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:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void initTexturedRendering() {
    //       GL11.glDepthMask(true);
    //        GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    //      GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do

    GL11.glDepthMask(true);//from w w w  .j a va 2 s.  c o  m
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glDisable(GL11.GL_BLEND);

    ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

}

From source file:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void initBlendedRendering() {
    GL11.glDepthMask(false);/*  w  ww  .j a  va2  s .  c  o  m*/
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glEnable(GL11.GL_BLEND); // Enable Blending
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); // Type Of Blending To Perform
    //      GL11.glHint(GL11.GL_POINT_SMOOTH_HINT, GL11.GL_NICEST);               // Really Nice Point Smoothing       
}

From source file:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void disableBlendedRendering() {
    GL11.glDepthMask(true);//  ww  w.  j  a  va 2  s  . c o  m
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    //        GL11.glHint (GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);         // Set Perspective Calculations To Most Accurate
    GL11.glDisable(GL11.GL_BLEND);
}

From source file:forestry.core.render.CrateRenderingHandler.java

License:Open Source License

private void renderIn3D(ItemStack stack) {
    GL11.glPushMatrix();//w w  w. jav  a2  s.  c o m
    Tessellator tessellator = Tessellator.instance;
    if (RenderManager.instance.renderEngine == null) {
        return;
    }

    int meta = stack.getItemDamage();
    for (int pass = 0; pass < stack.getItem().getRenderPasses(meta); ++pass) {
        IIcon icon = stack.getItem().getIconFromDamageForRenderPass(meta, pass);
        if (icon == null) {
            continue;
        }

        if (renderItem.renderWithColor) {
            int color = stack.getItem().getColorFromItemStack(stack, pass);
            float c1 = (float) (color >> 16 & 255) / 255.0F;
            float c2 = (float) (color >> 8 & 255) / 255.0F;
            float c3 = (float) (color & 255) / 255.0F;

            GL11.glColor4f(c1, c2, c3, 1.0F);
        }

        float minU = icon.getMinU();
        float maxU = icon.getMaxU();
        float minV = icon.getMinV();
        float maxV = icon.getMaxV();

        if (stack.getItemSpriteNumber() == 0) {
            RenderManager.instance.renderEngine.bindTexture(BLOCK_TEXTURE);
        } else {
            RenderManager.instance.renderEngine.bindTexture(ITEM_TEXTURE);
        }

        ItemRenderer.renderItemIn2D(tessellator, maxU, minV, minU, maxV, icon.getIconWidth(),
                icon.getIconHeight(), PIXEL);

        if (stack.hasEffect(pass)) {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_LIGHTING);
            RenderManager.instance.renderEngine.bindTexture(GLINT_TEXTURE);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
            float f13 = 0.76F;
            GL11.glColor4f(0.5F * f13, 0.25F * f13, 0.8F * f13, 1.0F);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glPushMatrix();
            float f14 = 0.125F;
            GL11.glScalef(f14, f14, f14);
            float f15 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
            GL11.glTranslatef(f15, 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, 255, 255, PIXEL);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(f14, f14, f14);
            f15 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
            GL11.glTranslatef(-f15, 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, 255, 255, PIXEL);
            GL11.glPopMatrix();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }
    }

    GL11.glPopMatrix();
}

From source file:fr.def.iss.vd2.lib_v3d.element.V3DNoDepthElement.java

License:Open Source License

@Override
protected void doDisplay(I3dCamera camera) {
    if (childElement == null) {
        return;/*  w  ww.j a va2 s .c o m*/
    }
    GL11.glPushAttrib(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glDepthFunc(GL11.GL_ALWAYS);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    childElement.display(camera);

    GL11.glPopAttrib();

}

From source file:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * Sets up the screen./*from   w  ww .ja v a 2 s  .  c  om*/
 *
 * @see javax.media.openGL11.GLEventListener#init(javax.media.openGL11.GLAutoDrawable)
 */
public void init() {
    try {

        frame = new JFrame("Space agencies");
        //frame.setSize(width,height);
        //frame.setUndecorated(true);  //here
        frame.setVisible(true);
        //frame.setAlwaysOnTop(true);
        frame.setLocation(0, 0);
        Canvas canvas = new Canvas();
        canvas.setMinimumSize(new Dimension(800, 600));
        canvas.setPreferredSize(new Dimension(width, height));
        frame.add(canvas);
        frame.pack();
        frame.addWindowListener(generateWindowListener());

        frame.getContentPane().addHierarchyBoundsListener(new HierarchyBoundsListener() {

            @Override
            public void ancestorMoved(HierarchyEvent e) {
            }

            @Override
            public void ancestorResized(HierarchyEvent e) {
                width = frame.getContentPane().getWidth();
                height = frame.getContentPane().getHeight();
                reshape(0, 0, width, height);
            }
        });

        Display.setDisplayMode(new DisplayMode(width, height));
        //Display.setFullscreen(true);
        Display.setVSyncEnabled(false);
        Display.setTitle("Space agencies");
        Display.setParent(canvas);
        Display.create();
        canvas.requestFocus();
    } catch (Exception e) {
        System.out.println("Error setting up display" + e);
        System.exit(0);
    }

    // Enable z- (depth) buffer for hidden surface removal.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(GL11.GL_POINT_SMOOTH);

    if (polygonOffset) {
        GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
        GL11.glPolygonOffset(1.0f, 1.0f);
    }
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);

    // Enable smooth shading.
    GL11.glShadeModel(GL11.GL_SMOOTH);

    // Define "clear" color.
    GL11.glClearColor(0f, 0f, 0.4f, 0f);

    // We want a nice perspective.
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glFlush();

    TextureManager.clearCache();
    initied = true;

    //        new LWJGLBinding();

}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

public LWJGLDrawContext(GLCapabilities glcaps) {
    this.glcaps = glcaps;

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);/*from w  ww.j ava 2s . c  om*/
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    canUseVBOs = glcaps.GL_ARB_vertex_buffer_object;
}

From source file:gravestone.models.block.memorials.ModelCreeperStatueMemorial.java

License:LGPL

private void renderCreeperCharging() {
    float tickModifier = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 48.0F;
    float scale = 1.2F;
    float f4 = 0.5F;

    GL11.glTranslated(0, -0.5, 0);//  w  w w .j a  va2 s .c  o  m
    GL11.glScalef(scale, scale, scale);
    TileEntityGSMemorialRenderer.instance.bindTextureByName(Resources.CREEPER_AURA);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
    GL11.glMatrixMode(GL11.GL_TEXTURE);

    for (int var21 = 0; var21 < 3; ++var21) {
        GL11.glLoadIdentity();
        float var23 = tickModifier * (0.001F + (float) var21 * 0.0015F) * 15;
        GL11.glTranslatef(0, var23, 0);
        renderCreeper();
    }

    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);

    GL11.glTranslated(0, -0.19, 0);
}

From source file:gravestone.models.block.ModelGraveStone.java

License:LGPL

protected void renderEnchantment() {
    float tickModifier = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 48.0F;
    TileEntityGSGraveStoneRenderer.instance.bindTextureByName(Resources.SWORD_AURA);

    GL11.glEnable(GL11.GL_BLEND);//from ww w .  j a  v  a2  s .com
    GL11.glDepthMask(true);
    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
    GL11.glMatrixMode(GL11.GL_TEXTURE);

    for (int var21 = 0; var21 < 3; var21++) {
        GL11.glDisable(GL11.GL_LIGHTING);
        float var22 = 0.76F;
        GL11.glColor4f(0.5F * var22, 0.25F * var22, 0.8F * var22, 1.0F);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glLoadIdentity();
        float var23 = tickModifier * (0.001F + (float) var21 * 0.0015F) * 15;
        float var24 = 0.33333334F;
        GL11.glScalef(var24, var24, var24);
        GL11.glRotatef(30 - (float) var21 * 60, 0, 0, 1);
        GL11.glTranslatef(0, var23, 0);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        renderAll();
    }

    GL11.glMatrixMode(GL11.GL_TEXTURE);
    GL11.glDepthMask(true);
    GL11.glLoadIdentity();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
}

From source file:illarion.graphics.lwjgl.MaskUtilLWJGL.java

License:Open Source License

/**
 * Start defining a mask. After calling this you need to use the drawer
 * functions to mask out the needed areas.
 *//*from  ww w  .j  a v a  2 s .c  o m*/
@Override
public void defineMask() {
    GL11.glDepthMask(true);
    GL11.glClearDepth(1);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glDepthFunc(GL11.GL_ALWAYS);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    GL11.glColorMask(false, false, false, false);
}