Пример #1
0
  public void render(int x, int y, float extra) {
    setExtraLevel(extra);
    glPushMatrix();
    shader.bind();
    glBindVertexArray(vao);
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    {
      glTranslatef(x, y, 0);
      glActiveTexture(GL_TEXTURE1);
      glBindTexture(GL_TEXTURE_2D, texture);
      glActiveTexture(GL_TEXTURE2);
      glBindTexture(GL_TEXTURE_2D, Texture.Lava);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio);
      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
      glActiveTexture(GL_TEXTURE1);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
      glBindTexture(GL_TEXTURE_2D, 0);

      /*
       * glTranslatef(x, y, 0); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0);
       */
    }
    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);
    glBindVertexArray(0);
    shader.release();
    glPopMatrix();
  }
Пример #2
0
  public Texture(String path) {

    try {
      BufferedImage image = ImageIO.read(new FileInputStream(path));
      width = image.getWidth();
      height = image.getHeight();
      pixels = new int[width * height];
      image.getRGB(0, 0, width, height, pixels, 0, width);
    } catch (IOException e) {
      e.printStackTrace();
    }
    int[] data = new int[width * height];
    for (int i = 0; i < data.length; i++) {
      int a = (pixels[i] & 0xff000000) >> 24;
      int r = (pixels[i] & 0xff0000) >> 16;
      int g = (pixels[i] & 0xff00) >> 8;
      int b = (pixels[i] & 0xff);
      data[i] = a << 24 | b << 16 | g << 8 | r;
    }
    int id = glGenTextures();
    glBindTexture(GL_TEXTURE_2D, id);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    IntBuffer buffer = (IntBuffer) BufferUtils.createIntBuffer(data.length).put(data).flip();

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    this.index = id;
    glBindTexture(GL_TEXTURE_2D, 0);
  }
Пример #3
0
  public static void floor() {
    glBindTexture(GL_TEXTURE_2D, Main.tex_floor);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    FloatBuffer color = BufferUtils.createFloatBuffer(4);
    color.put(1).put(0.8f).put(0.6f).put(1).flip();
    glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
    color = BufferUtils.createFloatBuffer(4);
    color.put(0).put(0).put(0).put(1).flip();
    glMaterial(GL_FRONT, GL_SPECULAR, color);
    glBegin(GL_QUADS);
    glNormal3f(0, 1, 0);
    for (int a = ZA_FLOOR_START; a < ZA_FLOOR_END; a += ZA_FLOOR_RES) {
      for (int b = ZA_FLOOR_START; b < ZA_FLOOR_END; b += ZA_FLOOR_RES) {
        glTexCoord2f(0, 0);
        glVertex3f(a, 0, b);
        glTexCoord2f(0, 1);
        glVertex3f(a, 0, b + ZA_FLOOR_RES);
        glTexCoord2f(1, 1);
        glVertex3f(a + ZA_FLOOR_RES, 0, b + ZA_FLOOR_RES);
        glTexCoord2f(1, 0);
        glVertex3f(a + ZA_FLOOR_RES, 0, b);
      }
    }
    glEnd();

    glBindTexture(GL_TEXTURE_2D, ResourceLoader.white);
    color = BufferUtils.createFloatBuffer(4);
    color.put(1).put(0.8f).put(0.6f).put(1).flip();
    glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
  }
Пример #4
0
  public static void drawRegion(TextureRegion tex, int x, int y, int w, int h) {
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, tex.id);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glBegin(GL_QUADS);
    {
      glTexCoord2f(tex.u, tex.v);
      glVertex2f(x, y);
      glTexCoord2f(tex.u2, tex.v);
      glVertex2f(x + w, y);
      glTexCoord2f(tex.u2, tex.v2);
      glVertex2f(x + w, y + h);
      glTexCoord2f(tex.u, tex.v2);
      glVertex2f(x, y + h);
    }
    glEnd();

    glBindTexture(GL_TEXTURE_2D, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
  }
Пример #5
0
 public static void beginWater() {
   useProgram(Shaders.ProgramWater);
   glActiveTexture(GL_TEXTURE2);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png"));
   glActiveTexture(GL_TEXTURE3);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png"));
   glActiveTexture(GL_TEXTURE0);
 }
Пример #6
0
 public static void beginTerrain() {
   useProgram(Shaders.ProgramTerrain);
   glActiveTexture(GL_TEXTURE2);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png"));
   glActiveTexture(GL_TEXTURE3);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png"));
   glActiveTexture(GL_TEXTURE0);
   FloatBuffer projection = BufferUtils.createFloatBuffer(16);
 }
Пример #7
0
  // Load an image from file.
  private int load(String path) {
    int[] pixels = null;
    try {
      BufferedImage image = ImageIO.read(new FileInputStream(path));
      width = image.getWidth();
      height = image.getHeight();
      pixels = new int[width * height];

      image.getRGB(0, 0, width, width, pixels, 0, width);
    } catch (IOException e) {
      e.printStackTrace();
    }

    // Rearrange the data from ARGB to RGBA.
    int[] data = new int[width * height];
    for (int i = 0; i < width * height; i++) {
      // Separate the colour channels.
      int a = (pixels[i] & 0xff000000) >> 24;
      int r = (pixels[i] & 0x00ff0000) >> 16;
      int g = (pixels[i] & 0x0000ff00) >> 8;
      int b = (pixels[i] & 0x000000ff);

      // Convert from ARGB to ABGR.
      data[i] = a << 24 | b << 16 | g << 8 | r;
    }

    //
    int result = glGenTextures();

    // "Select" the texture to allow changes.
    glBindTexture(GL_TEXTURE_2D, result);

    // Use nearest-neighbour instead of blending when we upscale.
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    // Enable transparency.
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        GL_RGBA,
        width,
        height,
        0,
        GL_RGBA,
        GL_UNSIGNED_BYTE,
        BufferUtils.createIntBuffer(data));

    // Deselect everything.
    glBindTexture(GL_TEXTURE_2D, 0);

    return result;
  }
Пример #8
0
  public void func_78447_b(float p_78447_1_) {
    GL11.glDisable(3008);
    int var2;
    if (this.field_78455_a.field_71439_g.func_70027_ad()) {
      var2 = this.field_78455_a.field_71446_o.func_78341_b("/terrain.png");
      GL11.glBindTexture(3553, var2);
      this.func_78442_d(p_78447_1_);
    }

    if (this.field_78455_a.field_71439_g.func_70094_T()) {
      var2 = MathHelper.func_76128_c(this.field_78455_a.field_71439_g.field_70165_t);
      int var3 = MathHelper.func_76128_c(this.field_78455_a.field_71439_g.field_70163_u);
      int var4 = MathHelper.func_76128_c(this.field_78455_a.field_71439_g.field_70161_v);
      int var5 = this.field_78455_a.field_71446_o.func_78341_b("/terrain.png");
      GL11.glBindTexture(3553, var5);
      int var6 = this.field_78455_a.field_71441_e.func_72798_a(var2, var3, var4);
      if (this.field_78455_a.field_71441_e.func_72809_s(var2, var3, var4)) {
        this.func_78446_a(p_78447_1_, Block.field_71973_m[var6].func_71851_a(2));
      } else {
        for (int var7 = 0; var7 < 8; ++var7) {
          float var8 =
              ((float) ((var7 >> 0) % 2) - 0.5F)
                  * this.field_78455_a.field_71439_g.field_70130_N
                  * 0.9F;
          float var9 =
              ((float) ((var7 >> 1) % 2) - 0.5F)
                  * this.field_78455_a.field_71439_g.field_70131_O
                  * 0.2F;
          float var10 =
              ((float) ((var7 >> 2) % 2) - 0.5F)
                  * this.field_78455_a.field_71439_g.field_70130_N
                  * 0.9F;
          int var11 = MathHelper.func_76141_d((float) var2 + var8);
          int var12 = MathHelper.func_76141_d((float) var3 + var9);
          int var13 = MathHelper.func_76141_d((float) var4 + var10);
          if (this.field_78455_a.field_71441_e.func_72809_s(var11, var12, var13)) {
            var6 = this.field_78455_a.field_71441_e.func_72798_a(var11, var12, var13);
          }
        }
      }

      if (Block.field_71973_m[var6] != null) {
        this.func_78446_a(p_78447_1_, Block.field_71973_m[var6].func_71851_a(2));
      }
    }

    if (this.field_78455_a.field_71439_g.func_70055_a(Material.field_76244_g)) {
      var2 = this.field_78455_a.field_71446_o.func_78341_b("/misc/water.png");
      GL11.glBindTexture(3553, var2);
      this.func_78448_c(p_78447_1_);
    }

    GL11.glEnable(3008);
  }
Пример #9
0
  public static void renderScene() {
    for (int ID : renderables.keySet()) {
      List<Renderable> batch = renderables.get(ID);
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID);
      for (Renderable renderable : batch) {
        renderable.masterRender();
      }
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    }

    renderables.clear();
  }
 public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {
   GL11.glDisable(GL11.GL_LIGHTING);
   GL11.glColor3f(1f, 1f, 1f);
   // if (!YC_Options.EnableOptifineCompability)
   // GL11.glTranslatef(0, 0, 1f);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, YC_Constants.RemainsTextureID);
   YC_Mod.m_Ore.Draw(0, 0, 1);
   GL11.glColor3f(1f, 1f, 1f);
   GL11.glBindTexture(
       GL11.GL_TEXTURE_2D, Minecraft.getMinecraft().renderEngine.getTexture("/terrain.png"));
   GL11.glEnable(GL11.GL_LIGHTING);
 }
 private void bindTextures(Terrain terrain) {
   TerrainTexturePack pack = terrain.getTexturePack();
   GL13.glActiveTexture(GL13.GL_TEXTURE0);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, pack.getBackgroundTexture().getTextureID());
   GL13.glActiveTexture(GL13.GL_TEXTURE1);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, pack.getRedTexture().getTextureID());
   GL13.glActiveTexture(GL13.GL_TEXTURE2);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, pack.getGreenTexture().getTextureID());
   GL13.glActiveTexture(GL13.GL_TEXTURE3);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, pack.getBlueTexture().getTextureID());
   GL13.glActiveTexture(GL13.GL_TEXTURE4);
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, terrain.getBlendMap().getTextureID());
 }
  public boolean renderWorldBlock(
      IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {

    GL11.glPushAttrib(GL11.GL_TEXTURE_BIT);
    Tessellator t = Tessellator.instance;
    t.draw();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, YC_Constants.TreeCrystalTextureID);
    GL11.glPushMatrix();
    double t1 = 0, t2 = 0, t3 = 0;
    if (!YC_Options.EnableOptifineCompability) {
      ResetTranslation(x, y, z);
      GL11.glTranslatef(x, y, z);
      t1 = Tessellator.instance.xOffset;
      t2 = Tessellator.instance.yOffset;
      t3 = Tessellator.instance.zOffset;
      Tessellator.instance.setTranslation(0, 0, 0);
    } else {
      GL11.glTranslated(
          x + Tessellator.instance.xOffset,
          y + Tessellator.instance.yOffset,
          z + Tessellator.instance.zOffset);
    }
    GL11.glColor4f(1f, 1f, 1f, 1f);
    // {
    int md = world.getBlockMetadata(x, y, z);
    GL11.glTranslatef(0.5f, 0.5f, 0.5f);
    GL11.glRotatef(GetRotationXFromMD(md), 1, 0, 0);
    GL11.glRotatef(GetRotationZFromMD(md), 0, 0, 1);
    GL11.glTranslatef(-0.5f, -0.5f, +0.5f);
    YC_Mod.m_TreeCrystal.DrawWOTranslation();
    if (YC_Options.RenderContourSecondPass) {
      GL11.glBindTexture(
          GL11.GL_TEXTURE_2D, Minecraft.getMinecraft().renderEngine.getTexture("/YC/blank.png"));
      GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
      GL11.glColor3f(0f, 0f, 0f);
      YC_Mod.m_TreeCrystal.DrawWOTranslation();
      GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    }
    // }
    if (!YC_Options.EnableOptifineCompability) {
      Tessellator.instance.setTranslation(t1, t2, t3);
    }
    GL11.glPopMatrix();
    GL11.glColor4f(1f, 1f, 1f, 1f);
    GL11.glPopAttrib();

    t.startDrawingQuads();

    return true;
  }
Пример #13
0
  /** Renders all the overlays that are in first person mode. Args: partialTickTime */
  public void renderOverlays(float par1) {
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    int var2;

    if (this.mc.thePlayer.isBurning()) {
      var2 = this.mc.renderEngine.getTexture("/terrain.png");
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
      this.renderFireInFirstPerson(par1);
    }

    if (this.mc.thePlayer.isEntityInsideOpaqueBlock()) {
      var2 = MathHelper.floor_double(this.mc.thePlayer.posX);
      int var3 = MathHelper.floor_double(this.mc.thePlayer.posY);
      int var4 = MathHelper.floor_double(this.mc.thePlayer.posZ);
      int var5 = this.mc.renderEngine.getTexture("/terrain.png");
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, var5);
      int var6 = this.mc.theWorld.getBlockId(var2, var3, var4);

      if (this.mc.theWorld.isBlockNormalCube(var2, var3, var4)) {
        this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
      } else {
        for (int var7 = 0; var7 < 8; ++var7) {
          float var8 = ((float) ((var7 >> 0) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
          float var9 = ((float) ((var7 >> 1) % 2) - 0.5F) * this.mc.thePlayer.height * 0.2F;
          float var10 = ((float) ((var7 >> 2) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
          int var11 = MathHelper.floor_float((float) var2 + var8);
          int var12 = MathHelper.floor_float((float) var3 + var9);
          int var13 = MathHelper.floor_float((float) var4 + var10);

          if (this.mc.theWorld.isBlockNormalCube(var11, var12, var13)) {
            var6 = this.mc.theWorld.getBlockId(var11, var12, var13);
          }
        }
      }

      if (Block.blocksList[var6] != null) {
        this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
      }
    }

    if (this.mc.thePlayer.isInsideOfMaterial(Material.water)) {
      var2 = this.mc.renderEngine.getTexture("/misc/water.png");
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
      this.renderWarpedTextureOverlay(par1);
    }

    GL11.glEnable(GL11.GL_ALPHA_TEST);
  }
Пример #14
0
 public void func_579_b(int p_579_1_) {
   GL11.glDisable(2896);
   GL11.glDisable(2912);
   Tessellator var2 = Tessellator.field_1512_a;
   GL11.glBindTexture(3553, this.field_945_b.field_6315_n.func_1070_a("/gui/background.png"));
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   float var3 = 32.0F;
   var2.func_977_b();
   var2.func_990_b(4210752);
   var2.func_983_a(
       0.0D,
       (double) this.field_950_d,
       0.0D,
       0.0D,
       (double) ((float) this.field_950_d / var3 + (float) p_579_1_));
   var2.func_983_a(
       (double) this.field_951_c,
       (double) this.field_950_d,
       0.0D,
       (double) ((float) this.field_951_c / var3),
       (double) ((float) this.field_950_d / var3 + (float) p_579_1_));
   var2.func_983_a(
       (double) this.field_951_c,
       0.0D,
       0.0D,
       (double) ((float) this.field_951_c / var3),
       (double) p_579_1_);
   var2.func_983_a(0.0D, 0.0D, 0.0D, 0.0D, (double) p_579_1_);
   var2.func_982_a();
 }
Пример #15
0
  private void renderPortalOverlay(float var1, int var2, int var3) {
    if (var1 < 1.0F) {
      var1 *= var1;
      var1 *= var1;
      var1 = var1 * 0.8F + 0.2F;
    }

    GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
    GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
    GL11.glDepthMask(false);
    GL11.glBlendFunc(770, 771);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, var1);
    GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, this.mc.renderEngine.getTexture("/terrain.png"));
    float var4 = (float) (Block.portal.blockIndexInTexture % 16) / 16.0F;
    float var5 = (float) (Block.portal.blockIndexInTexture / 16) / 16.0F;
    float var6 = (float) (Block.portal.blockIndexInTexture % 16 + 1) / 16.0F;
    float var7 = (float) (Block.portal.blockIndexInTexture / 16 + 1) / 16.0F;
    Tessellator var8 = Tessellator.instance;
    var8.startDrawingQuads();
    var8.addVertexWithUV(0.0D, (double) var3, -90.0D, (double) var4, (double) var7);
    var8.addVertexWithUV((double) var2, (double) var3, -90.0D, (double) var6, (double) var7);
    var8.addVertexWithUV((double) var2, 0.0D, -90.0D, (double) var6, (double) var5);
    var8.addVertexWithUV(0.0D, 0.0D, -90.0D, (double) var4, (double) var5);
    var8.draw();
    GL11.glDepthMask(true);
    GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
    GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
  }
  /** Rotate and blurs the skybox view in the main menu */
  private void rotateAndBlurSkybox(float par1) {
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.viewportTexture);
    this.mc.renderEngine.func_98185_a();
    GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColorMask(true, true, true, false);
    Tessellator var2 = Tessellator.instance;
    var2.startDrawingQuads();
    byte var3 = 3;

    for (int var4 = 0; var4 < var3; ++var4) {
      var2.setColorRGBA_F(1.0F, 1.0F, 1.0F, 1.0F / (float) (var4 + 1));
      int var5 = this.width;
      int var6 = this.height;
      float var7 = (float) (var4 - var3 / 2) / 256.0F;
      var2.addVertexWithUV(
          (double) var5, (double) var6, (double) this.zLevel, (double) (0.0F + var7), 0.0D);
      var2.addVertexWithUV((double) var5, 0.0D, (double) this.zLevel, (double) (1.0F + var7), 0.0D);
      var2.addVertexWithUV(0.0D, 0.0D, (double) this.zLevel, (double) (1.0F + var7), 1.0D);
      var2.addVertexWithUV(0.0D, (double) var6, (double) this.zLevel, (double) (0.0F + var7), 1.0D);
    }

    var2.draw();
    GL11.glColorMask(true, true, true, true);
    this.mc.renderEngine.func_98185_a();
  }
Пример #17
0
  /** Updates the small achievement tooltip window, showing a queued achievement if is needed. */
  public void updateAchievementWindow() {
    if (this.theAchievement != null && this.achievementTime != 0L) {
      double var1 = (double) (System.currentTimeMillis() - this.achievementTime) / 3000.0D;

      if (!this.haveAchiement && (var1 < 0.0D || var1 > 1.0D)) {
        this.achievementTime = 0L;
      } else {
        this.updateAchievementWindowScale();
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(false);
        double var3 = var1 * 2.0D;

        if (var3 > 1.0D) {
          var3 = 2.0D - var3;
        }

        var3 *= 4.0D;
        var3 = 1.0D - var3;

        if (var3 < 0.0D) {
          var3 = 0.0D;
        }

        var3 *= var3;
        var3 *= var3;
        int var5 = this.achievementWindowWidth - 160;
        int var6 = 0 - (int) (var3 * 36.0D);
        int var7 = this.theGame.renderEngine.getTexture("/achievement/bg.png");
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, var7);
        GL11.glDisable(GL11.GL_LIGHTING);
        this.drawTexturedModalRect(var5, var6, 96, 202, 160, 32);

        if (this.haveAchiement) {
          this.theGame.fontRenderer.drawSplitString(
              this.achievementStatName, var5 + 30, var6 + 7, 120, -1);
        } else {
          this.theGame.fontRenderer.drawString(
              this.achievementGetLocalText, var5 + 30, var6 + 7, -256);
          this.theGame.fontRenderer.drawString(this.achievementStatName, var5 + 30, var6 + 18, -1);
        }

        RenderHelper.enableGUIStandardItemLighting();
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        GL11.glEnable(GL11.GL_LIGHTING);
        this.itemRender.renderItemIntoGUI(
            this.theGame.fontRenderer,
            this.theGame.renderEngine,
            this.theAchievement.theItemStack,
            var5 + 8,
            var6 + 8);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
      }
    }
  }
Пример #18
0
 /** Overlays the background to hide scrolled items */
 private void overlayBackground(int par1, int par2, int par3, int par4) {
   // Spout Start
   GL11.glPushMatrix();
   // Spout End
   Tessellator var5 = Tessellator.instance;
   GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/gui/background.png"));
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   // Spout Start
   GL11.glTranslatef(0, 0, -0.1f);
   // Spout End
   float var6 = 32.0F;
   var5.startDrawingQuads();
   var5.setColorRGBA_I(4210752, par4);
   var5.addVertexWithUV(0.0D, (double) par2, 0.0D, 0.0D, (double) ((float) par2 / var6));
   var5.addVertexWithUV(
       (double) this.width,
       (double) par2,
       0.0D,
       (double) ((float) this.width / var6),
       (double) ((float) par2 / var6));
   var5.setColorRGBA_I(4210752, par3);
   var5.addVertexWithUV(
       (double) this.width,
       (double) par1,
       0.0D,
       (double) ((float) this.width / var6),
       (double) ((float) par1 / var6));
   var5.addVertexWithUV(0.0D, (double) par1, 0.0D, 0.0D, (double) ((float) par1 / var6));
   var5.draw();
   // Spout Start
   GL11.glPopMatrix();
   // Spout End
 }
Пример #19
0
    private void writeToTexture(RectanglePacker.Rectangle r, ByteBuffer data) {
      assert r.width * r.height * format.bytes == data.capacity()
          : r + " * " + format.bytes + " != " + data.capacity();

      GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);

      GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, format.bytes);

      GL11.glTexSubImage2D(
          GL11.GL_TEXTURE_2D,
          0,
          r.x,
          r.y,
          r.width,
          r.height,
          format.glFormat,
          GL11.GL_UNSIGNED_BYTE,
          data);

      GLUtil.checkGLError();

      if (mipmap) {
        mipmapDirty = true;
      }
    }
Пример #20
0
  public int loadCubeMap(String[] textures) {
    int textureID = GL11.glGenTextures();

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, textureID);

    for (int i = 0; i < textures.length; i++) {
      TextureData data = decodeTextureFile("res/Textures/" + textures[i] + ".png");

      GL11.glTexImage2D(
          GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
          0,
          GL11.GL_RGBA,
          data.getWidth(),
          data.getHeight(),
          0,
          GL11.GL_RGBA,
          GL11.GL_UNSIGNED_BYTE,
          data.getBuffer());
    }

    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

    this.textures.add(textureID);

    return textureID;
  }
Пример #21
0
  /** Draws this button to the screen. */
  public void drawButton(Minecraft par1Minecraft, int par2, int par3) {
    if (this.drawButton) {
      FontRenderer var4 = par1Minecraft.fontRenderer;
      GL11.glBindTexture(
          GL11.GL_TEXTURE_2D, par1Minecraft.renderEngine.getTexture("/pixelmon/gui/rename.png"));
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      this.field_82253_i =
          par2 >= this.xPosition
              && par3 >= this.yPosition
              && par2 < this.xPosition + this.width
              && par3 < this.yPosition + this.height;
      int var5 = this.getHoverState(this.field_82253_i);
      if (getHoverState(field_82253_i) == 2) {
        this.drawTexturedModalRect(this.xPosition, this.yPosition, 0, 115, 49, this.height);
      }
      this.mouseDragged(par1Minecraft, par2, par3);
      int var6 = 0xffffff;

      if (!this.enabled) {
        var6 = -6250336;
      } else if (this.field_82253_i) {
        var6 = 16777120;
      }

      this.drawCenteredString(
          var4,
          this.displayString,
          this.xPosition + this.width / 2,
          this.yPosition + (this.height - 8) / 2,
          var6);
    }
  }
Пример #22
0
 private void renderVignette(float f, int i, int j) {
   f = 1.0F - f;
   if (f < 0.0F) {
     f = 0.0F;
   }
   if (f > 1.0F) {
     f = 1.0F;
   }
   prevVignetteBrightness += (double) (f - prevVignetteBrightness) * 0.01D;
   GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
   GL11.glDepthMask(false);
   GL11.glBlendFunc(0, 769);
   GL11.glColor4f(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);
 }
Пример #23
0
  /** Renders dragon's (boss) health on the HUD */
  private void renderBossHealth() {
    if (RenderDragon.entityDragon != null) {
      EntityDragon var1 = RenderDragon.entityDragon;
      RenderDragon.entityDragon = null;
      FontRenderer var2 = this.mc.fontRenderer;
      ScaledResolution var3 =
          new ScaledResolution(this.mc.gameSettings, this.mc.displayWidth, this.mc.displayHeight);
      int var4 = var3.getScaledWidth();
      short var5 = 182;
      int var6 = var4 / 2 - var5 / 2;
      int var7 =
          (int) ((float) var1.getDragonHealth() / (float) var1.getMaxHealth() * (float) (var5 + 1));
      byte var8 = 12;
      this.drawTexturedModalRect(var6, var8, 0, 74, var5, 5);
      this.drawTexturedModalRect(var6, var8, 0, 74, var5, 5);

      if (var7 > 0) {
        this.drawTexturedModalRect(var6, var8, 0, 79, var7, 5);
      }

      String var9 = "Boss health";
      var2.drawStringWithShadow(
          var9, var4 / 2 - var2.getStringWidth(var9) / 2, var8 - 10, 16711935);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/gui/icons.png"));
    }
  }
Пример #24
0
  public void render() {
    text = "" + StaticManager.getScore();
    if (hasFocusEffect() && hasFocus()) {
      getFocusColor().bind();
    } else {
      getNormalColor().bind();
    }
    int xoff = 0;
    System.out.println("SCORE:" + text + "/" + StaticManager.getScore());
    for (int i = 0; i < text.length(); i++) {
      String subs = text.substring(i, i + 1);
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, font[getIndex(subs)].getTextureID());
      GL11.glBegin(GL11.GL_QUADS);
      GL11.glTexCoord2f(0.0f, 0.0f);
      GL11.glVertex2i(getX() + xoff, getY());

      GL11.glTexCoord2f(1.0f, 0.0f);
      GL11.glVertex2i(getX() + xoff + font[getIndex(subs)].getImageWidth(), getY());

      GL11.glTexCoord2f(1.0f, 1.0f);
      GL11.glVertex2i(
          getX() + xoff + font[getIndex(subs)].getImageWidth(),
          getY() + font[getIndex(subs)].getImageHeight());

      GL11.glTexCoord2f(0.0f, 1.0f);
      GL11.glVertex2i(getX() + xoff, getY() + font[getIndex(subs)].getImageHeight());
      GL11.glEnd();
      xoff += font[getIndex(subs)].getImageWidth();
    }
  }
Пример #25
0
  @Override
  public void render() {
    GL11.glPushMatrix();
    GL11.glColor4f(1, 1, 1, 1); // transparent color for overlay

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.img.getID());

    GL11.glScalef(this.scale.x, this.scale.y, 1f);
    GL11.glTranslatef(this.offset.x, this.offset.y, 0f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glTexCoord2f(clipping[0], clipping[1]);
    GL11.glVertex2f(0, 0);

    GL11.glTexCoord2f(clipping[2], clipping[1]);
    GL11.glVertex2f(1, 0);

    GL11.glTexCoord2f(clipping[2], clipping[3]);
    GL11.glVertex2f(1, 1);

    GL11.glTexCoord2f(clipping[0], clipping[3]);
    GL11.glVertex2f(0, 1);
    GL11.glEnd();

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glPopMatrix();
  }
Пример #26
0
 private void renderBossHealth() {
   if (RenderDragon.field_41038_a == null) {
     return;
   }
   EntityDragon entitydragon = RenderDragon.field_41038_a;
   RenderDragon.field_41038_a = null;
   FontRenderer fontrenderer = mc.fontRenderer;
   ScaledResolution scaledresolution =
       new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
   int i = scaledresolution.getScaledWidth();
   char c = '\266';
   int j = i / 2 - c / 2;
   int k =
       (int)
           (((float) entitydragon.func_41010_ax() / (float) entitydragon.getMaxHealth())
               * (float) (c + 1));
   byte byte0 = 12;
   drawTexturedModalRect(j, byte0, 0, 74, c, 5);
   drawTexturedModalRect(j, byte0, 0, 74, c, 5);
   if (k > 0) {
     drawTexturedModalRect(j, byte0, 0, 79, k, 5);
   }
   String s = "Boss health";
   fontrenderer.drawStringWithShadow(
       s, i / 2 - fontrenderer.getStringWidth(s) / 2, byte0 - 10, 0xff00ff);
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("/gui/icons.png"));
 }
Пример #27
0
    /** Regenerates any dirty mimaps. */
    public void regenerateMipmaps() {
      if (mipmapDirty) {
        ByteBuffer data1 =
            BufferUtils.createByteBuffer(size.getWidth() * size.getHeight() * format.bytes);
        ByteBuffer data = data1;

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);

        // read the texture out
        GL11.glGetTexImage(GL11.GL_TEXTURE_2D, 0, format.glFormat, GL11.GL_UNSIGNED_BYTE, data);

        data.rewind();

        // regenerate the mipmaps
        GLU.gluBuild2DMipmaps(
            GL11.GL_TEXTURE_2D,
            format.glInternalFormat,
            size.getWidth(),
            size.getHeight(),
            format.glFormat,
            GL11.GL_UNSIGNED_BYTE,
            data);

        mipmapDirty = false;
      }
    }
Пример #28
0
  private int loadTexture() {
    try {
      ByteArrayOutputStream os = new ByteArrayOutputStream();
      ImageIO.write(asBufferedImage, "png", os);

      int textureID = GL11.glGenTextures(); // Generate texture ID
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); // Bind texture ID

      // Setup texture scaling filtering
      GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
      GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

      // Send texel data to OpenGL
      GL11.glTexImage2D(
          GL11.GL_TEXTURE_2D,
          0,
          GL11.GL_RGBA8,
          asBufferedImage.getWidth(),
          asBufferedImage.getHeight(),
          0,
          GL11.GL_RGBA,
          GL11.GL_UNSIGNED_BYTE,
          asByteBuffer);

      // Return the texture ID so we can bind it later again
      return textureID;

    } catch (IOException e) {
      e.printStackTrace();
    }
    return 0;
  }
Пример #29
0
  public static void drawModel(Model m) {
    glFrontFace(GL_CCW);
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);

    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    for (Polygon p : m.mesh) {
      glBindTexture(GL_TEXTURE_2D, p.tex.id);

      glBegin(GL_TRIANGLES);
      {
        for (Vertex v : p.vertices) {
          glTexCoord2f(v.uv.x, v.uv.y);
          glNormal3f(v.norm.x, v.norm.y, v.norm.z);
          glVertex3f(v.pos.x, v.pos.y, v.pos.z);
        }
      }
      glEnd();
    }

    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
  }
Пример #30
0
 private void renderPortalOverlay(float f, int i, int j) {
   if (f < 1.0F) {
     f *= f;
     f *= f;
     f = f * 0.8F + 0.2F;
   }
   GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
   GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
   GL11.glDepthMask(false);
   GL11.glBlendFunc(770, 771);
   GL11.glColor4f(1.0F, 1.0F, 1.0F, f);
   GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("/terrain.png"));
   float f1 = (float) (Block.portal.blockIndexInTexture % 16) / 16F;
   float f2 = (float) (Block.portal.blockIndexInTexture / 16) / 16F;
   float f3 = (float) (Block.portal.blockIndexInTexture % 16 + 1) / 16F;
   float f4 = (float) (Block.portal.blockIndexInTexture / 16 + 1) / 16F;
   Tessellator tessellator = Tessellator.instance;
   tessellator.startDrawingQuads();
   tessellator.addVertexWithUV(0.0D, j, -90D, f1, f4);
   tessellator.addVertexWithUV(i, j, -90D, f3, f4);
   tessellator.addVertexWithUV(i, 0.0D, -90D, f3, f2);
   tessellator.addVertexWithUV(0.0D, 0.0D, -90D, f1, f2);
   tessellator.draw();
   GL11.glDepthMask(true);
   GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
   GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
 }