: renderVignette

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderVignette(float f, float f1, int i, int j)
{
    f = 1.0F - f;
    if(f < 0.0F)
    {
        f = 0.0F;
    }
    if(f > 1.0F)
    {
        f = 1.0F;
    }
    GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
    GL11.glDepthMask(false);
    GL11.glBlendFunc(0, 769);
    prevVignetteBrightness += (double)(f - prevVignetteBrightness) * 0.01D;
    if(EntityRenderer.zoomProgress > 1.0D)
    {
        double d = (((mc.entityRenderer.prevZoomProgress + (mc.entityRenderer.zoomProgress - mc.entityRenderer.prevZoomProgress) * (double)f1) - 1) / 3D);
        GL11.glColor4d((prevVignetteBrightness / 2D) + d, (prevVignetteBrightness / 2D) + d, (prevVignetteBrightness / 2D) + d, 1.0F);
        GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL13.GL_COMBINE);
        GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_COMBINE_RGB, GL11.GL_MODULATE);
        GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_RGB_SCALE, 2);
    }else
    {
        GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
        GL11.glColor4d(prevVignetteBrightness, prevVignetteBrightness, prevVignetteBrightness, 1.0F);
    }
    GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("%blur%/misc/vignette.png"));
    Tessellator tessellator = Tessellator.instance;
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D);
    tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D);
    tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D);
    tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
    tessellator.draw();
    GL11.glDepthMask(true);
    GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glBlendFunc(770, 771);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_RGB_SCALE, 1);
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:42,代码来源:GuiIngame.java

示例4: 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;
    }
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:81,代码来源:RendererLivingEntity.java

示例5: unsetBrightness

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void unsetBrightness()
{
    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_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_ALPHA, OpenGlHelper.GL_PRIMARY_COLOR);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND1_ALPHA, GL11.GL_SRC_ALPHA);
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    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_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_SOURCE0_RGB, GL11.GL_TEXTURE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
    GlStateManager.disableTexture2D();
    GlStateManager.bindTexture(0);
    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_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_SOURCE0_RGB, GL11.GL_TEXTURE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_COMBINE_ALPHA, GL11.GL_MODULATE);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
    GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, OpenGlHelper.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE);
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);

    if (Config.isShaders())
    {
        Shaders.setEntityColor(0.0F, 0.0F, 0.0F, 0.0F);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:46,代码来源:RendererLivingEntity.java

示例6: glTexEnvi

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glTexEnvi(int p_187399_0_, int p_187399_1_, int p_187399_2_)
{
    GL11.glTexEnvi(p_187399_0_, p_187399_1_, p_187399_2_);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:5,代码来源:GlStateManager.java


注:本文中的org.lwjgl.opengl.GL11.glTexEnvi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。