List of usage examples for org.lwjgl.opengl GL11 glColorMask
public static void glColorMask(@NativeType("GLboolean") boolean red, @NativeType("GLboolean") boolean green, @NativeType("GLboolean") boolean blue, @NativeType("GLboolean") boolean alpha)
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) { GL11.glColorMask(red, green, blue, alpha); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setColorMask(boolean redWriteEnabled, boolean greenWriteEnabled, boolean blueWriteEnabled, boolean alphaWriteEnabled) { GL11.glColorMask(redWriteEnabled, greenWriteEnabled, blueWriteEnabled, alphaWriteEnabled); }
From source file:matteroverdrive.util.RenderUtils.java
License:Open Source License
public static void drawStencil(int xMin, int yMin, int xMax, int yMax, int mask) { GL11.glDisable(GL_TEXTURE_2D);//w ww.j av a 2 s . c o m GL11.glStencilFunc(GL_ALWAYS, mask, mask); GL11.glStencilOp(0, 0, GL_REPLACE); GL11.glStencilMask(1); GL11.glColorMask(false, false, false, false); GL11.glDepthMask(false); Tessellator.instance.startDrawingQuads(); Tessellator.instance.addVertex((double) xMin, (double) yMax, 0.0D); Tessellator.instance.addVertex((double) xMax, (double) yMax, 0.0D); Tessellator.instance.addVertex((double) xMax, (double) yMin, 0.0D); Tessellator.instance.addVertex((double) xMin, (double) yMin, 0.0D); Tessellator.instance.draw(); GL11.glEnable(GL_TEXTURE_2D); GL11.glStencilFunc(GL_EQUAL, mask, mask); GL11.glStencilMask(0); GL11.glColorMask(true, true, true, true); GL11.glDepthMask(true); }
From source file:me.ukl.api.gui.renderer.GuiRendererDepth.java
License:MIT License
@Override public void setClip(int x, int y, int width, int height) { super.setClip(x, y, width, height); GL11.glDepthMask(true); //Write to depth clearClip();/*from w ww. j a va 2s .com*/ GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glColorMask(false, false, false, false); RenderUtil.drawRect(x, y, width, height, Color.WHITE); GL11.glDepthMask(false);//No more writing to depth GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glColorMask(true, true, true, true); // addClip(x, y, width, height); }
From source file:mods.cloudmaster.CloudRenderer.java
/** * Renders the 3d fancy clouds// w w w. j av a 2 s . com */ public void renderCloudsFancy(float par1, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_CULL_FACE); float f1 = (float) (mc.renderViewEntity.lastTickPosY + (mc.renderViewEntity.posY - mc.renderViewEntity.lastTickPosY) * (double) par1); Tessellator tessellator = Tessellator.instance; float f2 = 12.0F; float f3 = 4.0F; double d0 = (double) ((float) cloudTickCounter + par1); double d1 = (mc.renderViewEntity.prevPosX + (mc.renderViewEntity.posX - mc.renderViewEntity.prevPosX) * (double) par1 + d0 * 0.029999999329447746D) / (double) f2; double d2 = (mc.renderViewEntity.prevPosZ + (mc.renderViewEntity.posZ - mc.renderViewEntity.prevPosZ) * (double) par1) / (double) f2 + 0.33000001311302185D; float f4 = getCloudHeight() - f1 + 0.33F; int i = MathHelper.floor_double(d1 / 2048.0D); int j = MathHelper.floor_double(d2 / 2048.0D); d1 -= (double) (i * 2048); d2 -= (double) (j * 2048); mc.renderEngine.bindTexture(CLOUD_TEXTURE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Vec3 vec3 = world.getCloudColour(par1); float f5 = (float) vec3.xCoord; float f6 = (float) vec3.yCoord; float f7 = (float) vec3.zCoord; float f8; float f9; float f10; if (mc.gameSettings.anaglyph) { f8 = (f5 * 30.0F + f6 * 59.0F + f7 * 11.0F) / 100.0F; f10 = (f5 * 30.0F + f6 * 70.0F) / 100.0F; f9 = (f5 * 30.0F + f7 * 70.0F) / 100.0F; f5 = f8; f6 = f10; f7 = f9; } f8 = (float) (d1 * 0.0D); f10 = (float) (d2 * 0.0D); f9 = 0.00390625F; f8 = (float) MathHelper.floor_double(d1) * f9; f10 = (float) MathHelper.floor_double(d2) * f9; float f11 = (float) (d1 - (double) MathHelper.floor_double(d1)); float f12 = (float) (d2 - (double) MathHelper.floor_double(d2)); byte b0 = 8; byte b1 = 4; float f13 = 9.765625E-4F; GL11.glScalef(f2, 1.0F, f2); for (int k = 0; k < 2; ++k) { if (k == 0) { GL11.glColorMask(false, false, false, false); } else if (mc.gameSettings.anaglyph) { if (EntityRenderer.anaglyphField == 0) { GL11.glColorMask(false, true, true, true); } else { GL11.glColorMask(true, false, false, true); } } else { GL11.glColorMask(true, true, true, true); } for (int l = -b1 + 1; l <= b1; ++l) { for (int i1 = -b1 + 1; i1 <= b1; ++i1) { tessellator.startDrawingQuads(); float f14 = (float) (l * b0); float f15 = (float) (i1 * b0); float f16 = f14 - f11; float f17 = f15 - f12; if (f4 > -f3 - 1.0F) { tessellator.setColorRGBA_F(f5 * 0.7F, f6 * 0.7F, f7 * 0.7F, 0.8F); tessellator.setNormal(0.0F, -1.0F, 0.0F); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + (float) b0), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + 0.0F), (double) (f17 + (float) b0), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + 0.0F), (double) (f17 + 0.0F), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + 0.0F), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); } if (f4 <= f3 + 1.0F) { tessellator.setColorRGBA_F(f5, f6, f7, 0.8F); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + f3 - f13), (double) (f17 + (float) b0), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + f3 - f13), (double) (f17 + (float) b0), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + f3 - f13), (double) (f17 + 0.0F), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + f3 - f13), (double) (f17 + 0.0F), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); } tessellator.setColorRGBA_F(f5 * 0.9F, f6 * 0.9F, f7 * 0.9F, 0.8F); int j1; if (l > -1) { tessellator.setNormal(-1.0F, 0.0F, 0.0F); for (j1 = 0; j1 < b0; ++j1) { tessellator.addVertexWithUV((double) (f16 + (float) j1 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + (float) b0), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 0.0F), (double) (f4 + f3), (double) (f17 + (float) b0), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 0.0F), (double) (f4 + f3), (double) (f17 + 0.0F), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + 0.0F), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); } } if (l <= 1) { tessellator.setNormal(1.0F, 0.0F, 0.0F); for (j1 = 0; j1 < b0; ++j1) { tessellator.addVertexWithUV((double) (f16 + (float) j1 + 1.0F - f13), (double) (f4 + 0.0F), (double) (f17 + (float) b0), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 1.0F - f13), (double) (f4 + f3), (double) (f17 + (float) b0), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + (float) b0) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 1.0F - f13), (double) (f4 + f3), (double) (f17 + 0.0F), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) j1 + 1.0F - f13), (double) (f4 + 0.0F), (double) (f17 + 0.0F), (double) ((f14 + (float) j1 + 0.5F) * f9 + f8), (double) ((f15 + 0.0F) * f9 + f10)); } } tessellator.setColorRGBA_F(f5 * 0.8F, f6 * 0.8F, f7 * 0.8F, 0.8F); if (i1 > -1) { tessellator.setNormal(0.0F, 0.0F, -1.0F); for (j1 = 0; j1 < b0; ++j1) { tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + f3), (double) (f17 + (float) j1 + 0.0F), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + f3), (double) (f17 + (float) j1 + 0.0F), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + 0.0F), (double) (f17 + (float) j1 + 0.0F), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + (float) j1 + 0.0F), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); } } if (i1 <= 1) { tessellator.setNormal(0.0F, 0.0F, 1.0F); for (j1 = 0; j1 < b0; ++j1) { tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + f3), (double) (f17 + (float) j1 + 1.0F - f13), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + f3), (double) (f17 + (float) j1 + 1.0F - f13), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + (float) b0), (double) (f4 + 0.0F), (double) (f17 + (float) j1 + 1.0F - f13), (double) ((f14 + (float) b0) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); tessellator.addVertexWithUV((double) (f16 + 0.0F), (double) (f4 + 0.0F), (double) (f17 + (float) j1 + 1.0F - f13), (double) ((f14 + 0.0F) * f9 + f8), (double) ((f15 + (float) j1 + 0.5F) * f9 + f10)); } } tessellator.draw(); } } } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 disableColorMask() { GL11.glColorMask(false, false, false, false); return this; }
From source file:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 enableColorMask() { GL11.glColorMask(true, true, true, true); return this; }
From source file:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 setColorMask(boolean red, boolean green, boolean blue, boolean alpha) { GL11.glColorMask(red, green, blue, alpha); return this; }
From source file:org.oscim.gdx.LwjglGL20.java
License:Apache License
public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) { GL11.glColorMask(red, green, blue, alpha); }
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);/*w w w . ja va 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); 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); }