Example usage for org.lwjgl.opengl GL11 glDepthFunc

List of usage examples for org.lwjgl.opengl GL11 glDepthFunc

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glDepthFunc.

Prototype

public static void glDepthFunc(@NativeType("GLenum") int func) 

Source Link

Document

Specifies the comparison that takes place during the depth buffer test (when GL11C#GL_DEPTH_TEST DEPTH_TEST is enabled).

Usage

From source file:org.terasology.rendering.opengl.GraphicState.java

License:Apache License

/**
 * Sets the state to render the First Person View.
 *
 * This generally comprises the objects held in hand, i.e. a pick, an axe, a torch and so on.
 *///from  w  ww  .  j av  a 2s.  c  o  m
public void preRenderSetupFirstPerson() {
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GL11.glDepthFunc(GL11.GL_ALWAYS);
}

From source file:org.terasology.rendering.opengl.GraphicState.java

License:Apache License

/**
 * Resets the state after the render of the First Person View.
 *
 * See preRenderSetupFirstPerson() for some more information.
 *//*from  www .  ja  v  a2  s  .c o m*/
public void postRenderClenaupFirstPerson() {
    GL11.glDepthFunc(GL_LEQUAL);
    GL11.glPopMatrix();
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void depthFunc(int func) {
    GL11.glDepthFunc(func);
}

From source file:RediscoveredMod.RenderRedDragon.java

License:Open Source License

/**
 * Renders the dragon model. Called by renderModel.
 *//*from  ww w.ja va 2s.co m*/
protected void renderDragonModel(EntityGoodDragon par1EntityGoodDragon, float par2, float par3, float par4,
        float par5, float par6, float par7) {
    if (par1EntityGoodDragon.deathTicks > 0) {
        float f6 = (float) par1EntityGoodDragon.deathTicks / 200.0F;
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glAlphaFunc(GL11.GL_GREATER, f6);
        this.bindTexture(field_110842_f);
        this.mainModel.render(par1EntityGoodDragon, par2, par3, par4, par5, par6, par7);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
        GL11.glDepthFunc(GL11.GL_EQUAL);
    }

    this.bindEntityTexture(par1EntityGoodDragon);
    this.mainModel.render(par1EntityGoodDragon, par2, par3, par4, par5, par6, par7);

    if (par1EntityGoodDragon.hurtTime > 0) {
        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
        this.mainModel.render(par1EntityGoodDragon, par2, par3, par4, par5, par6, par7);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
}

From source file:RediscoveredMod.RenderRedDragon.java

License:Open Source License

/**
 * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
 */// w  w w. ja va2  s. c  om
protected int renderGlow(EntityGoodDragon par1EntityGoodDragon, int par2, float par3) {
    if (par2 == 1) {
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }

    if (par2 != 0) {
        return -1;
    } else {
        this.bindTexture(field_110845_h);
        float f1 = 1.0F;
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDisable(GL11.GL_ALPHA_TEST);
        GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_EQUAL);
        char c0 = 61680;
        int j = c0 % 65536;
        int k = c0 / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
        return 1;
    }
}

From source file:sqr.client.render.RenderSpiderQueen.java

License:Open Source License

@Override
public void doRender(AbstractClientPlayer clientPlayer, double posX, double posY, double posZ,
        float rotationYaw, float rotationPitch) {
    GL11.glColor3f(1.0F, 1.0F, 1.0F);/*from  ww  w .j ava2 s. com*/

    if (clientPlayer.isSneaking() && !(clientPlayer instanceof EntityPlayerSP)) {
    }

    GL11.glPushMatrix();
    {
        final EntityLivingBase entity = clientPlayer;

        GL11.glDisable(GL11.GL_CULL_FACE);
        mainModel.onGround = renderSwingProgress(entity, rotationPitch);

        if (renderPassModel != null) {
            renderPassModel.onGround = mainModel.onGround;
        }

        mainModel.isRiding = entity.isRiding();

        if (renderPassModel != null) {
            renderPassModel.isRiding = mainModel.isRiding;
        }

        if (clientPlayer != Minecraft.getMinecraft().thePlayer) {
            GL11.glTranslatef(0, 1.7F, 0);
        }

        try {
            final float unknownConstant = -0.0925F;

            final float realRotationPitch = entity.prevRotationPitch
                    + (entity.rotationPitch - entity.prevRotationPitch) * rotationPitch;
            float realRenderYaw = interpolateRotation(entity.prevRenderYawOffset, entity.renderYawOffset,
                    rotationPitch);
            final float realRenderYawHead = interpolateRotation(entity.prevRotationYawHead,
                    entity.rotationYawHead, rotationPitch);
            float wrappedRotation = handleRotationFloat(entity, rotationPitch);

            if (entity.isRiding() && entity.ridingEntity instanceof EntityLivingBase) {
                final EntityLivingBase entityRiding = (EntityLivingBase) entity.ridingEntity;
                realRenderYaw = interpolateRotation(entityRiding.prevRenderYawOffset,
                        entityRiding.renderYawOffset, rotationPitch);
                wrappedRotation = MathHelper.wrapAngleTo180_float(realRenderYawHead - realRenderYaw);

                if (wrappedRotation < -85.0F) {
                    wrappedRotation = -85.0F;
                }

                if (wrappedRotation >= 85.0F) {
                    wrappedRotation = 85.0F;
                }

                realRenderYaw = realRenderYawHead - wrappedRotation;

                if (wrappedRotation * wrappedRotation > 2500.0F) {
                    realRenderYaw += wrappedRotation * 0.2F;
                }
            }

            renderLivingAt(entity, posX, posY, posZ);
            rotateCorpse(entity, wrappedRotation, realRenderYaw, rotationPitch);

            GL11.glTranslatef(0.0F, -0.10F, 0.0F); // Move the model down
            // slightly so that it
            // touches the ground.
            GL11.glScalef(0.7F, 0.7F, -0.7F); // Scale and flip the new
            // model.

            float limbSwing = entity.prevLimbSwingAmount
                    + (entity.limbSwingAmount - entity.prevLimbSwingAmount) * rotationPitch;
            final float limbAngle = entity.limbSwing - entity.limbSwingAmount * (1.0F - rotationPitch);

            if (limbSwing > 1.0F) {
                limbSwing = 1.0F;
            }

            mainModel.setLivingAnimations(entity, limbAngle, limbSwing, rotationPitch);
            renderModel(entity, limbAngle, limbSwing, wrappedRotation, realRenderYawHead - realRenderYaw,
                    realRotationPitch, unknownConstant);
            try {
                renderEquippedItems(entity, limbSwing);
            }

            catch (Throwable e) {
                e.printStackTrace();
            }

            final float brightness = entity.getBrightness(rotationPitch);
            final int colorMultiplier = getColorMultiplier(entity, brightness, rotationPitch);

            if ((colorMultiplier >> 24 & 255) > 0 || entity.hurtTime > 0 || entity.deathTime > 0) {
                GL11.glDisable(GL11.GL_TEXTURE_2D);
                GL11.glDisable(GL11.GL_ALPHA_TEST);
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                GL11.glDepthFunc(GL11.GL_EQUAL);

                if (entity.hurtTime > 0 || entity.deathTime > 0) {
                    GL11.glColor4f(brightness, 0.0F, 0.0F, 0.4F);
                    mainModel.render(entity, limbAngle, limbSwing, wrappedRotation,
                            realRenderYawHead - realRenderYaw, realRotationPitch, unknownConstant);
                }

                if ((colorMultiplier >> 24 & 255) > 0) {
                    final float colorR = (colorMultiplier >> 16 & 255) / 255.0F;
                    final float colorG = (colorMultiplier >> 8 & 255) / 255.0F;
                    final float colorB = (colorMultiplier & 255) / 255.0F;
                    final float colorA = (colorMultiplier >> 24 & 255) / 255.0F;
                    GL11.glColor4f(colorR, colorG, colorB, colorA);
                    mainModel.render(entity, limbAngle, limbSwing, wrappedRotation,
                            realRenderYawHead - realRenderYaw, realRotationPitch, unknownConstant);
                }

                GL11.glDepthFunc(GL11.GL_LEQUAL);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_ALPHA_TEST);
                GL11.glEnable(GL11.GL_TEXTURE_2D);
            }
        }

        catch (final Exception exception) {
            System.out.println("Failure to render entity. " + exception.getMessage());
        }
    }
    GL11.glPopMatrix();
}

From source file:src.graphics.common.Rendering.java

License:Open Source License

/**  A generalised interface for stuff that wants to be rendered-
  *///from   w  ww  . j  ava2s .  c  om
void initSettings() {
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    GL11.glEnable(GL11.GL_NORMALIZE); //  IF MISSING, COLOURS ARE TOO BRIGHT.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
}

From source file:stevekung.mods.moreplanets.planets.fronos.render.items.ItemRendererCandyBow.java

License:Creative Commons License

private void renderItem(EntityLivingBase par1EntityLiving, ItemStack par2ItemStack, int par3) {
    IIcon iicon = par1EntityLiving.getItemIcon(par2ItemStack, par3);

    if (iicon == null) {
        return;//w  w  w  .j  a  v a2  s . co m
    }

    this.mc.getTextureManager()
            .bindTexture(this.mc.getTextureManager().getResourceLocation(par2ItemStack.getItemSpriteNumber()));
    TextureUtil.func_152777_a(false, false, 1.0F);
    Tessellator tessellator = Tessellator.instance;
    float f = iicon.getMinU();
    float f1 = iicon.getMaxU();
    float f2 = iicon.getMinV();
    float f3 = iicon.getMaxV();
    float f4 = 0.0F;
    float f5 = 0.3F;
    GL11.glEnable(32826);
    GL11.glTranslatef(-f4, -f5, 0.0F);
    float f6 = 1.5F;
    GL11.glScalef(f6, f6, f6);
    GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
    GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
    ItemRenderer.renderItemIn2D(tessellator, f1, f2, f, f3, iicon.getIconWidth(), iicon.getIconHeight(),
            0.0625F);

    if (par2ItemStack.hasEffect(par3)) {
        GL11.glDepthFunc(514);
        GL11.glDisable(2896);
        this.mc.getTextureManager().bindTexture(RES_ITEM_GLINT);
        GL11.glEnable(3042);
        GL11.glBlendFunc(768, 1);
        float f7 = 0.76F;
        GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
        GL11.glMatrixMode(5890);
        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);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);

        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(f8, f8, f8);
        f9 = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;
        GL11.glTranslatef(-f9, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);

        GL11.glPopMatrix();
        GL11.glMatrixMode(5888);
        GL11.glDisable(3042);
        GL11.glEnable(2896);
        GL11.glDepthFunc(515);
    }
    GL11.glDisable(32826);
}

From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java

License:BSD License

@Override
public void resetState() {
    GL11.glColorMask(true, true, true, true);

    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_DEPTH_TEST);//from  w ww .j a v a2  s .  c o m
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CW);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glDepthFunc(int a) {
    GL11.glDepthFunc(a);
}