本文整理匯總了Java中org.lwjgl.opengl.GL14.glBlendColor方法的典型用法代碼示例。如果您正苦於以下問題:Java GL14.glBlendColor方法的具體用法?Java GL14.glBlendColor怎麽用?Java GL14.glBlendColor使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類org.lwjgl.opengl.GL14
的用法示例。
在下文中一共展示了GL14.glBlendColor方法的8個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: renderItemGlow
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderItemGlow(EntityLivingBase entity, ItemStack drop, ItemCameraTransforms.TransformType transform, EnumHandSide hand,
int glowColor) {
// enchantments mess up the rendering
ItemStack drop2 = drop.copy();
if (drop2.hasEffect()) {
removeEnch(drop2.getTagCompound());
}
float red = (glowColor >> 16 & 255) / 255.0F;
float green = (glowColor >> 8 & 255) / 255.0F;
float blue = (glowColor & 255) / 255.0F;
float alpha = 0.2F;
pushMatrix();
disableLighting();
GL14.glBlendColor(red, green, blue, alpha);
RenderItem renderItem = Minecraft.getMinecraft().getRenderItem();
((IRenderItem) renderItem).useTransparency(true);
scale(1.1, 1.1, 1.1);
translate(0, .01, .01);
renderItem.renderItem(drop, entity, transform, hand == EnumHandSide.LEFT);
translate(.01, -.01, -.02);
renderItem.renderItem(drop, entity, transform, hand == EnumHandSide.LEFT);
((IRenderItem) renderItem).useTransparency(false);
enableLighting();
popMatrix();
// I hate rendering
}
示例2: doRenderLayer
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void doRenderLayer(EntityWitherCat cat, float p_177201_2_, float p_177201_3_, float p_177201_4_, float p_177201_5_, float p_177201_6_,
float p_177201_7_, float p_177201_8_) {
float blendFactor = 1.0F;
float scale = cat.getScale();
blendFactor = 1 - (cat.getAngryScale() - scale);
if (blendFactor > 0) {
bindTexture(angryTexture);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
GL14.glBlendColor(1.0f, 1.0f, 1.0f, blendFactor);
GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
GL11.glPolygonOffset(-1, -1);
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
getMainModel().render(cat, p_177201_2_, p_177201_3_, p_177201_5_, p_177201_6_, p_177201_7_, p_177201_8_);
setLightmap(cat);
}
}
示例3: renderItemLabel
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
private void renderItemLabel(@Nonnull ItemStack itemLabel, double globalScale) {
if (!itemLabel.isEmpty()) {
RenderManager renderManager = Minecraft.getMinecraft().getRenderManager();
RenderItem itemRenderer = Minecraft.getMinecraft().getRenderItem();
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.75f, 0.5f);
// TODO: This doesn't work that well with 3D items, find a rotation that does
GlStateManager.rotate(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((renderManager.options.thirdPersonView == 2 ? -1 : 1) * renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(globalScale, globalScale, globalScale);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
IBakedModel bakedmodel = itemRenderer.getItemModelWithOverrides(itemLabel, (World) null, (EntityLivingBase) null);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_CONSTANT_COLOR, GlStateManager.SourceFactor.ONE.factor,
GlStateManager.DestFactor.ZERO.factor);
GL14.glBlendColor(itemBlend.x, itemBlend.y, itemBlend.z, itemBlend.w);
bakedmodel = ForgeHooksClient.handleCameraTransforms(bakedmodel, ItemCameraTransforms.TransformType.GUI, false);
itemRenderer.renderItem(itemLabel, NullHelper.notnullF(bakedmodel, "handleCameraTransforms returned null!"));
RenderHelper.disableStandardItemLighting();
GL14.glBlendColor(1, 1, 1, 1);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
}
}
示例4: renderBlock
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderBlock(@Nonnull BlockPos pos, IBlockAccess blockAccess, double globalScale, boolean highlight) {
VertexBuffer tes = Tessellator.getInstance().getBuffer();
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, 0.5f);
GlStateManager.scale(globalScale, globalScale, globalScale);
GlStateManager.translate(-0.5f, -0.5f, -0.5f);
IBlockState state = blockAccess.getBlockState(pos).getActualState(blockAccess, pos);
IBakedModel ibakedmodel = blockrendererdispatcher.getModelForState(state);
state = state.getBlock().getExtendedState(state, blockAccess, pos);
tes.setTranslation(-pos.getX(), -pos.getY(), -pos.getZ());
Vector4f color = highlight ? selectedBlockBlend : blockBlend;
GlStateManager.color(1, 1, 1, 1);
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_CONSTANT_COLOR, GlStateManager.SourceFactor.ONE.factor,
GlStateManager.DestFactor.ZERO.factor);
GL14.glBlendColor(color.x, color.y, color.z, color.w);
tes.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
for (BlockRenderLayer layer : BlockRenderLayer.values()) {
if (state.getBlock().canRenderInLayer(state, NullHelper.notnullJ(layer, "BlockRenderLayer value was null!"))) {
ForgeHooksClient.setRenderLayer(layer);
blockrendererdispatcher.getBlockModelRenderer().renderModel(blockAccess, ibakedmodel, state, pos, tes, false);
}
}
ForgeHooksClient.setRenderLayer(null);
Tessellator.getInstance().draw();
GL14.glBlendColor(1, 1, 1, 1);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
tes.setTranslation(0, 0, 0);
GlStateManager.popMatrix();
}
示例5: setGlStateForPass
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
private void setGlStateForPass(int layer, boolean isNeighbour) {
GlStateManager.color(1, 1, 1);
if (isNeighbour) {
GlStateManager.enableDepth();
GlStateManager.enableBlend();
float alpha = 1f;
float col = 1f;
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_CONSTANT_COLOR);
GL14.glBlendColor(col, col, col, alpha);
return;
}
if (layer == 0) {
GlStateManager.enableDepth();
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
} else {
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.depthMask(false);
}
}
示例6: glBlendColor
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void glBlendColor(float red, float green, float blue, float alpha) {
GL14.glBlendColor(red, green, blue, alpha);
}
示例7: glBlendColor
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void glBlendColor (float red, float green, float blue, float alpha) {
GL14.glBlendColor(red, green, blue, alpha);
}
示例8: glBlendColor
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void glBlendColor(float red, float green, float blue, float alpha) {
GL14.glBlendColor(red, green, blue, alpha);
}