public static void drawPlayerOnGui(
     Minecraft par0Minecraft, int par1, int par2, int par3, float par4, float par5) {
   GL11.glEnable(GL11.GL_COLOR_MATERIAL);
   GL11.glPushMatrix();
   GL11.glTranslatef((float) par1, (float) par2, 50.0F);
   GL11.glScalef((float) (-par3), (float) par3, (float) par3);
   GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
   float f2 = par0Minecraft.thePlayer.renderYawOffset;
   float f3 = par0Minecraft.thePlayer.rotationYaw;
   float f4 = par0Minecraft.thePlayer.rotationPitch;
   par4 -= 19;
   GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
   RenderHelper.enableStandardItemLighting();
   GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
   GL11.glRotatef(-((float) Math.atan((double) (par5 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
   par0Minecraft.thePlayer.renderYawOffset = (float) Math.atan((double) (par4 / 40.0F)) * 20.0F;
   par0Minecraft.thePlayer.rotationYaw = (float) Math.atan((double) (par4 / 40.0F)) * 40.0F;
   par0Minecraft.thePlayer.rotationPitch = -((float) Math.atan((double) (par5 / 40.0F))) * 20.0F;
   par0Minecraft.thePlayer.rotationYawHead = par0Minecraft.thePlayer.rotationYaw;
   GL11.glTranslatef(0.0F, par0Minecraft.thePlayer.yOffset, 0.0F);
   RenderManager.instance.playerViewY = 180.0F;
   RenderManager.instance.renderEntityWithPosYaw(
       par0Minecraft.thePlayer, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
   par0Minecraft.thePlayer.renderYawOffset = f2;
   par0Minecraft.thePlayer.rotationYaw = f3;
   par0Minecraft.thePlayer.rotationPitch = f4;
   GL11.glPopMatrix();
   RenderHelper.disableStandardItemLighting();
   GL11.glDisable(GL12.GL_RESCALE_NORMAL);
   OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
   GL11.glDisable(GL11.GL_TEXTURE_2D);
   OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
 }
Пример #2
0
  public static void renderSphere(Vector3f center, float radius, Vector3f colour) {
    glPushAttrib(GL_ENABLE_BIT);
    {
      glDisable(GL_TEXTURE_2D); // Texture 2D is disabled so no textures are incorporated
      glDisable(GL_LIGHTING); // Lighting is turned off for 2D
      glBegin(GL_LINE_LOOP);
      {
        glColor3f(colour.x, colour.y, colour.z);
        for (int i = 0; i < 360; i++) {
          double degInRad = i * Math.PI / 180;
          glVertex3f(
              (float) (center.x + Math.cos(degInRad) * radius),
              (float) (center.y + Math.sin(degInRad) * radius),
              center.z);
        }
      }
      glEnd();

      glBegin(GL_LINE_LOOP);
      {
        glColor3f(colour.x, colour.y, colour.z);
        for (int i = 0; i < 360; i++) {
          double degInRad = i * Math.PI / 180;
          glVertex3f(
              center.x,
              (float) (center.y + Math.cos(degInRad) * radius),
              (float) (center.z + Math.sin(degInRad) * radius));
        }
      }
      glEnd();
    }
    glPopAttrib();
  }
Пример #3
0
  public static void drawFace(
      double x,
      double y,
      double z,
      double x2,
      double y2,
      double z2,
      float red,
      float green,
      float blue,
      float lineWidth) {

    Tessellator var12 = Tessellator.instance;
    GL11.glPushMatrix();
    GL11.glLineWidth(lineWidth);
    GL11.glDisable(3553);
    var12.startDrawing(3);

    var12.setColorRGBA_F(red, green, blue, 1);
    var12.addVertex(x, y, z);
    var12.addVertex(x2, y, z2);
    var12.addVertex(x2, y2, z2);
    var12.addVertex(x, y2, z2);

    // var12.addVertex(x2, y2, z2);
    var12.draw();
    GL11.glBlendFunc(770, 771);
    GL11.glDisable(32826);
    GL11.glEnable(3553);
    GL11.glPopMatrix();
  }
  private void drawLightningBolt(Entity entity) {
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);

    glColor3f(0, 0.6f, 1);
    glBegin(GL_QUADS);
    int lastX = 0;
    int lastY = 0;
    for (int i = 0; i < 60; i++) {
      int x = i * 2;
      int y = (int) (Math.sin(i * (Math.PI / 4) - entity.ticksExisted * 2.05f) * 2.5f);

      glColor3f(1, 1f, 1);
      glVertex3d(x + 0, y + 0, 0);
      glVertex3d(x + 0, y + 1, 0);
      glVertex3d(lastX, lastY + 1, 0);
      glVertex3d(lastX, lastY, 0);

      glColor3f(0, 0.6f, 1);
      glVertex3d(x + 0, y + 1, 0);
      glVertex3d(x + 0, y + 1.25, 0);
      glVertex3d(lastX, lastY + 1.25, 0);
      glVertex3d(lastX, lastY + 1, 0);

      glVertex3d(x + 0, y - 0.25, 0);
      glVertex3d(x + 0, y, 0);
      glVertex3d(lastX, lastY, 0);
      glVertex3d(lastX, lastY - 0.25, 0);
      lastX = x;
      lastY = y;
    }
    glEnd();
    glEnable(GL_LIGHTING);
    glEnable(GL_TEXTURE_2D);
  }
 public void drawPlayerOnGui(
     Minecraft par0Minecraft, int par1, int par2, int par3, float par4, float par5) {
   final float pitchBefore = par0Minecraft.thePlayer.rotationPitch;
   GL11.glEnable(GL11.GL_COLOR_MATERIAL);
   GL11.glPushMatrix();
   GL11.glTranslatef(par1, par2, 50.0F);
   GL11.glScalef(-par3, par3, par3);
   GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
   final float var6 = par0Minecraft.thePlayer.renderYawOffset;
   final float var7 = par0Minecraft.thePlayer.rotationYaw;
   final float var8 = par0Minecraft.thePlayer.rotationPitch;
   GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
   RenderHelper.enableStandardItemLighting();
   GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
   GL11.glRotatef(-((float) Math.atan(this.rotation / 40.0F)) * 00.0F, 1.0F, 0.0F, 0.0F);
   par0Minecraft.thePlayer.renderYawOffset = this.rotation;
   par0Minecraft.thePlayer.rotationYaw = this.rotation;
   par0Minecraft.thePlayer.rotationPitch = 0;
   par0Minecraft.thePlayer.rotationYawHead = par0Minecraft.thePlayer.rotationYaw;
   GL11.glTranslatef(0.0F, par0Minecraft.thePlayer.yOffset, 0.0F);
   RenderManager.instance.playerViewY = 180.0F;
   RenderManager.instance.renderEntityWithPosYaw(
       par0Minecraft.thePlayer, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
   par0Minecraft.thePlayer.renderYawOffset = var6;
   par0Minecraft.thePlayer.rotationYaw = var7;
   //        par0Minecraft.thePlayer.rotationPitch = var8;
   GL11.glPopMatrix();
   RenderHelper.disableStandardItemLighting();
   GL11.glDisable(GL12.GL_RESCALE_NORMAL);
   OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
   GL11.glDisable(GL11.GL_TEXTURE_2D);
   OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
   par0Minecraft.thePlayer.rotationPitch = pitchBefore;
 }
  @Override
  protected void renderModel(
      EntityDragonMinion par1EntityDragonMinion,
      float par2,
      float par3,
      float par4,
      float par5,
      float par6,
      float par7) {
    bindEntityTexture(par1EntityDragonMinion);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    mainModel.render(par1EntityDragonMinion, par2, par3, par4, par5, par6, par7);
    GL11.glDisable(GL11.GL_BLEND);

    if (par1EntityDragonMinion.hurtTime > 0) {
      GL11.glDepthFunc(GL11.GL_EQUAL);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
      GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
      mainModel.render(par1EntityDragonMinion, par2, par3, par4, par5, par6, par7);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
  }
Пример #7
0
  /** R_DrawParticles */
  void R_DrawParticles() {

    if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) {

      // GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
      GL11.glVertexPointer(3, 0, particle_t.vertexArray);
      GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
      GL11.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer());

      GL11.glDepthMask(false);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glPointSize(gl_particle_size.value);

      GL11.glDrawArrays(GL11.GL_POINTS, 0, r_newrefdef.num_particles);

      GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
      // GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

      GL11.glDisable(GL11.GL_BLEND);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glDepthMask(true);
      GL11.glEnable(GL11.GL_TEXTURE_2D);

    } else {
      GL_DrawParticles(r_newrefdef.num_particles);
    }
  }
Пример #8
0
  /** Applies fixed function bindings from the context to OpenGL */
  private void applyFixedFuncBindings(boolean forLighting) {
    if (forLighting) {
      glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, context.shininess);
      setMaterialColor(GL_AMBIENT, context.ambient, ColorRGBA.DarkGray);
      setMaterialColor(GL_DIFFUSE, context.diffuse, ColorRGBA.White);
      setMaterialColor(GL_SPECULAR, context.specular, ColorRGBA.Black);

      if (context.useVertexColor) {
        glEnable(GL_COLOR_MATERIAL);
      } else {
        glDisable(GL_COLOR_MATERIAL);
      }
    } else {
      // Ignore other values as they have no effect when
      // GL_LIGHTING is disabled.
      ColorRGBA color = context.color;
      if (color != null) {
        glColor4f(color.r, color.g, color.b, color.a);
      } else {
        glColor4f(1, 1, 1, 1);
      }
    }
    if (context.alphaTestFallOff > 0f) {
      glEnable(GL_ALPHA_TEST);
      glAlphaFunc(GL_GREATER, context.alphaTestFallOff);
    } else {
      glDisable(GL_ALPHA_TEST);
    }
  }
Пример #9
0
  protected int func_77074_a(EntityEnderman p_77074_1_, int p_77074_2_, float p_77074_3_) {
    if (p_77074_2_ != 0) {
      return -1;
    } else {
      this.func_76985_a("/mob/enderman_eyes.png");
      float var4 = 1.0F;
      GL11.glEnable(3042);
      GL11.glDisable(3008);
      GL11.glBlendFunc(1, 1);
      GL11.glDisable(2896);
      if (p_77074_1_.func_82150_aj()) {
        GL11.glDepthMask(false);
      } else {
        GL11.glDepthMask(true);
      }

      char var5 = '\uf0f0';
      int var6 = var5 % 65536;
      int var7 = var5 / 65536;
      OpenGlHelper.func_77475_a(
          OpenGlHelper.field_77476_b, (float) var6 / 1.0F, (float) var7 / 1.0F);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(2896);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
      return 1;
    }
  }
Пример #10
0
  /** Renders the dragon model. Called by renderModel. */
  protected void renderDragonModel(
      EntityDragon par1EntityDragon,
      float par2,
      float par3,
      float par4,
      float par5,
      float par6,
      float par7) {
    if (par1EntityDragon.deathTicks > 0) {
      float f = (float) par1EntityDragon.deathTicks / 200F;
      GL11.glDepthFunc(GL11.GL_LEQUAL);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      GL11.glAlphaFunc(GL11.GL_GREATER, f);
      loadDownloadableImageTexture(par1EntityDragon.skinUrl, "/mob/enderdragon/shuffle.png");
      mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
      GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
      GL11.glDepthFunc(GL11.GL_EQUAL);
    }

    loadDownloadableImageTexture(par1EntityDragon.skinUrl, par1EntityDragon.getTexture());
    mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);

    if (par1EntityDragon.hurtTime > 0) {
      GL11.glDepthFunc(GL11.GL_EQUAL);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
      GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
      mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
  }
Пример #11
0
  /** Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass. */
  protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3) {
    if (par2 == 1) {
      GL11.glDepthFunc(GL11.GL_LEQUAL);
    }

    if (par2 != 0) {
      return -1;
    } else {
      loadTexture("/mob/enderdragon/ender_eyes.png");
      float f = 1.0F;
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glDepthFunc(GL11.GL_EQUAL);
      int i = 61680;
      int j = i % 0x10000;
      int k = i / 0x10000;
      OpenGlHelper.setLightmapTextureCoords(
          OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(GL11.GL_LIGHTING);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, f);
      return 1;
    }
  }
  protected int func_27006_a(GCMarsEntityCreeperBoss par1EntityCreeper, int par2, float par3) {
    if (par1EntityCreeper.headsRemaining == 1) {
      if (par2 == 1) {
        final float var4 = par1EntityCreeper.ticksExisted + par3;
        this.bindTexture(GCMarsRenderCreeperBoss.powerTexture);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glLoadIdentity();
        final float var5 = var4 * 0.01F;
        final float var6 = var4 * 0.01F;
        GL11.glTranslatef(var5, var6, 0.0F);
        this.setRenderPassModel(this.creeperModel);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glEnable(GL11.GL_BLEND);
        final float var7 = 0.5F;
        GL11.glColor4f(var7, var7, var7, 1.0F);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
        return 1;
      }

      if (par2 == 2) {
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glLoadIdentity();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_BLEND);
      }
    }

    return -1;
  }
Пример #13
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 #14
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 #15
0
    @Override
    public void draw(int startX, int startY) {
      GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glEnable(GL11.GL_DEPTH_TEST);
      RenderHelper.enableGUIStandardItemLighting();
      OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

      ItemStack output = getOutputStack();
      if (output != null) manager.gui.drawItemStack(output, startX + xPos, startY + yPos);
      // RenderHelper.disableStandardItemLighting();

      GL11.glDisable(GL11.GL_DEPTH_TEST);

      if (worktable.getMemory().isLocked(slotNumber)) {
        manager.gui.setZLevel(110f);
        Proxies.common.bindTexture(SpriteSheet.ITEMS);
        manager.gui.drawTexturedModelRectFromIcon(
            startX + xPos,
            startY + yPos,
            TextureManager.getInstance().getDefault("slots/locked"),
            16,
            16);
        manager.gui.setZLevel(0f);
      }

      GL11.glPopAttrib();
    }
 protected void func_74190_a(String p_74190_1_, int p_74190_2_, int p_74190_3_) {
   GL11.glDisable('\u803a');
   RenderHelper.func_74518_a();
   GL11.glDisable(2896);
   GL11.glDisable(2929);
   int var4 = this.field_73886_k.func_78256_a(p_74190_1_);
   int var5 = p_74190_2_ + 12;
   int var6 = p_74190_3_ - 12;
   byte var8 = 8;
   this.field_73735_i = 300.0F;
   field_74196_a.field_77023_b = 300.0F;
   int var9 = -267386864;
   this.func_73733_a(var5 - 3, var6 - 4, var5 + var4 + 3, var6 - 3, var9, var9);
   this.func_73733_a(var5 - 3, var6 + var8 + 3, var5 + var4 + 3, var6 + var8 + 4, var9, var9);
   this.func_73733_a(var5 - 3, var6 - 3, var5 + var4 + 3, var6 + var8 + 3, var9, var9);
   this.func_73733_a(var5 - 4, var6 - 3, var5 - 3, var6 + var8 + 3, var9, var9);
   this.func_73733_a(var5 + var4 + 3, var6 - 3, var5 + var4 + 4, var6 + var8 + 3, var9, var9);
   int var10 = 1347420415;
   int var11 = (var10 & 16711422) >> 1 | var10 & -16777216;
   this.func_73733_a(var5 - 3, var6 - 3 + 1, var5 - 3 + 1, var6 + var8 + 3 - 1, var10, var11);
   this.func_73733_a(
       var5 + var4 + 2, var6 - 3 + 1, var5 + var4 + 3, var6 + var8 + 3 - 1, var10, var11);
   this.func_73733_a(var5 - 3, var6 - 3, var5 + var4 + 3, var6 - 3 + 1, var10, var10);
   this.func_73733_a(var5 - 3, var6 + var8 + 2, var5 + var4 + 3, var6 + var8 + 3, var11, var11);
   this.field_73886_k.func_78261_a(p_74190_1_, var5, var6, -1);
   this.field_73735_i = 0.0F;
   field_74196_a.field_77023_b = 0.0F;
   GL11.glEnable(2896);
   GL11.glEnable(2929);
   RenderHelper.func_74519_b();
   GL11.glEnable('\u803a');
 }
Пример #17
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();
 }
  @Override
  protected void drawGuiContainerForegroundLayer(int par1, int par2) {
    ReikaTextureHelper.bindFontTexture();

    int j = (width - xSize) / 2;
    int k = (height - ySize) / 2;
    ReikaGuiAPI.instance.drawCenteredStringNoShadow(
        fontRendererObj,
        StatCollector.translateToLocal("chroma.routerfilter"),
        xSize / 2,
        5,
        0xffffff);

    for (int i = 0; i < 9; i++) {
      ItemRule ir = tile.getFilter(i);
      if (ir != null) {
        int x = 8 + i * 18;
        int y = 33;
        ReikaGuiAPI.instance.drawItemStack(
            itemRender, fontRendererObj, ReikaItemHelper.getSizedItemStack(ir.getItem(), 1), x, y);
        GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        ReikaGuiAPI.instance.drawRectFrame(x - 1, y - 1, 18, 18, 0xff000000 | ir.mode.color);
        GL11.glPopAttrib();
      }
    }
  }
Пример #19
0
  /** R_DrawBeam */
  void R_DrawBeam(entity_t e) {
    oldorigin[0] = e.oldorigin[0];
    oldorigin[1] = e.oldorigin[1];
    oldorigin[2] = e.oldorigin[2];

    origin[0] = e.origin[0];
    origin[1] = e.origin[1];
    origin[2] = e.origin[2];

    normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
    normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
    normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];

    if (Math3D.VectorNormalize(normalized_direction) == 0.0f) return;

    Math3D.PerpendicularVector(perpvec, normalized_direction);
    Math3D.VectorScale(perpvec, e.frame / 2, perpvec);

    for (int i = 0; i < 6; i++) {
      Math3D.RotatePointAroundVector(
          start_points[i], normalized_direction, perpvec, (360.0f / NUM_BEAM_SEGS) * i);

      Math3D.VectorAdd(start_points[i], origin, start_points[i]);
      Math3D.VectorAdd(start_points[i], direction, end_points[i]);
    }

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDepthMask(false);

    float r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF;
    float g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF;
    float b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF;

    r *= 1 / 255.0f;
    g *= 1 / 255.0f;
    b *= 1 / 255.0f;

    GL11.glColor4f(r, g, b, e.alpha);

    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    float[] v;

    for (int i = 0; i < NUM_BEAM_SEGS; i++) {
      v = start_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = start_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
    }
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
  }
Пример #20
0
  @Override
  public void doRender(Entity entity, double x, double y, double z, float a, float b) {
    EntityRippleMark mark = (EntityRippleMark) entity;
    long dt = GameTimer.getTime() - mark.creationTime;

    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);
    GL11.glDepthMask(false);
    GL11.glPushMatrix();

    GL11.glTranslated(x, y, z);

    for (int i = 0; i < timeOffsets.length; ++i) {
      GL11.glPushMatrix();

      long mod = (dt - timeOffsets[i]) % CYCLE;
      float size = getSize(mod);

      GL11.glTranslatef(0, getHeight(mod), 0);
      GL11.glScalef(size, 1, size);
      material.color = mark.color.copy();
      material.color.a *= getAlpha(mod);
      mesh.draw(material);

      GL11.glPopMatrix();
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
    GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1f);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
  }
Пример #21
0
  /** R_PolyBlend */
  void R_PolyBlend() {
    if (gl_polyblend.value == 0.0f) return;

    if (v_blend[3] == 0.0f) return;

    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glLoadIdentity();

    // FIXME: get rid of these
    GL11.glRotatef(-90, 1, 0, 0); // put Z going up
    GL11.glRotatef(90, 0, 0, 1); // put Z going up

    GL11.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]);

    GL11.glBegin(GL11.GL_QUADS);

    GL11.glVertex3f(10, 100, 100);
    GL11.glVertex3f(10, -100, 100);
    GL11.glVertex3f(10, -100, -100);
    GL11.glVertex3f(10, 100, -100);
    GL11.glEnd();

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);

    GL11.glColor4f(1, 1, 1, 1);
  }
Пример #22
0
  /** Initialise the GL context */
  protected void initGL() {
    Log.info("Starting display " + width + "x" + height);
    String extensions = GL11.glGetString(GL11.GL_EXTENSIONS);

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    GL11.glClearDepth(1);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    if (input == null) {
      input = new Input(height);
    }
    input.init(height);
    input.removeListener(lastGame);
    input.addListener(game);
    lastGame = game;
  }
Пример #23
0
 public static void drawGradientRect(
     int minx, int miny, int maxx, int maxy, int zlevel, int color1, int color2) {
   float alpha1 = (float) (color1 >> 24 & 255) / 255.0F;
   float red1 = (float) (color1 >> 16 & 255) / 255.0F;
   float green1 = (float) (color1 >> 8 & 255) / 255.0F;
   float blue1 = (float) (color1 & 255) / 255.0F;
   float alpha2 = (float) (color2 >> 24 & 255) / 255.0F;
   float red2 = (float) (color2 >> 16 & 255) / 255.0F;
   float green2 = (float) (color2 >> 8 & 255) / 255.0F;
   float blue2 = (float) (color2 & 255) / 255.0F;
   GL11.glDisable(GL11.GL_TEXTURE_2D);
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glDisable(GL11.GL_ALPHA_TEST);
   GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
   GL11.glShadeModel(GL11.GL_SMOOTH);
   Tessellator tessellator = Tessellator.instance;
   tessellator.startDrawingQuads();
   tessellator.setColorRGBA_F(red1, green1, blue1, alpha1);
   tessellator.addVertex((double) maxx, (double) miny, (double) zlevel);
   tessellator.addVertex((double) minx, (double) miny, (double) zlevel);
   tessellator.setColorRGBA_F(red2, green2, blue2, alpha2);
   tessellator.addVertex((double) minx, (double) maxy, (double) zlevel);
   tessellator.addVertex((double) maxx, (double) maxy, (double) zlevel);
   tessellator.draw();
   GL11.glShadeModel(GL11.GL_FLAT);
   GL11.glDisable(GL11.GL_BLEND);
   GL11.glEnable(GL11.GL_ALPHA_TEST);
   GL11.glEnable(GL11.GL_TEXTURE_2D);
 }
Пример #24
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);
  }
  /** Render the EvolvedEndermans eyes */
  protected int renderEyes(
      SCSednaEntityEvolvedEnderman par1EntityEvolvedEnderman, int par2, float par3) {
    if (par2 != 0) {
      return -1;
    } else {
      this.bindTexture(EvolvedEndermanEyesTexture);
      float f1 = 1.0F;
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
      GL11.glDisable(GL11.GL_LIGHTING);

      if (par1EntityEvolvedEnderman.isInvisible()) {
        GL11.glDepthMask(false);
      } else {
        GL11.glDepthMask(true);
      }

      char c0 = 61680;
      int j = c0 % 65536;
      int k = c0 / 65536;
      OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(GL11.GL_LIGHTING);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
      return 1;
    }
  }
Пример #26
0
 public static void drawGradientRect(
     int x, int y, float z, int toX, int toY, Color color, Color colorFade) {
   GL11.glDisable(GL11.GL_TEXTURE_2D);
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glDisable(GL11.GL_ALPHA_TEST);
   GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
   GL11.glShadeModel(GL11.GL_SMOOTH);
   Tessellator tes = Tessellator.getInstance();
   VertexBuffer vb = tes.getBuffer();
   vb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
   vb.pos(toX, y, z)
       .color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha())
       .endVertex();
   vb.pos(x, y, z)
       .color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha())
       .endVertex();
   vb.pos(x, toY, z)
       .color(colorFade.getRed(), colorFade.getGreen(), colorFade.getBlue(), colorFade.getAlpha())
       .endVertex();
   vb.pos(toX, toY, z)
       .color(colorFade.getRed(), colorFade.getGreen(), colorFade.getBlue(), colorFade.getAlpha())
       .endVertex();
   tes.draw();
   GL11.glShadeModel(GL11.GL_FLAT);
   GL11.glDisable(GL11.GL_BLEND);
   GL11.glEnable(GL11.GL_ALPHA_TEST);
   GL11.glEnable(GL11.GL_TEXTURE_2D);
 }
Пример #27
0
  /** Renders the dragon model. Called by renderModel. */
  protected void renderDragonModel(
      EntityDragonBoss par1EntityDragonBoss,
      float par2,
      float par3,
      float par4,
      float par5,
      float par6,
      float par7) {
    if (par1EntityDragonBoss.deathTicks > 0) {
      float f6 = par1EntityDragonBoss.deathTicks / 200.0F;
      GL11.glDepthFunc(GL11.GL_LEQUAL);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      GL11.glAlphaFunc(GL11.GL_GREATER, f6);
      bindTexture(field_110842_f);
      mainModel.render(par1EntityDragonBoss, par2, par3, par4, par5, par6, par7);
      GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
      GL11.glDepthFunc(GL11.GL_EQUAL);
    }

    bindEntityTexture(par1EntityDragonBoss);
    mainModel.render(par1EntityDragonBoss, par2, par3, par4, par5, par6, par7);

    if (par1EntityDragonBoss.hurtTime > 0) {
      GL11.glDepthFunc(GL11.GL_EQUAL);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
      GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
      mainModel.render(par1EntityDragonBoss, par2, par3, par4, par5, par6, par7);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
  }
Пример #28
0
  /** draws the vertical line cursor in the textbox */
  private void drawCursorVertical(int par1, int par2, int par3, int par4) {
    int var5;

    if (par1 < par3) {
      var5 = par1;
      par1 = par3;
      par3 = var5;
    }

    if (par2 < par4) {
      var5 = par2;
      par2 = par4;
      par4 = var5;
    }

    Tessellator var6 = Tessellator.instance;
    GL11.glColor4f(0.0F, 0.0F, 255.0F, 255.0F);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_COLOR_LOGIC_OP);
    GL11.glLogicOp(GL11.GL_OR_REVERSE);
    var6.startDrawingQuads();
    var6.addVertex((double) par1, (double) par4, 0.0D);
    var6.addVertex((double) par3, (double) par4, 0.0D);
    var6.addVertex((double) par3, (double) par2, 0.0D);
    var6.addVertex((double) par1, (double) par2, 0.0D);
    var6.draw();
    GL11.glDisable(GL11.GL_COLOR_LOGIC_OP);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
  }
Пример #29
0
  public static void drawLine(
      double x,
      double y,
      double x2,
      double y2,
      float red,
      float green,
      float blue,
      float lineWidth,
      float fadeSpeed) {
    int count = FMLClientHandler.instance().getClient().thePlayer.ticksExisted;
    float alpha = fadeSpeed + MathHelper.sin((float) (count + x)) * 0.3F + 0.3F;

    Tessellator var12 = Tessellator.instance;
    GL11.glPushMatrix();
    GL11.glLineWidth(lineWidth);
    GL11.glDisable(3553);
    GL11.glEnable(3042);
    var12.startDrawing(3);

    var12.setColorRGBA_F(red, green, blue, alpha);
    var12.addVertex(x, y, 0.0D);
    var12.addVertex(x2, y2, 0.0D);

    var12.draw();
    GL11.glBlendFunc(770, 771);
    GL11.glDisable(32826);
    GL11.glDisable(3042);
    GL11.glEnable(3553);
    GL11.glPopMatrix();
  }
Пример #30
0
 private static void drawGradientRect(
     int p_73733_1_,
     int p_73733_2_,
     int p_73733_3_,
     int p_73733_4_,
     int p_73733_5_,
     int p_73733_6_,
     float zLevel) {
   float f = (float) (p_73733_5_ >> 24 & 255) / 255.0F;
   float f1 = (float) (p_73733_5_ >> 16 & 255) / 255.0F;
   float f2 = (float) (p_73733_5_ >> 8 & 255) / 255.0F;
   float f3 = (float) (p_73733_5_ & 255) / 255.0F;
   float f4 = (float) (p_73733_6_ >> 24 & 255) / 255.0F;
   float f5 = (float) (p_73733_6_ >> 16 & 255) / 255.0F;
   float f6 = (float) (p_73733_6_ >> 8 & 255) / 255.0F;
   float f7 = (float) (p_73733_6_ & 255) / 255.0F;
   GL11.glDisable(GL11.GL_TEXTURE_2D);
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glDisable(GL11.GL_ALPHA_TEST);
   OpenGlHelper.glBlendFunc(770, 771, 1, 0);
   GL11.glShadeModel(GL11.GL_SMOOTH);
   Tessellator tessellator = Tessellator.instance;
   tessellator.startDrawingQuads();
   tessellator.setColorRGBA_F(f1, f2, f3, f);
   tessellator.addVertex((double) p_73733_3_, (double) p_73733_2_, (double) zLevel);
   tessellator.addVertex((double) p_73733_1_, (double) p_73733_2_, (double) zLevel);
   tessellator.setColorRGBA_F(f5, f6, f7, f4);
   tessellator.addVertex((double) p_73733_1_, (double) p_73733_4_, (double) zLevel);
   tessellator.addVertex((double) p_73733_3_, (double) p_73733_4_, (double) zLevel);
   tessellator.draw();
   GL11.glShadeModel(GL11.GL_FLAT);
   GL11.glDisable(GL11.GL_BLEND);
   GL11.glEnable(GL11.GL_ALPHA_TEST);
   GL11.glEnable(GL11.GL_TEXTURE_2D);
 }