本文整理匯總了Java中org.lwjgl.opengl.GL14.glBlendEquation方法的典型用法代碼示例。如果您正苦於以下問題:Java GL14.glBlendEquation方法的具體用法?Java GL14.glBlendEquation怎麽用?Java GL14.glBlendEquation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.glBlendEquation方法的14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: renderParticle
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void renderParticle(Tessellator t, float par2, float par3, float par4, float par5, float par6, float par7)
{
Minecraft.getMinecraft().renderEngine.bindTexture(RivalRebels.etflameball);
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
float f10 = 0.03F * particleScale;
float f11 = (float) (prevPosX + (posX - prevPosX) * par2 - interpPosX);
float f12 = (float) (prevPosY + (posY - prevPosY) * par2 - interpPosY);
float f13 = (float) (prevPosZ + (posZ - prevPosZ) * par2 - interpPosZ);
t.setColorRGBA_F(1, 1, 1, 1);
float X = (sequence % 4) / 4f;
float Y = (sequence - (sequence % 4)) / 16f;
t.addVertexWithUV(f11 - par3 * f10 - par6 * f10, f12 - par4 * f10, f13 - par5 * f10 - par7 * f10, X + 0.25f, Y + 0.25f);
t.addVertexWithUV(f11 - par3 * f10 + par6 * f10, f12 + par4 * f10, f13 - par5 * f10 + par7 * f10, X + 0.25f, Y);
t.addVertexWithUV(f11 + par3 * f10 + par6 * f10, f12 + par4 * f10, f13 + par5 * f10 + par7 * f10, X, Y);
t.addVertexWithUV(f11 + par3 * f10 - par6 * f10, f12 - par4 * f10, f13 + par5 * f10 - par7 * f10, X, Y + 0.25f);
}
示例2: func_148109_a
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void func_148109_a()
{
if (!this.equals(field_148118_a))
{
if (field_148118_a == null || this.field_148119_h != field_148118_a.func_148111_b())
{
field_148118_a = this;
if (this.field_148119_h)
{
GlStateManager.disableBlend();
return;
}
GlStateManager.enableBlend();
}
GL14.glBlendEquation(this.field_148112_f);
if (this.field_148113_g)
{
GlStateManager.tryBlendFuncSeparate(this.field_148116_b, this.field_148114_d, this.field_148117_c, this.field_148115_e);
}
else
{
GlStateManager.blendFunc(this.field_148116_b, this.field_148114_d);
}
}
}
示例3: func_148109_a
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void func_148109_a()
{
if (!this.equals(field_148118_a))
{
if (field_148118_a == null || this.field_148119_h != field_148118_a.func_148111_b())
{
field_148118_a = this;
if (this.field_148119_h)
{
GL11.glDisable(GL11.GL_BLEND);
return;
}
GL11.glEnable(GL11.GL_BLEND);
}
GL14.glBlendEquation(this.field_148112_f);
if (this.field_148113_g)
{
GL14.glBlendFuncSeparate(this.field_148116_b, this.field_148114_d, this.field_148117_c, this.field_148115_e);
}
else
{
GL11.glBlendFunc(this.field_148116_b, this.field_148114_d);
}
}
}
示例4: saveRenderState
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
/**
* Backup the current state of the relevant OpenGL state and change it to
* what's needed to draw the curve.
*/
private RenderState saveRenderState() {
RenderState state = new RenderState();
state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH);
state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND);
state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST);
state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK);
state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D);
state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
GL11.glEnable(GL11.GL_BLEND);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_TEXTURE_1D);
GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL20.glUseProgram(0);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
return state;
}
示例5: setBlendMode
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
/**
* Setzt den Blendmodus nach den Werten aus {@link Image}
* @param mode
*/
public static void setBlendMode(int mode)
{
if (blendMode == mode) return;
blendMode = mode;
switch (mode)
{
case Image.COMPOSITE_NOCHANGE:
break;
case Image.COMPOSITE_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
break;
case Image.COMPOSITE_ADD:
glBlendFunc(GL_ONE, GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
break;
case Image.COMPOSITE_SUB:
glBlendFunc(GL_ONE, GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_SUBTRACT);
break;
case Image.COMPOSITE_MUL:
glBlendFunc(GL_DST_COLOR, GL_ZERO); // BlendEquation ist hier egal
break;
case Image.COMPOSITE_ABSOLUT:
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
// GL14.glBlendEquation(GL14.GL_FUNC_ADD);
break;
case Image.COMPOSITE_OVERLAY:
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
break;
case Image.COMPOSITE_TEST:
// glBlend
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
break;
}
}
示例6: restore
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public static void restore()
{
glColor4f(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
glMatrixMode(matrixMode);
bindTexture(null);
}
示例7: glBlendEquation
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public static void glBlendEquation(int blendEquation)
{
GL14.glBlendEquation(blendEquation);
}
示例8: renderFlame
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderFlame(EntityFlameBall ell, double x, double y, double z, float yaw, float pitch)
{
if (ell.ticksExisted < 3) return;
GL11.glPushMatrix();
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
// GL11.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_FUNC_ADD);
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
GL11.glColor4f(1f, 1f, 1f, 1f);
Minecraft.getMinecraft().renderEngine.bindTexture(RivalRebels.etflameball);
GL11.glPushMatrix();
float X = (ell.sequence % 4) / 4f;
float Y = (ell.sequence - (ell.sequence % 4)) / 16f;
float size = 0.0500f * ell.ticksExisted;
size *= size;
Tessellator t = Tessellator.instance;
GL11.glTranslated(x, y, z);
GL11.glRotatef(180 - Minecraft.getMinecraft().thePlayer.rotationYaw, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(90 - Minecraft.getMinecraft().thePlayer.rotationPitch, 1.0F, 0.0F, 0.0F);
GL11.glPushMatrix();
GL11.glRotatef(ell.rotation, 0.0F, 1.0F, 0.0F);
t.startDrawingQuads();
t.setNormal(0.0F, 1.0F, 0.0F);
t.addVertexWithUV(-size, 0, -size, X, Y);
t.addVertexWithUV(size, 0, -size, X + 0.25f, Y);
t.addVertexWithUV(size, 0, size, X + 0.25f, Y + 0.25f);
t.addVertexWithUV(-size, 0, size, X, Y + 0.25f);
t.draw();
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}
示例9: renderFlame
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderFlame(EntityFlameBall2 ell, double x, double y, double z, float yaw, float pitch)
{
if (ell.ticksExisted < 3) return;
GL11.glPushMatrix();
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
// GL11.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_FUNC_ADD);
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
GL11.glColor4f(1f, 1f, 1f, 1f);
Minecraft.getMinecraft().renderEngine.bindTexture(RivalRebels.etflameblue);
GL11.glPushMatrix();
float X = (ell.sequence % 4) / 4f;
float Y = (ell.sequence - (ell.sequence % 4)) / 16f;
float size = 0.070f * ell.ticksExisted;
size *= size;
if (size >= 0.3) size = 0.3f;
Tessellator t = Tessellator.instance;
GL11.glTranslated(x, y, z);
GL11.glRotatef(180 - Minecraft.getMinecraft().thePlayer.rotationYaw, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(90 - Minecraft.getMinecraft().thePlayer.rotationPitch, 1.0F, 0.0F, 0.0F);
GL11.glPushMatrix();
GL11.glRotatef(ell.rotation, 0.0F, 1.0F, 0.0F);
t.startDrawingQuads();
t.setNormal(0.0F, 1.0F, 0.0F);
t.addVertexWithUV(-size, 0, -size, X, Y);
t.addVertexWithUV(size, 0, -size, X + 0.25f, Y);
t.addVertexWithUV(size, 0, size, X + 0.25f, Y + 0.25f);
t.addVertexWithUV(-size, 0, size, X, Y + 0.25f);
t.draw();
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}
示例10: renderFlame
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderFlame(EntityFlameBall1 ell, double x, double y, double z, float yaw, float pitch)
{
if (ell.ticksExisted < 3) return;
GL11.glPushMatrix();
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
// GL11.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_FUNC_ADD);
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
GL11.glColor4f(1f, 1f, 1f, 1f);
Minecraft.getMinecraft().renderEngine.bindTexture(RivalRebels.etflamebluered);
GL11.glPushMatrix();
float X = (ell.sequence % 4) / 4f;
float Y = (ell.sequence - (ell.sequence % 4)) / 16f;
float size = 0.0550f * ell.ticksExisted;
size *= size;
// if (size >= 0.5) size = 0.5f;
size += 0.05;
Tessellator t = Tessellator.instance;
GL11.glTranslated(x, y, z);
GL11.glRotatef(180 - Minecraft.getMinecraft().thePlayer.rotationYaw, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(90 - Minecraft.getMinecraft().thePlayer.rotationPitch, 1.0F, 0.0F, 0.0F);
GL11.glPushMatrix();
GL11.glRotatef(ell.rotation, 0.0F, 1.0F, 0.0F);
t.startDrawingQuads();
t.setNormal(0.0F, 1.0F, 0.0F);
t.addVertexWithUV(-size, 0, -size, X, Y);
t.addVertexWithUV(size, 0, -size, X + 0.25f, Y);
t.addVertexWithUV(size, 0, size, X + 0.25f, Y + 0.25f);
t.addVertexWithUV(-size, 0, size, X, Y + 0.25f);
t.draw();
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}
示例11: renderFlame
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void renderFlame(EntityFlameBallGreen ell, double x, double y, double z, float yaw, float pitch)
{
if (ell.ticksExisted < 3) return;
GL11.glPushMatrix();
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
// GL11.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_FUNC_ADD);
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL14.glBlendEquation(GL14.GL_FUNC_ADD);
GL11.glColor4f(1f, 1f, 1f, 1f);
Minecraft.getMinecraft().renderEngine.bindTexture(RivalRebels.etflameballgreen);
GL11.glPushMatrix();
float X = (ell.sequence % 4) / 4f;
float Y = (ell.sequence - (ell.sequence % 4)) / 16f;
float size = 0.0500f * ell.ticksExisted;
//size *= size;
Tessellator t = Tessellator.instance;
GL11.glTranslated(x, y, z);
GL11.glRotatef(180 - Minecraft.getMinecraft().thePlayer.rotationYaw, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(90 - Minecraft.getMinecraft().thePlayer.rotationPitch, 1.0F, 0.0F, 0.0F);
GL11.glPushMatrix();
GL11.glRotatef(ell.rotation, 0.0F, 1.0F, 0.0F);
t.startDrawingQuads();
t.setNormal(0.0F, 1.0F, 0.0F);
t.addVertexWithUV(-size, 0, -size, X, Y);
t.addVertexWithUV(size, 0, -size, X + 0.25f, Y);
t.addVertexWithUV(size, 0, size, X + 0.25f, Y + 0.25f);
t.addVertexWithUV(-size, 0, size, X, Y + 0.25f);
t.draw();
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}
示例12: glBlendEquation
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void glBlendEquation(int mode) {
GL14.glBlendEquation(mode);
}
示例13: glBlendEquation
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
public void glBlendEquation (int mode) {
GL14.glBlendEquation(mode);
}
示例14: glBlendEquation
import org.lwjgl.opengl.GL14; //導入方法依賴的package包/類
@Override
public void glBlendEquation(int mode) {
GL14.glBlendEquation(mode);
}