List of usage examples for org.lwjgl.opengl GL11 GL_NEVER
int GL_NEVER
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From source file:blusunrize.immersiveengineering.client.render.TileRenderBottlingMachine.java
@Override public void render(TileEntityBottlingMachine te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) { if (!te.formed || te.isDummy() || !te.getWorld().isBlockLoaded(te.getPos(), false)) return;/* ww w. ja v a2 s.co m*/ //Grab model + correct eextended state final BlockRendererDispatcher blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher(); BlockPos blockPos = te.getPos(); IBlockState state = getWorld().getBlockState(blockPos); if (state.getBlock() != IEContent.blockMetalMultiblock) return; state = state.getBlock().getActualState(state, getWorld(), blockPos); state = state.withProperty(IEProperties.DYNAMICRENDER, true); IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state); //Initialize Tesselator and BufferBuilder Tessellator tessellator = Tessellator.getInstance(); BufferBuilder worldRenderer = tessellator.getBuffer(); //Outer GL Wrapping, initial translation GlStateManager.pushMatrix(); GlStateManager.translate(x + .5, y + .5, z + .5); if (te.mirrored) GlStateManager.scale(te.facing.getXOffset() == 0 ? -1 : 1, 1, te.facing.getZOffset() == 0 ? -1 : 1); //Item Displacement float[][] itemDisplays = new float[te.bottlingProcessQueue.size()][]; //Animations float lift = 0; for (int i = 0; i < itemDisplays.length; i++) { BottlingProcess process = te.bottlingProcessQueue.get(i); if (process == null || process.processTick == process.maxProcessTick) continue; //+partialTicks float processTimer = ((float) process.processTick) / process.maxProcessTick * 120; float itemX = -1.5f;//-1; float itemY = -.15625f;// -.34375f; float itemZ = 1;//-.9375f; float itemFill = 0;//ClientUtils.mc().player.ticksExisted%100; //0f; if (processTimer <= 35)//slide { itemX += processTimer / 35f * 1.5; } else if (processTimer <= 85)//slide { itemX = 0; if (processTimer <= 55) lift = (processTimer - 35) / 20f * .125f; else if (processTimer <= 65) { lift = .125f; itemFill = (processTimer - 55) / 10f; } else { lift = (85 - processTimer) / 20f * .125f; itemFill = 1; } itemY += lift; lift += .0625; } else { itemX = (processTimer - 85) / 35f * 1.5f; itemFill = 1; } itemDisplays[i] = new float[] { processTimer, itemX, itemY, itemZ, itemFill }; } ClientUtils.bindAtlas(); GlStateManager.pushMatrix(); GlStateManager.translate(0, lift, 0); renderModelPart(blockRenderer, tessellator, worldRenderer, te.getWorld(), state, model, blockPos, "lift"); GlStateManager.translate(0, -lift, 0); RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); switch (te.facing) { case NORTH: break; case SOUTH: GlStateManager.rotate(180, 0, 1, 0); break; case WEST: GlStateManager.rotate(90, 0, 1, 0); break; case EAST: GlStateManager.rotate(-90, 0, 1, 0); break; } float scale = .0625f; FluidStack fs = te.tanks[0].getFluid(); if (fs != null) { GlStateManager.pushMatrix(); float level = fs.amount / (float) te.tanks[0].getCapacity(); GlStateManager.translate(-.21875, .376, 1.21875); GlStateManager.scale(scale, scale, scale); float h = level * 9; ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h); GlStateManager.rotate(90, 0, 1, 0); ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h); GlStateManager.rotate(90, 0, 1, 0); GlStateManager.translate(-7, 0, 7); ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h); GlStateManager.rotate(90, 0, 1, 0); ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h); GlStateManager.rotate(90, 1, 0, 0); ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7); GlStateManager.translate(0, 0, -h); ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7); GlStateManager.scale(1 / scale, 1 / scale, 1 / scale); GlStateManager.translate(0, -1, -1); GlStateManager.popMatrix(); } //DRAW ITEMS HERE for (int i = 0; i < itemDisplays.length; i++) if (itemDisplays[i] != null) { BottlingProcess process = te.bottlingProcessQueue.get(i); if (process == null) continue; ItemStack display = itemDisplays[i][4] == 0 || process.items.get(1).isEmpty() ? process.items.get(0) : process.items.get(1); scale = .4375f; GlStateManager.translate(itemDisplays[i][1], itemDisplays[i][2], itemDisplays[i][3]); GlStateManager.scale(scale, scale, scale); if (itemDisplays[i][4] == 0) ClientUtils.mc().getRenderItem().renderItem(process.items.get(0), ItemCameraTransforms.TransformType.FIXED); else if (itemDisplays[i][4] == 1 || !ClientProxy.stencilBufferEnabled) ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED); else { float h0 = -.5f; float h1 = h0 + itemDisplays[i][4]; BufferBuilder worldrenderer = tessellator.getBuffer(); //TODO move to GlStateManager if that ever gets the stencil functions GL11.glEnable(GL11.GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false); GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF); GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glStencilMask(0xFF); GlStateManager.clear(GL11.GL_STENCIL_BUFFER_BIT); GlStateManager.rotate(90.0F - ClientUtils.mc().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.disableTexture2D(); worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); ClientUtils.renderBox(worldrenderer, -.5, h0, -.5, .5, h1, .5); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.rotate(-(90.0F - ClientUtils.mc().getRenderManager().playerViewY), 0.0F, 1.0F, 0.0F); GlStateManager.colorMask(true, true, true, true); GlStateManager.depthMask(true); GL11.glStencilMask(0x00); GL11.glStencilFunc(GL11.GL_EQUAL, 0, 0xFF); ClientUtils.mc().getRenderItem().renderItem(process.items.get(0), ItemCameraTransforms.TransformType.FIXED); GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF); ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED); GL11.glDisable(GL11.GL_STENCIL_TEST); } GlStateManager.scale(1 / scale, 1 / scale, 1 / scale); GlStateManager.translate(-itemDisplays[i][1], -itemDisplays[i][2], -itemDisplays[i][3]); } GlStateManager.popMatrix(); }
From source file:com.ardor3d.scene.state.lwjgl.LwjglBlendStateUtil.java
License:Open Source License
protected static int getGLFuncValue(final TestFunction function) { switch (function) { case Never://from w ww . ja v a2 s . c o m return GL11.GL_NEVER; case LessThan: return GL11.GL_LESS; case EqualTo: return GL11.GL_EQUAL; case LessThanOrEqualTo: return GL11.GL_LEQUAL; case GreaterThan: return GL11.GL_GREATER; case NotEqualTo: return GL11.GL_NOTEQUAL; case GreaterThanOrEqualTo: return GL11.GL_GEQUAL; case Always: return GL11.GL_ALWAYS; } throw new IllegalArgumentException("Invalid test function type: " + function); }
From source file:com.ardor3d.scene.state.lwjgl.LwjglStencilStateUtil.java
License:Open Source License
private static int getGLStencilFunction(final StencilFunction function) { switch (function) { case Always://from ww w. j a v a 2 s . c o m return GL11.GL_ALWAYS; case Never: return GL11.GL_NEVER; case EqualTo: return GL11.GL_EQUAL; case NotEqualTo: return GL11.GL_NOTEQUAL; case GreaterThan: return GL11.GL_GREATER; case GreaterThanOrEqualTo: return GL11.GL_GEQUAL; case LessThan: return GL11.GL_LESS; case LessThanOrEqualTo: return GL11.GL_LEQUAL; } throw new IllegalArgumentException("unknown function: " + function); }
From source file:com.ardor3d.scene.state.lwjgl.LwjglZBufferStateUtil.java
License:Open Source License
public static void apply(final ZBufferState state) { // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ZBufferStateRecord record = (ZBufferStateRecord) context.getStateRecord(StateType.ZBuffer); context.setCurrentState(StateType.ZBuffer, state); enableDepthTest(state.isEnabled(), record); if (state.isEnabled()) { int depthFunc = 0; switch (state.getFunction()) { case Never: depthFunc = GL11.GL_NEVER; break; case LessThan: depthFunc = GL11.GL_LESS;/*w w w . j av a 2 s. c om*/ break; case EqualTo: depthFunc = GL11.GL_EQUAL; break; case LessThanOrEqualTo: depthFunc = GL11.GL_LEQUAL; break; case GreaterThan: depthFunc = GL11.GL_GREATER; break; case NotEqualTo: depthFunc = GL11.GL_NOTEQUAL; break; case GreaterThanOrEqualTo: depthFunc = GL11.GL_GEQUAL; break; case Always: depthFunc = GL11.GL_ALWAYS; } applyFunction(depthFunc, record); } enableWrite(state.isWritable(), record); if (!record.isValid()) { record.validate(); } }
From source file:org.spoutcraft.api.gui.renderer.GuiRendererFBO.java
License:MIT License
@Override public void setClip(int x, int y, int width, int height) { super.setClip(x, y, width, height); GL11.glColorMask(false, false, false, false); GL11.glDepthMask(false);/*from w w w. j a va 2s. c o m*/ GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF); GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glStencilMask(0xFF); clearClip(); //Actually fill stencil area RenderUtil.drawRect(x, y, width, height, Color.WHITE); GL11.glColorMask(true, true, true, true); GL11.glDepthMask(true); GL11.glStencilMask(0x00); GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF); }
From source file:vazkii.botania.client.core.helper.RenderHelper.java
License:Open Source License
public static void renderProgressPie(int x, int y, float progress, ItemStack stack) { Minecraft mc = Minecraft.getMinecraft(); mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false);/* w w w.ja v a 2 s . co m*/ GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF); GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glStencilMask(0xFF); mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); mc.renderEngine.bindTexture(new ResourceLocation(LibResources.GUI_MANA_HUD)); int r = 10; int centerX = x + 8; int centerY = y + 8; int degs = (int) (360 * progress); float a = 0.5F + 0.2F * ((float) Math.cos((double) (ClientTickHandler.ticksInGame + ClientTickHandler.partialTicks) / 10) * 0.5F + 0.5F); GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.colorMask(true, true, true, true); GlStateManager.depthMask(true); GL11.glStencilMask(0x00); GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF); VertexBuffer buf = Tessellator.getInstance().getBuffer(); buf.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR); buf.pos(centerX, centerY, 0).color(0, 0.5F, 0.5F, a).endVertex(); for (int i = degs; i > 0; i--) { double rad = (i - 90) / 180F * Math.PI; buf.pos(centerX + Math.cos(rad) * r, centerY + Math.sin(rad) * r, 0).color(0F, 1F, 0.5F, a).endVertex(); } buf.pos(centerX, centerY, 0).color(0F, 1F, 0.5F, a).endVertex(); Tessellator.getInstance().draw(); GlStateManager.disableBlend(); GlStateManager.enableTexture2D(); GlStateManager.shadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_STENCIL_TEST); }
From source file:vazkii.psi.client.core.helper.PsiRenderHelper.java
public static void renderProgressPie(int x, int y, float progress, ItemStack stack) { Minecraft mc = Minecraft.getMinecraft(); mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false);//from w w w . j a v a 2 s .c o m GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF); GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glStencilMask(0xFF); mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); int r = 10; int centerX = x + 8; int centerY = y + 8; int degs = (int) (360 * progress); float a = 0.5F + 0.2F * ((float) Math.cos((double) (ClientTickHandler.ticksInGame + ClientTickHandler.partialTicks) / 10) * 0.5F + 0.5F); GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.colorMask(true, true, true, true); GlStateManager.depthMask(true); GL11.glStencilMask(0x00); GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GlStateManager.color(0F, 0.5F, 0.5F, a); GL11.glVertex2i(centerX, centerY); GlStateManager.color(0F, 1F, 0.5F, a); for (int i = degs; i > 0; i--) { double rad = (i - 90) / 180F * Math.PI; GL11.glVertex2d(centerX + Math.cos(rad) * r, centerY + Math.sin(rad) * r); } GL11.glVertex2i(centerX, centerY); GL11.glEnd(); GlStateManager.disableBlend(); GlStateManager.enableTexture2D(); GlStateManager.shadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_STENCIL_TEST); }