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); }
public static void drawGradientRectangle( int x, int y, int gradientX, int gradientY, int colorOne, int colorTwo) { float alphaOne = (float) (colorOne >> 24 & 255) / 255.0F; float redOne = (float) (colorOne >> 16 & 255) / 255.0F; float greenOne = (float) (colorOne >> 8 & 255) / 255.0F; float blueOne = (float) (colorOne & 255) / 255.0F; float alphaTwo = (float) (colorTwo >> 24 & 255) / 255.0F; float redTwo = (float) (colorTwo >> 16 & 255) / 255.0F; float greenTwo = (float) (colorTwo >> 8 & 255) / 255.0F; float blueTwo = (float) (colorTwo & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(770, 771); GL11.glShadeModel(GL11.GL_SMOOTH); MinecraftTessellator tessellator = Spoutcraft.getTessellator(); tessellator.startDrawingQuads(); tessellator.setColorRGBAFloat(redOne, greenOne, blueOne, alphaOne); tessellator.addVertex((double) gradientX, (double) y, 0.0D); tessellator.addVertex((double) x, (double) y, 0.0D); tessellator.setColorRGBAFloat(redTwo, greenTwo, blueTwo, alphaTwo); tessellator.addVertex((double) x, (double) gradientY, 0.0D); tessellator.addVertex((double) gradientX, (double) gradientY, 0.0D); tessellator.draw(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
@Override public void renderTileEntityAt(TileEntity var1, double xd, double yd, double zd, float partial) { SculptureEntity se = (SculptureEntity) var1; RenderHelper.disableStandardItemLighting(); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); if (!se.getRender().ready() && !se.getRender().hasContext()) { int lightX = (int) (OpenGlHelper.lastBrightnessX); int lightY = (int) (OpenGlHelper.lastBrightnessY); int light = lightY * 65536 + lightX; se.getRender().initFromSculptureAndLight(se.sculpture(), light); } else se.updateRender(); GL11.glPushMatrix(); GL11.glTranslated(xd, yd, zd); GL11.glCallList(se.getRender().glDisplayList); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); RenderHelper.enableStandardItemLighting(); }
@Override public void renderTileEntityAt(TileEntity t, double x, double y, double z, float pt) { Block blockType = t.getBlockType(); Tessellator tes = Tessellator.instance; tes.setColorOpaque_F(1.0F, 1.0F, 1.0F); renderBlocks.blockAccess = t.getWorldObj(); { if (Minecraft.isAmbientOcclusionEnabled()) { GL11.glShadeModel(GL11.GL_SMOOTH); } else { GL11.glShadeModel(GL11.GL_FLAT); } RenderHelper.disableStandardItemLighting(); RenderUtils.loadTexture(TextureMap.locationBlocksTexture); tes.startDrawingQuads(); tes.setTranslation(x - t.xCoord, y - t.yCoord, z - t.zCoord); renderBlocks.renderBlockAllFaces(blockType, t.xCoord, t.yCoord, t.zCoord); tes.setTranslation(0, 0, 0); tes.draw(); RenderHelper.enableStandardItemLighting(); } }
protected void a(int i, int j, int l, int i1, int j1, int k1) { float f = (float) (j1 >> 24 & 0xff) / 255F; float f1 = (float) (j1 >> 16 & 0xff) / 255F; float f2 = (float) (j1 >> 8 & 0xff) / 255F; float f3 = (float) (j1 & 0xff) / 255F; float f4 = (float) (k1 >> 24 & 0xff) / 255F; float f5 = (float) (k1 >> 16 & 0xff) / 255F; float f6 = (float) (k1 >> 8 & 0xff) / 255F; float f7 = (float) (k1 & 0xff) / 255F; GL11.glDisable(3553); GL11.glEnable(3042); GL11.glDisable(3008); GL11.glBlendFunc(770, 771); GL11.glShadeModel(7425); ho ho1 = ho.a; ho1.b(); ho1.a(f1, f2, f3, f); ho1.a(l, j, 0.0D); ho1.a(i, j, 0.0D); ho1.a(f5, f6, f7, f4); ho1.a(i, i1, 0.0D); ho1.a(l, i1, 0.0D); ho1.a(); GL11.glShadeModel(7424); GL11.glDisable(3042); GL11.glEnable(3008); GL11.glEnable(3553); }
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); }
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); }
/** Draws a rectangle with a vertical gradient between the specified colors. */ protected void drawGradientRect(int par1, int par2, int par3, int par4, int par5, int par6) { float var7 = (float) (par5 >> 24 & 255) / 255.0F; float var8 = (float) (par5 >> 16 & 255) / 255.0F; float var9 = (float) (par5 >> 8 & 255) / 255.0F; float var10 = (float) (par5 & 255) / 255.0F; float var11 = (float) (par6 >> 24 & 255) / 255.0F; float var12 = (float) (par6 >> 16 & 255) / 255.0F; float var13 = (float) (par6 >> 8 & 255) / 255.0F; float var14 = (float) (par6 & 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 var15 = Tessellator.instance; var15.startDrawingQuads(); var15.setColorRGBA_F(var8, var9, var10, var7); var15.addVertex((double) par3, (double) par2, (double) this.zLevel); var15.addVertex((double) par1, (double) par2, (double) this.zLevel); var15.setColorRGBA_F(var12, var13, var14, var11); var15.addVertex((double) par1, (double) par4, (double) this.zLevel); var15.addVertex((double) par3, (double) par4, (double) this.zLevel); var15.draw(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
/** Renders the animation for when an enderdragon dies */ protected void renderDragonDying(EntityDragonBoss par1entitydragonboss, float par2) { super.renderEquippedItems(par1entitydragonboss, par2); Tessellator tessellator = Tessellator.instance; if (par1entitydragonboss.deathTicks > 0) { RenderHelper.disableStandardItemLighting(); float f1 = (par1entitydragonboss.deathTicks + par2) / 200.0F; float f2 = 0.0F; if (f1 > 0.8F) { f2 = (f1 - 0.8F) / 0.2F; } Random random = new Random(432L); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -1.0F, -2.0F); for (int i = 0; i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i) { GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F); tessellator.startDrawing(6); float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F; float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F; tessellator.setColorRGBA_I(16777215, (int) (255.0F * (1.0F - f2))); tessellator.addVertex(0.0D, 0.0D, 0.0D); tessellator.setColorRGBA_I(16711935, 0); tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4); tessellator.addVertex(0.866D * f4, f3, -0.5F * f4); tessellator.addVertex(0.0D, f3, 1.0F * f4); tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4); tessellator.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); RenderHelper.enableStandardItemLighting(); } }
/** Renders the animation for when an enderdragon dies */ protected void renderDragonDying(EntityDragon par1EntityDragon, float par2) { super.renderEquippedItems(par1EntityDragon, par2); Tessellator tessellator = Tessellator.instance; if (par1EntityDragon.deathTicks > 0) { RenderHelper.disableStandardItemLighting(); float f = ((float) par1EntityDragon.deathTicks + par2) / 200F; float f1 = 0.0F; if (f > 0.8F) { f1 = (f - 0.8F) / 0.2F; } Random random = new Random(432L); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -1F, -2F); for (int i = 0; (float) i < ((f + f * f) / 2.0F) * 60F; i++) { GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F); tessellator.startDrawing(6); float f2 = random.nextFloat() * 20F + 5F + f1 * 10F; float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F; tessellator.setColorRGBA_I(0xffffff, (int) (255F * (1.0F - f1))); tessellator.addVertex(0.0D, 0.0D, 0.0D); tessellator.setColorRGBA_I(0xff00ff, 0); tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3); tessellator.addVertex(0.86599999999999999D * (double) f3, f2, -0.5F * f3); tessellator.addVertex(0.0D, f2, 1.0F * f3); tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3); tessellator.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); RenderHelper.enableStandardItemLighting(); } }
private void initialise() { DisplayMode mode = new DisplayMode(WIDTH, HEIGHT); Display.setTitle(TITLE); input = new InputHandler(); display = new CodeDisplay(input); try { Display.setDisplayMode(mode); Display.setResizable(false); Display.create(); if (!GLContext.getCapabilities().OpenGL33) System.err.printf("You must have at least OpenGL 3.3 to run this program\n"); } catch (LWJGLException e) { e.printStackTrace(); System.exit(-1); } // Set clear color glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // Less than or equal glClearDepth(1.0); establishProjectionMatrix(); // glEnable(GL_LIGHTING); // glEnable(GL_LIGHT0); }
public final void renderMD3( EntityLiving entity, float f, float f1, float f2, float f3, float f4) { f3 = f2; f2 = f1 - (float) entity.yOffset; f1 = f; GL11.glPushMatrix(); float f5 = entity.prevRenderYawOffset + (entity.renderYawOffset - entity.prevRenderYawOffset) * f4; GL11.glTranslatef(f1, f2, f3); func_110776_a(textures[getTextureIndex(entity) % textures.length]); GL11.glRotatef(-f5 + 180F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-90F, 1.0F, 0.0F, 0.0F); GL11.glScalef(0.02F, -0.02F, 0.02F); float rotation = handleRotationFloat(entity, f4) * getSpeedMultiplier(entity); try { int frame1 = (int) rotation % renderer.getAnimFrames(); int frame2 = (frame1 + 1) % renderer.getAnimFrames(); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_NORMALIZE); renderer.render(frame1, frame2, rotation - (int) rotation); GL11.glDisable(GL11.GL_NORMALIZE); } catch (Exception e) { e.printStackTrace(); } GL11.glPopMatrix(); passSpecialRender(entity, f1, f2, f3); }
public static void func_74519_b() { GL11.glEnable(2896); GL11.glEnable(16384); GL11.glEnable(16385); GL11.glEnable(2903); GL11.glColorMaterial(1032, 5634); float var0 = 0.4F; float var1 = 0.6F; float var2 = 0.0F; GL11.glLight( 16384, 4611, func_74517_a( field_82884_b.field_72450_a, field_82884_b.field_72448_b, field_82884_b.field_72449_c, 0.0D)); GL11.glLight(16384, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16384, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16384, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glLight( 16385, 4611, func_74517_a( field_82885_c.field_72450_a, field_82885_c.field_72448_b, field_82885_c.field_72449_c, 0.0D)); GL11.glLight(16385, 4609, func_74521_a(var1, var1, var1, 1.0F)); GL11.glLight(16385, 4608, func_74521_a(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glLight(16385, 4610, func_74521_a(var2, var2, var2, 1.0F)); GL11.glShadeModel(7424); GL11.glLightModel(2899, func_74521_a(var0, var0, var0, 1.0F)); }
public void initialize() { if (GLContext.getCapabilities().OpenGL12) { gl12 = true; } // Default values for certain GL state. glShadeModel(GL_SMOOTH); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Enable rescaling/normaling of normal vectors. // Fixes lighting issues with scaled models. if (gl12) { glEnable(GL12.GL_RESCALE_NORMAL); } else { glEnable(GL_NORMALIZE); } if (GLContext.getCapabilities().GL_ARB_texture_non_power_of_two) { caps.add(Caps.NonPowerOfTwoTextures); } else { logger.log( Level.WARNING, "Your graphics card does not " + "support non-power-of-2 textures. " + "Some features might not work."); } maxLights = glGetInteger(GL_MAX_LIGHTS); maxTexSize = glGetInteger(GL_MAX_TEXTURE_SIZE); }
/** * ************************************************************************************************************************************************************************************************* * Initialization stuff comes in here... * ************************************************************************************************************************************************************************************************ */ private void init() { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setVSyncEnabled(true); Display.setTitle("MS3D Loader [G36C]"); Display.create(); Keyboard.create(); } catch (LWJGLException e) { Sys.alert("Error", "Initialization failed!\n\n" + e.getMessage()); System.exit(0); } /* OpenGL */ int width = Display.getDisplayMode().getWidth(); int height = Display.getDisplayMode().getHeight(); GL11.glViewport(0, 0, width, height); // Reset The Current Viewport GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective( 45.0f, ((float) width / (float) height), 0.1f, 1000.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix GL11.glLoadIdentity(); // Reset The Modelview Matrix GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Background color GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Load model // g36c = new // MS3DModel(resourceLoader.loadResourceAsStream("models/gsg9.ms3d"),this.getClass().getResource("./data/textures").getPath()); g36c = new MS3DModel( resourceLoader.loadResourceAsStream("models/assassin.ms3d"), this.getClass().getResource("./data/textures").getPath()); // tdsLoader=new TDSLoader(); // try { // tdsLoader.load(resourceLoader.loadResourceAsStream("models/face.3ds")); // System.out.println(tdsLoader.getObjectSize()); // } catch (IOException e) { // e.printStackTrace(); // } // Load font font = new Font(resourceLoader.loadResourceAsStream("textures/font.bmp"), 12, width, height); // Init timer timer = new Timer(); }
public static void setupLighting() { FloatBuffer lightPosition = BufferUtils.createFloatBuffer(4); lightPosition.put(0.0f).put(0.0f).put(0.0f).put(0.0f).flip(); FloatBuffer whiteLight = BufferUtils.createFloatBuffer(4); whiteLight.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip(); FloatBuffer lModelAmbient = BufferUtils.createFloatBuffer(4); lModelAmbient.put(0.4f).put(0.4f).put(0.4f).put(1.0f).flip(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, whiteLight); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); glLight(GL_LIGHT0, GL_POSITION, lightPosition); glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); }
private void initGL() { try { Display.setDisplayMode(new DisplayMode(GS.FRAMEWIDTH, GS.FRAMEHEIGHT)); Display.setFullscreen(true); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); Display.destroy(); System.exit(1); } GL11.glEnable(GL11.GL_TEXTURE_2D); // GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); // GL11.glEnable(GL11.GL_DEPTH_TEST); // GL11.glDepthFunc(GL11.GL_ADD); //Wenn nicht auskommentiert führt es zu Exception GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glViewport(0, 0, GS.FRAMEWIDTH, GS.FRAMEHEIGHT); GL11.glOrtho(0, GS.FRAMEWIDTH, GS.FRAMEHEIGHT, 0, 0, 128); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // GL11.glBlendEquation( BLENDING_EQUATIONS[blendingEquationIndex]); GL11.glShadeModel(GL11.GL_FLAT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0); GL11.glCullFace(GL11.GL_BACK); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); GL11.glLoadIdentity(); }
/** 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; }
public void func_158_a( EntityWallpaper_Kaevator entitywallpaper, double d, double d1, double d2, float f, float f1) { rand.setSeed(187L); GL11.glPushMatrix(); GL11.glTranslatef((float) d, (float) d1, (float) d2); GL11.glRotatef(f, 0.0F, 1.0F, 0.0F); GL11.glEnable(32826 /*GL_RESCALE_NORMAL_EXT*/); GL11.glShadeModel(7425 /*GL_SMOOTH*/); GL11.glDisable(2896 /*GL_LIGHTING*/); loadTexture("/kaevator/wallpapers.png"); func_159_a(entitywallpaper); GL11.glShadeModel(7424 /*GL_FLAT*/); GL11.glEnable(2896 /*GL_LIGHTING*/); GL11.glDisable(32826 /*GL_RESCALE_NORMAL_EXT*/); GL11.glPopMatrix(); }
private void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sets background to grey glClearDepth(1.0f); // clear depth buffer glEnable(GL_DEPTH_TEST); // Enables depth testing glDepthFunc(GL_LEQUAL); // sets the type of test to use for depth testing glMatrixMode(GL_PROJECTION); // sets the matrix mode to project // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + // COORD_HEIGHT / 2); float fovy = 90.0f; float aspect = DISPLAY_MODE.getWidth() / (float) DISPLAY_MODE.getHeight(); float zNear = 0.1f; float zFar = 20000.0f; GLU.gluPerspective(fovy, aspect, zNear, zFar); glViewport(0, 0, DISPLAY_MODE.getWidth(), DISPLAY_MODE.getHeight()); // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(-1, 1, -1, 1); glOrtho( 0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + COORD_HEIGHT / 2, zNear, zFar); System.out.println(COORD_WIDTH + ", " + COORD_HEIGHT); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // ----------- Variables & method calls added for Lighting Test -----------// initLightArrays(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, matSpecular); // sets specular material color glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); // sets shininess glLight(GL_LIGHT0, GL_POSITION, lightPosition); // sets light position glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); // sets specular light to white glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); // sets diffuse light to white glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); // global ambient light glEnable(GL_LIGHTING); // enables lighting glEnable(GL_LIGHT0); // enables light0 glEnable(GL_COLOR_MATERIAL); // enables opengl to use glColor3f to define material color glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // tell opengl glColor3f effects the ambient and diffuse properties // of material // ----------- END: Variables & method calls added for Lighting Test -----------// }
public void setUpLighting() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel(GL_LIGHT_MODEL_AMBIENT, asFloatBuffer(new float[] {1.00f, 1.00f, 1.00f, 1f})); glLight(GL_LIGHT0, GL_POSITION, asFloatBuffer(new float[] {10000, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); }
private static void setUpLighting() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel( GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[] {0.05f, 0.05f, 0.05f, 1f})); glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[] {0, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); }
public static void initOpenGL() { GLPrep.resizedRefresh(); GL11.glEnable(GL11.GL_ALPHA_TEST); // allows alpha channels or // transperancy GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); // set alpha aceptance GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glDisable(GL11.GL_DITHER); GL11.glShadeModel(GL11.GL_SMOOTH); // smooth shading GL11.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer GL11.glDepthMask(true); // turn on depth mask GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_ALWAYS); // The Type Of Depth Test To Do GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_TEXTURE_2D); // enable 2d textures RenderManager.registerRenders(); }
/** Initialisation de la fenêtre OpenGl, de la camera et des textures. */ public final void initGL() { // Création de la fenetre try { if (Setting.getFullScreen()) { Display.setDisplayModeAndFullscreen( new DisplayMode(Setting.get3DWidth(), Setting.get3DHeight())); } else { Display.setDisplayMode(new DisplayMode(Setting.get3DWidth(), Setting.get3DHeight())); } Display.setTitle("Visualisation 3D"); Display.sync(Setting.getFps()); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } float fAspect = (float) Setting.getWWidth() / (float) Setting.getWHeight(); GL11.glViewport(0, 0, Setting.getWWidth(), Setting.getWHeight()); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, fAspect, 1.0f, 1000.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_CULL_FACE); // Initialisation de la Camera camera = new Camera("3D"); camera.init(); camera.yaw(140.0f); camera.pitch(20.0f); // Récupération des textures textures = new Textures(); textures.init(); textures.loadTexture(); wind = new Wind(); matrice.loadImg(); }
public static void apply(final LwjglRenderer renderer, final ShadingState state) { // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ShadingStateRecord record = (ShadingStateRecord) context.getStateRecord(StateType.Shading); context.setCurrentState(StateType.Shading, state); // If not enabled, we'll use smooth final int toApply = state.isEnabled() ? getGLShade(state.getShadingMode()) : GL11.GL_SMOOTH; // only apply if we're different. Update record to reflect any changes. if (!record.isValid() || toApply != record.lastShade) { GL11.glShadeModel(toApply); record.lastShade = toApply; } if (!record.isValid()) { record.validate(); } }
private static void setUpStates() { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel( GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[] {0.05f, 0.05f, 0.05f, 1f})); glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[] {0, 0, 0, 1})); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); glColor3f(0.4f, 0.27f, 0.17f); glMaterialf(GL_FRONT, GL_SHININESS, 10f); if (GLContext.getCapabilities().GL_ARB_depth_clamp) { glEnable(ARBDepthClamp.GL_DEPTH_CLAMP); } }
// *************************************************************************** // initGL // *************************************************************************** private static boolean initGL() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(45.0f, ((float) targetWidth) / ((float) targetHeight), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping (NEW) GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); return true; }
public static void init(VorxelSettings set, Geode gamep) { world = new World(); game = gamep; try { DisplayMode d[] = Display.getAvailableDisplayModes(); DisplayMode displayMode = d[0]; Display.setDisplayMode(displayMode); Display.create(); Mouse.create(); Keyboard.create(); GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window GLU.gluPerspective( 45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix // Really Nice Perspective Calculations GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); TextureHelper.init(); Cube.dirt.texture = new VTex(4); Cube.grass.texture = Cube.dirt.texture; Cube.grass.toptexture = new VTex(1); Mouse.setGrabbed(true); world.createSpawn(); } catch (LWJGLException e) { e.printStackTrace(); } }
/** Renders the dragon, along with its dying animation */ public void renderDragon( EntityDragonBoss par1entitydragonboss, double par2, double par4, double par6, float par8, float par9) { BossStatus.setBossStatus(par1entitydragonboss, false); super.doRender(par1entitydragonboss, par2, par4, par6, par8, par9); if (par1entitydragonboss.healingcircle != null) { float f2 = EntityDragonMinion.innerRotation + par9; float f3 = MathHelper.sin(f2 * 0.2F) / 2.0F + 0.5F; f3 = (f3 * f3 + f3) * 0.2F; float f4 = (float) (par1entitydragonboss.healingcircle.posX - par1entitydragonboss.posX - (par1entitydragonboss.prevPosX - par1entitydragonboss.posX) * (1.0F - par9)); float f5 = (float) (f3 + par1entitydragonboss.healingcircle.posY - 1.0D - par1entitydragonboss.posY - (par1entitydragonboss.prevPosY - par1entitydragonboss.posY) * (1.0F - par9)); float f6 = (float) (par1entitydragonboss.healingcircle.posZ - par1entitydragonboss.posZ - (par1entitydragonboss.prevPosZ - par1entitydragonboss.posZ) * (1.0F - par9)); float f7 = MathHelper.sqrt_float(f4 * f4 + f6 * f6); float f8 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6); GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4 + 2.0F, (float) par6); GL11.glRotatef( (float) -Math.atan2(f6, f4) * 180.0F / (float) Math.PI - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef( (float) -Math.atan2(f7, f5) * 180.0F / (float) Math.PI - 90.0F, 1.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL11.GL_CULL_FACE); bindTexture(field_110843_g); GL11.glShadeModel(GL11.GL_SMOOTH); float f9 = 0.0F - (par1entitydragonboss.ticksExisted + par9) * 0.01F; float f10 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6) / 32.0F - (par1entitydragonboss.ticksExisted + par9) * 0.01F; tessellator.startDrawing(5); byte b0 = 8; for (int i = 0; i <= b0; ++i) { float f11 = MathHelper.sin(i % b0 * (float) Math.PI * 2.0F / b0) * 0.75F; float f12 = MathHelper.cos(i % b0 * (float) Math.PI * 2.0F / b0) * 0.75F; float f13 = i % b0 * 1.0F / b0; tessellator.setColorOpaque_I(0); tessellator.addVertexWithUV(f11 * 0.2F, f12 * 0.2F, 0.0D, f13, f10); tessellator.setColorOpaque_I(16777215); tessellator.addVertexWithUV(f11, f12, f8, f13, f9); } tessellator.draw(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_FLAT); RenderHelper.enableStandardItemLighting(); GL11.glPopMatrix(); } }
public void renderPiston( TileEntityPiston par1TileEntityPiston, double par2, double par4, double par6, float par8) { Block var9 = Block.blocksList[par1TileEntityPiston.getStoredBlockID()]; if (var9 != null && par1TileEntityPiston.getProgress(par8) < 1.0F) { Tessellator var10 = Tessellator.instance; this.bindTextureByName("/terrain.png"); RenderHelper.disableStandardItemLighting(); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_CULL_FACE); if (Minecraft.isAmbientOcclusionEnabled()) { GL11.glShadeModel(GL11.GL_SMOOTH); } else { GL11.glShadeModel(GL11.GL_FLAT); } ForgeHooksClient.beforeBlockRender(var9, blockRenderer); var10.startDrawingQuads(); var10.setTranslation( (double) ((float) par2 - (float) par1TileEntityPiston.xCoord + par1TileEntityPiston.getOffsetX(par8)), (double) ((float) par4 - (float) par1TileEntityPiston.yCoord + par1TileEntityPiston.getOffsetY(par8)), (double) ((float) par6 - (float) par1TileEntityPiston.zCoord + par1TileEntityPiston.getOffsetZ(par8))); var10.setColorOpaque(1, 1, 1); if (var9 == Block.pistonExtension && par1TileEntityPiston.getProgress(par8) < 0.5F) { this.blockRenderer.renderPistonExtensionAllFaces( var9, par1TileEntityPiston.xCoord, par1TileEntityPiston.yCoord, par1TileEntityPiston.zCoord, false); } else if (par1TileEntityPiston.shouldRenderHead() && !par1TileEntityPiston.isExtending()) { Block.pistonExtension.setHeadTexture(((BlockPistonBase) var9).getPistonExtensionTexture()); this.blockRenderer.renderPistonExtensionAllFaces( Block.pistonExtension, par1TileEntityPiston.xCoord, par1TileEntityPiston.yCoord, par1TileEntityPiston.zCoord, par1TileEntityPiston.getProgress(par8) < 0.5F); Block.pistonExtension.clearHeadTexture(); var10.setTranslation( (double) ((float) par2 - (float) par1TileEntityPiston.xCoord), (double) ((float) par4 - (float) par1TileEntityPiston.yCoord), (double) ((float) par6 - (float) par1TileEntityPiston.zCoord)); this.blockRenderer.renderPistonBaseAllFaces( var9, par1TileEntityPiston.xCoord, par1TileEntityPiston.yCoord, par1TileEntityPiston.zCoord); } else { this.blockRenderer.renderBlockAllFaces( var9, par1TileEntityPiston.xCoord, par1TileEntityPiston.yCoord, par1TileEntityPiston.zCoord); } var10.setTranslation(0.0D, 0.0D, 0.0D); var10.draw(); ForgeHooksClient.afterBlockRender(var9, blockRenderer); RenderHelper.enableStandardItemLighting(); } }