use of org.lwjgl.opengl.GL11.GL_SRC_ALPHA in project LogisticsPipes by RS485.
the class RenderTickHandler method renderWorldLast.
// private static final ResourceLocation TEXTURE = new ResourceLocation("logisticspipes", "textures/blocks/pipes/White.png");
@SubscribeEvent
@SideOnly(Side.CLIENT)
public void renderWorldLast(RenderWorldLastEvent worldEvent) {
// if (LogisticsRenderPipe.config.isUseNewRenderer()) {
if (displayPipeGhost()) {
Minecraft mc = Minecraft.getMinecraft();
EntityPlayer player = mc.player;
RayTraceResult box = mc.objectMouseOver;
if (box != null && box.typeOfHit == RayTraceResult.Type.BLOCK) {
ItemStack stack = FMLClientHandler.instance().getClient().player.inventory.mainInventory.get(FMLClientHandler.instance().getClient().player.inventory.currentItem);
CoreUnroutedPipe pipe = ((ItemLogisticsPipe) stack.getItem()).getDummyPipe();
World world = player.getEntityWorld();
EnumFacing side = box.sideHit;
BlockPos bPos = box.getBlockPos();
Block block = world.getBlockState(bPos).getBlock();
if (block == Blocks.SNOW_LAYER && block.isReplaceable(world, bPos)) {
side = EnumFacing.UP;
} else if (!block.isReplaceable(world, bPos)) {
bPos = bPos.offset(side);
}
boolean isFreeSpace = true;
ITubeOrientation orientation = null;
if (pipe instanceof CoreMultiBlockPipe) {
CoreMultiBlockPipe multipipe = (CoreMultiBlockPipe) pipe;
DoubleCoordinates placeAt = new DoubleCoordinates(bPos);
LPPositionSet<DoubleCoordinatesType<CoreMultiBlockPipe.SubBlockTypeForShare>> globalPos = new LPPositionSet<>(DoubleCoordinatesType.class);
globalPos.add(new DoubleCoordinatesType<>(placeAt, CoreMultiBlockPipe.SubBlockTypeForShare.NON_SHARE));
LPPositionSet<DoubleCoordinatesType<CoreMultiBlockPipe.SubBlockTypeForShare>> positions = multipipe.getSubBlocks();
orientation = multipipe.getTubeOrientation(player, bPos.getX(), bPos.getZ());
if (orientation != null) {
orientation.rotatePositions(positions);
positions.stream().map(pos -> pos.add(placeAt)).forEach(globalPos::add);
globalPos.addToAll(orientation.getOffset());
for (DoubleCoordinatesType<CoreMultiBlockPipe.SubBlockTypeForShare> pos : globalPos) {
if (!player.getEntityWorld().mayPlace(LPBlocks.pipe, pos.getBlockPos(), false, side, player)) {
TileEntity tile = player.getEntityWorld().getTileEntity(pos.getBlockPos());
boolean canPlace = false;
if (tile instanceof LogisticsTileGenericSubMultiBlock) {
if (CoreMultiBlockPipe.canShare(((LogisticsTileGenericSubMultiBlock) tile).getSubTypes(), pos.getType())) {
canPlace = true;
}
}
if (!canPlace) {
isFreeSpace = false;
break;
}
}
}
} else {
return;
}
} else {
if (!player.getEntityWorld().mayPlace(LPBlocks.pipe, bPos, false, side, player)) {
isFreeSpace = false;
}
}
if (isFreeSpace) {
GlStateManager.pushMatrix();
double x;
double y;
double z;
if (orientation != null) {
x = bPos.getX() + orientation.getOffset().getXInt() - player.prevPosX - ((player.posX - player.prevPosX) * worldEvent.getPartialTicks());
y = bPos.getY() + orientation.getOffset().getYInt() - player.prevPosY - ((player.posY - player.prevPosY) * worldEvent.getPartialTicks());
z = bPos.getZ() + orientation.getOffset().getZInt() - player.prevPosZ - ((player.posZ - player.prevPosZ) * worldEvent.getPartialTicks());
} else {
x = bPos.getX() - player.prevPosX - ((player.posX - player.prevPosX) * worldEvent.getPartialTicks());
y = bPos.getY() - player.prevPosY - ((player.posY - player.prevPosY) * worldEvent.getPartialTicks());
z = bPos.getZ() - player.prevPosZ - ((player.posZ - player.prevPosZ) * worldEvent.getPartialTicks());
}
GL11.glTranslated(x + 0.001, y + 0.001, z + 0.001);
GlStateManager.enableBlend();
// GL11.glDepthMask(false);
GlStateManager.disableTexture2D();
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
mc.renderEngine.bindTexture(new ResourceLocation("logisticspipes", "textures/blocks/pipes/white.png"));
SimpleServiceLocator.cclProxy.getRenderState().reset();
SimpleServiceLocator.cclProxy.getRenderState().setAlphaOverride(0xff);
GlStateManager.enableTexture2D();
SimpleServiceLocator.cclProxy.getRenderState().setAlphaOverride(0x50);
SimpleServiceLocator.cclProxy.getRenderState().startDrawing(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
pipe.getHighlightRenderer().renderHighlight(orientation);
SimpleServiceLocator.cclProxy.getRenderState().draw();
SimpleServiceLocator.cclProxy.getRenderState().setAlphaOverride(0xff);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
GlStateManager.popMatrix();
}
}
}
// }
}
use of org.lwjgl.opengl.GL11.GL_SRC_ALPHA in project chunkstories by Hugobros3.
the class GLFWGameWindow method displaySplashScreen.
@SuppressWarnings("unused")
private void displaySplashScreen() throws IOException {
int texture = glGenTextures();
InputStream is = getClass().getResourceAsStream("/splash.png");
PNGDecoder decoder = new PNGDecoder(is);
int width = decoder.getWidth();
int height = decoder.getHeight();
ByteBuffer temp = ByteBuffer.allocateDirect(4 * width * height);
decoder.decode(temp, width * 4, Format.RGBA);
is.close();
// ChunkStoriesLogger.getInstance().log("decoded " + width + " by " + height + " pixels (" + name + ")", ChunkStoriesLogger.LogType.RENDERING, ChunkStoriesLogger.LogLevel.DEBUG);
temp.flip();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByteBuffer) temp);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int shaderProgramId = glCreateProgram();
int vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
int fragShaderId = glCreateShader(GL_FRAGMENT_SHADER);
String vertexSource = "#version 330\n\n\nin vec3 vertexIn;\nout vec2 texCoord;\nuniform float ratio;\n\nvoid main()\n{\ngl_Position = vec4(vertexIn.x*ratio, vertexIn.y, 0.0, 1.0);\ntexCoord = vertexIn.xy*0.5+0.5;\n}";
String fragSource = "#version 330\nuniform sampler2D diffuseTexture;\n\nin vec2 texCoord;\nout vec4 fragColor;\n\nvoid main()\n{\nfragColor = texture(diffuseTexture, vec2(texCoord.x, 1.0-texCoord.y));\n}\n";
// System.out.println(vertexSource);
// System.out.println(fragSource);
glShaderSource(vertexShaderId, vertexSource);
glCompileShader(vertexShaderId);
glBindFragDataLocation(shaderProgramId, 0, "fragColor");
glShaderSource(fragShaderId, fragSource);
glCompileShader(fragShaderId);
glAttachShader(shaderProgramId, vertexShaderId);
glAttachShader(shaderProgramId, fragShaderId);
glLinkProgram(shaderProgramId);
glUseProgram(shaderProgramId);
int uniformLocation = glGetUniformLocation(shaderProgramId, "diffuseTexture");
// glUniform2f(uniformLocation, ((Vector2fc)uniformData).x(), ((Vector2fc)uniformData).y());
glUniform1i(uniformLocation, (Integer) 0);
float ratio = (float) windowHeight / windowWidth;
uniformLocation = glGetUniformLocation(shaderProgramId, "ratio");
glUniform1f(uniformLocation, ratio);
glValidateProgram(shaderProgramId);
FloatBuffer fsQuadBuffer = BufferUtils.createFloatBuffer(6 * 2);
fsQuadBuffer.put(new float[] { 1f, 1f, -1f, -1f, 1f, -1f, 1f, 1f, -1f, 1f, -1f, -1f });
fsQuadBuffer.flip();
int vertexBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, (FloatBuffer) fsQuadBuffer, GL_STATIC_DRAW);
int location = glGetAttribLocation(shaderProgramId, "vertexIn");
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, 2, GL_FLOAT, false, 0, 0L);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// while(1 - Math.floor(1) == 0 && !glfwWindowShouldClose(glfwWindowHandle))
{
glClearColor(0.25f, 0.25f, 0.25f, 1f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw happens here
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(glfwWindowHandle);
glfwPollEvents();
}
glDisable(GL_BLEND);
glDisableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(vertexBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(texture);
glUseProgram(0);
glDeleteProgram(shaderProgramId);
glDeleteShader(vertexShaderId);
glDeleteShader(fragShaderId);
glClearColor(0.0f, 0.0f, 0.0f, 1f);
}
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