List of usage examples for org.lwjgl.opengl GL11 glDepthFunc
public static void glDepthFunc(@NativeType("GLenum") int func)
From source file:cn.academy.core.client.render.SkillRenderManager.java
License:Open Source License
public static void renderThirdPerson(EntityLivingBase ent, ItemStack stack, ItemRenderType type) { if (type == ItemRenderType.EQUIPPED_FIRST_PERSON || !(ent instanceof EntityPlayer)) return;//from ww w . j a va 2 s.com EntityPlayer player = (EntityPlayer) ent; Item item = stack.getItem(); Block block = Block.getBlockFromItem(stack.getItem()); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); { GL11.glColor4d(1, 0.6, 0.6, 0.55); if (stack.getItemSpriteNumber() == 0 && item instanceof ItemBlock) { //block render routine GL11.glTranslated(0, 0, 1.5); GL11.glScalef(2F, 2F, 2F); GL11.glRotated(45, 1, 0, 1); GL11.glRotated(45, 0, 1, 0); GL11.glRotated(180, 1, 0, 0); } else if (item.isFull3D()) { GL11.glTranslated(0.1, 0.8, -.4); GL11.glScalef(.8F, .8F, .8F); GL11.glRotated(45, 0, 0, -1); } else { GL11.glTranslated(-.3, 1.2, -.6); GL11.glRotatef(90, 1, 0, 0); GL11.glScalef(1.5F, 1.5F, 1.5F); } traverseHandRender(player, HandRenderType.EQUIPPED); } GL11.glPopMatrix(); }
From source file:cn.academy.core.client.render.SkillRenderManager.java
License:Open Source License
public static void renderFirstPerson() { //System.out.println("rfp"); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND);// w w w . j ava 2s .c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); { GL11.glTranslated(0.28, -0.55, -.9); GL11.glColor4d(1, 0.6, 0.6, 0.55); GL11.glScalef(0.66F, 0.66F, 0.66F); GL11.glRotatef(20, 1, 0, 0); //RenderUtils.loadTexture(ACClientProps.TEX_ARC_SHELL[0]); //RenderUtils.drawCube(1, 1, 1, false); traverseHandRender(Minecraft.getMinecraft().thePlayer, HandRenderType.FIRSTPERSON); //rpe.renderHandEffect(Minecraft.getMinecraft().thePlayer, null, HandRenderType.FIRSTPERSON); } GL11.glPopMatrix(); }
From source file:cn.academy.crafting.client.render.item.RendererMatterUnit.java
License:GNU General Public License
@Override public void renderItem(ItemRenderType type, ItemStack stack, Object... data) { ItemMatterUnit item = ModuleCrafting.matterUnit; GL11.glColor4d(1, 1, 1, 1);//from www.j a v a 2s . c o m if (type != ItemRenderType.INVENTORY) { GL11.glPushMatrix(); { if (type == ItemRenderType.ENTITY) GL11.glTranslated(-.5, -0.1, 0); RenderUtils.drawEquippedItem(stack, 0.0625f); GL11.glColorMask(false, false, false, false); RenderUtils.drawEquippedItem(0.0626f, texMask, texMask); GL11.glColorMask(true, true, true, true); GL11.glDepthFunc(GL11.GL_EQUAL); MatterMaterial mat = item.getMaterial(stack); RenderUtils.drawEquippedItemOverlay(0.0626f, mat.texture); GL11.glDepthFunc(GL11.GL_LEQUAL); } GL11.glPopMatrix(); } else { ShaderMask shader = ShaderMask.instance; float du = -(GameTimer.getAbsTime() % 10000L) / 1e4f, dv = (GameTimer.getAbsTime() % 10000L) / 1e4f; GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderUtils.renderItemInventory(stack); shader.start(texMask); RenderUtils.loadTexture(item.getMaterial(stack).texture); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0 + du, 0 + dv); shader.maskTexCoord(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0 + du, 1 + dv); shader.maskTexCoord(0, 1); GL11.glVertex2f(0, 16); GL11.glTexCoord2f(1 + du, 1 + dv); shader.maskTexCoord(1, 1); GL11.glVertex2f(16, 16); GL11.glTexCoord2f(1 + du, 0 + dv); shader.maskTexCoord(1, 0); GL11.glVertex2f(16, 0); GL11.glEnd(); shader.end(); GL11.glDisable(GL11.GL_BLEND); } }
From source file:cn.lambdalib.cgui.gui.CGui.java
License:MIT License
private void drawTraverse(double mx, double my, Widget cur, WidgetContainer set, Widget top) { try {//w w w. j a v a 2s . c o m if (cur != null && cur.isVisible()) { GL11.glPushMatrix(); GL11.glTranslated(cur.x, cur.y, 0); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glScaled(cur.scale, cur.scale, 1); GL11.glTranslated(-cur.transform.pivotX, -cur.transform.pivotY, 0); GL11.glColor4d(1, 1, 1, 1); //Force restore color for any widget cur.post(new FrameEvent((mx - cur.x) / cur.scale, (my - cur.y) / cur.scale, cur == top)); GL11.glPopMatrix(); } } catch (Exception e) { LambdaLib.log.error("Error occured handling widget draw. instance class: " + cur.getClass().getName() + ", name: " + cur.getName()); e.printStackTrace(); } if (cur == null || cur.isVisible()) { Iterator<Widget> iter = set.iterator(); while (iter.hasNext()) { Widget wn = iter.next(); drawTraverse(mx, my, wn, wn, top); } } }
From source file:cn.lambdalib.util.client.auxgui.AuxGuiHandler.java
License:MIT License
@SubscribeEvent public void drawHudEvent(RenderGameOverlayEvent event) { GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glDepthMask(false);//from ww w.j a v a 2s .c o m GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderUtils.pushTextureState(); if (event.type == ElementType.EXPERIENCE) { Iterator<AuxGui> iter = auxGuiList.iterator(); startIterating(); while (iter.hasNext()) { AuxGui gui = iter.next(); if (!gui.isDisposed()) { if (!gui.lastFrameActive) gui.lastActivateTime = GameTimer.getTime(); gui.draw(event.resolution); gui.lastFrameActive = true; } } endIterating(); } RenderUtils.popTextureState(); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDepthMask(true); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayEquip(ResourceLocation src) { //Setup/* www. j a va 2 s . co m*/ GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; GL11.glMatrixMode(GL11.GL_TEXTURE); //Push texture mat GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); //xOffset loops between 0.0 and 8.0 GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Second pass GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; //Loop between 0 and 8, longer loop GL11.glTranslatef(-f9, 0.0F, 0.0F); //Still xOffset GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); //However, different rotation! ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Pop texture mat GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayInv(ResourceLocation src) { GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING);/*from w w w. j a va 2s .c om*/ loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; //GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; GL11.glTranslatef(-f9, 0.0F, 0.0F); GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.liutils.api.gui.LIGui.java
License:Open Source License
/** * Go down the hierarchy tree and draw each widget node. */// ww w .j av a2 s. c o m public void draw(double mx, double my) { frameUpdate(); updateMouse(mx, my); iterating = true; GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(false); drawTraverse(mx, my, null, this, getTopNode(mx, my)); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_ALPHA_TEST); iterating = false; }
From source file:cn.liutils.core.event.LIClientEvents.java
License:Open Source License
@SubscribeEvent public void drawHudEvent(RenderGameOverlayEvent event) { GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glDepthMask(false);/*from www. j a v a 2 s . c om*/ GL11.glDisable(GL11.GL_ALPHA_TEST); if (event.type == ElementType.CROSSHAIRS) { for (AuxGui gui : auxGuiList) { if (gui.isOpen()) gui.draw(event.resolution); } } GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDepthMask(true); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.liutils.util.RenderUtils.java
License:Open Source License
public static void renderOverlay_Equip(ResourceLocation src) { //Setup/*from w w w . jav a 2 s . co m*/ GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; GL11.glMatrixMode(GL11.GL_TEXTURE); //Push texture mat GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); //xOffset loops between 0.0 and 8.0 GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Second pass GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F; //Loop between 0 and 8, longer loop GL11.glTranslatef(-f9, 0.0F, 0.0F); //Still xOffset GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); //However, different rotation! ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Pop texture mat GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }