List of usage examples for org.lwjgl.opengl GL11 glDepthFunc
public static void glDepthFunc(@NativeType("GLenum") int func)
From source file:lyonlancer5.pfsteel.client.render.RenderDarkShield.java
License:Open Source License
protected void renderDarkMain(EntityDarkShield shield, double x, double y, double z, float yaw, float pitch) { GL11.glDisable(GL11.GL_LIGHTING);// w ww . j a v a 2 s .com GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); if (RenderManager.instance.getDistanceToCamera(shield.posX, shield.posY, shield.posZ) < 36.0D) { GL11.glDepthFunc(GL11.GL_ALWAYS); } else { GL11.glDepthMask(false); } GL11.glTranslatef((float) x, (float) y, (float) z); GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ZERO, GL11.GL_ONE_MINUS_SRC_COLOR); GL11.glTranslatef(0.0F, 1.3F, 0.0F); this.bindTexture(darkTex); renderDark(tessellator, 12.0D, 12.0F, 0.0D, 1.0F, 0); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(true); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_LIGHTING); }
From source file:matteroverdrive.client.render.entity.EntityRendererRougeAndroid.java
License:Open Source License
@Override public void doRender(EntityLivingBase p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_) { if (hologram) { GL11.glPushMatrix();// w ww . j ava 2 s . c om GL11.glDisable(GL11.GL_CULL_FACE); this.mainModel.onGround = this.renderSwingProgress(p_76986_1_, p_76986_9_); if (this.renderPassModel != null) { this.renderPassModel.onGround = this.mainModel.onGround; } this.mainModel.isRiding = p_76986_1_.isRiding(); if (this.renderPassModel != null) { this.renderPassModel.isRiding = this.mainModel.isRiding; } this.mainModel.isChild = p_76986_1_.isChild(); if (this.renderPassModel != null) { this.renderPassModel.isChild = this.mainModel.isChild; } this.renderLivingAt(p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_); try { float f2 = 0; float f3 = 0; float f4; f4 = this.handleRotationFloat(p_76986_1_, p_76986_9_); this.rotateCorpse(p_76986_1_, f4, f2, p_76986_9_); float f5 = 0.0625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(-1.0F, -1.0F, 1.0F); this.preRenderCallback(p_76986_1_, p_76986_9_); GL11.glTranslatef(0.0F, -24.0F * f5 - 0.0078125F, 0.0F); float f6 = p_76986_1_.prevLimbSwingAmount + (p_76986_1_.limbSwingAmount - p_76986_1_.prevLimbSwingAmount) * p_76986_9_; float f7 = p_76986_1_.limbSwing - p_76986_1_.limbSwingAmount * (1.0F - p_76986_9_); if (p_76986_1_.isChild()) { f7 *= 3.0F; } if (f6 > 1.0F) { f6 = 1.0F; } GL11.glEnable(GL11.GL_ALPHA_TEST); this.mainModel.setLivingAnimations(p_76986_1_, f7, f6, p_76986_9_); this.renderModel(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); int j; float f8; float f9; float f10; for (int i = 0; i < 4; ++i) { j = this.shouldRenderPass(p_76986_1_, i, p_76986_9_); if (j > 0) { this.renderPassModel.setLivingAnimations(p_76986_1_, f7, f6, p_76986_9_); this.renderPassModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); if ((j & 240) == 16) { this.func_82408_c(p_76986_1_, i, p_76986_9_); this.renderPassModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); } if ((j & 15) == 15) { f8 = (float) p_76986_1_.ticksExisted + p_76986_9_; //this.bindTexture(RES_ITEM_GLINT); GL11.glEnable(GL11.GL_BLEND); f9 = 0.5F; GL11.glColor4f(f9, f9, f9, 1.0F); GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDepthMask(false); for (int k = 0; k < 2; ++k) { GL11.glDisable(GL11.GL_LIGHTING); f10 = 0.76F; GL11.glColor4f(0.5F * f10, 0.25F * f10, 0.8F * f10, 1.0F); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); float f11 = f8 * (0.001F + (float) k * 0.003F) * 20.0F; float f12 = 0.33333334F; GL11.glScalef(f12, f12, f12); GL11.glRotatef(30.0F - (float) k * 60.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(0.0F, f11, 0.0F); GL11.glMatrixMode(GL11.GL_MODELVIEW); this.renderPassModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 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); } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); } } GL11.glDepthMask(true); this.renderEquippedItems(p_76986_1_, p_76986_9_); float f14 = p_76986_1_.getBrightness(p_76986_9_); j = this.getColorMultiplier(p_76986_1_, f14, p_76986_9_); OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glDisable(GL11.GL_TEXTURE_2D); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); if ((j >> 24 & 255) > 0 || p_76986_1_.hurtTime > 0 || p_76986_1_.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 (p_76986_1_.hurtTime > 0 || p_76986_1_.deathTime > 0) { GL11.glColor4f(f14, 0.0F, 0.0F, 0.4F); this.mainModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); for (int l = 0; l < 4; ++l) { if (this.inheritRenderPass(p_76986_1_, l, p_76986_9_) >= 0) { GL11.glColor4f(f14, 0.0F, 0.0F, 0.4F); this.renderPassModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); } } } if ((j >> 24 & 255) > 0) { f8 = (float) (j >> 16 & 255) / 255.0F; f9 = (float) (j >> 8 & 255) / 255.0F; float f15 = (float) (j & 255) / 255.0F; f10 = (float) (j >> 24 & 255) / 255.0F; GL11.glColor4f(f8, f9, f15, f10); this.mainModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); for (int i1 = 0; i1 < 4; ++i1) { if (this.inheritRenderPass(p_76986_1_, i1, p_76986_9_) >= 0) { GL11.glColor4f(f8, f9, f15, f10); this.renderPassModel.render(p_76986_1_, f7, f6, f4, f3 - f2, p_76986_1_.rotationPitch, f5); } } } GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); } catch (Exception exception) { } OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glEnable(GL11.GL_TEXTURE_2D); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); this.passSpecialRender(p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_); } else { super.doRender(p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_); } }
From source file:matteroverdrive.gui.android.AndroidHudMinimap.java
License:Open Source License
private void beginMask() { glPushMatrix();/*from w w w .j a v a2 s . c o m*/ glClear(GL_DEPTH_BUFFER_BIT); glClearDepth(1f); GL11.glDepthFunc(GL11.GL_LESS); glEnable(GL_DEPTH_TEST); glDepthMask(true); glColorMask(false, false, false, false); glDisable(GL_TEXTURE_2D); glTranslated(0, 0, 1); RenderUtils.drawCircle(RADIUS, 32); glEnable(GL_TEXTURE_2D); glDepthMask(false); glColorMask(true, true, true, true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_GREATER); glPopMatrix(); }
From source file:matteroverdrive.gui.pages.PageGuideEntries.java
License:Open Source License
@Override public void drawBackground(int mouseX, int mouseY, float gameTicks) { //begin depth masking by clearing depth buffer //and enabling depth masking. this is where the mask will be drawn glClear(GL_DEPTH_BUFFER_BIT);//from w w w . ja v a 2s . c o m glClearDepth(1f); GL11.glDepthFunc(GL11.GL_LESS); GL11.glEnable(GL11.GL_DEPTH_TEST); glDepthMask(true); glColorMask(false, false, false, false); glDisable(GL_TEXTURE_2D); //draws an invisible square mask that will sit on top of everything RenderUtils.drawPlane(posX, posY, 200, sizeX, sizeY); glEnable(GL_TEXTURE_2D); //disable the drawing of the mask and start the drawing of the masked elements //while still having the depth test active glDepthMask(false); glColorMask(true, true, true, true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_GREATER); gui.bindTexture(this.background); double aspect = (double) sizeY / (double) sizeX; glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glColor4d(1, 1, 1, 0.1); RenderUtils.drawPlaneWithUV(posX, posY, 0, sizeX, sizeY, 0.5 - scrollX * 0.001, 0.5 - (double) scrollY * 0.0003, 0.5, 0.5 * aspect); RenderUtils.drawPlaneWithUV(posX, posY, 0, sizeX, sizeY, 0.2 - scrollX * 0.001, 0.2 - (double) scrollY * 0.0005, 0.3, 0.3 * aspect); glEnable(GL_ALPHA_TEST); super.drawBackground(mouseX, mouseY, gameTicks); if (orderButtonElement.getSelectedState() > 1) { for (Map.Entry<String, Bounds> group : groups.entrySet()) { getFontRenderer().setUnicodeFlag(true); Bounds b = group.getValue(); RenderUtils.applyColor(Reference.COLOR_MATTER); groupBackground.render(14 + b.getMinX(), 14 + b.getMinY(), b.getWidth(), b.getHeight()); String groupName = MOStringHelper .translateToLocal(String.format("guide.group.%s.name", group.getKey())); int groupNameWidth = getFontRenderer().getStringWidth(groupName); getFontRenderer().drawString(groupName, 14 + scrollX + b.getMinX() + b.getWidth() / 2 - groupNameWidth / 2, 10 + b.getMinY(), Reference.COLOR_MATTER.getColor()); getFontRenderer().setUnicodeFlag(false); } } //reset the depth check function to prevent the masking of other elements as well as the depth testing glDepthFunc(GL_LEQUAL); GL11.glDisable(GL11.GL_DEPTH_TEST); }
From source file:matteroverdrive.gui.pages.PageGuideEntries.java
License:Open Source License
@Override public void drawForeground(int mouseX, int mouseY) { glClear(GL_DEPTH_BUFFER_BIT);/* w ww . j a v a2s. c o m*/ glClearDepth(1f); GL11.glDepthFunc(GL11.GL_LESS); GL11.glEnable(GL11.GL_DEPTH_TEST); glDepthMask(true); glColorMask(false, false, false, false); glDisable(GL_TEXTURE_2D); RenderUtils.drawPlane(posX, posY, 400, sizeX, sizeY); glEnable(GL_TEXTURE_2D); glDepthMask(false); glColorMask(true, true, true, true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_GREATER); super.drawForeground(mouseX, mouseY); glDepthFunc(GL_LEQUAL); GL11.glDisable(GL11.GL_DEPTH_TEST); glDepthMask(false); }
From source file:matteroverdrive.util.RenderUtils.java
License:Open Source License
public static void beginDrawingDepthMask() { glClear(GL_DEPTH_BUFFER_BIT);/*w w w . j a v a 2 s. c o m*/ glClearDepth(1f); GL11.glDepthFunc(GL11.GL_LESS); glEnable(GL_DEPTH_TEST); glDepthMask(true); glColorMask(false, false, false, false); glDisable(GL_TEXTURE_2D); }
From source file:matteroverdrive.util.RenderUtils.java
License:Open Source License
public static void beginDepthMasking() { glEnable(GL_TEXTURE_2D);//from w ww . j av a 2 s . co m glDepthMask(false); glColorMask(true, true, true, true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_GREATER); }
From source file:me.sunchiro.game.engine.gl.Graphic.java
License:Open Source License
public void createWindow(int width, int height, String name) { this.width = width; this.height = height; glfwSetErrorCallback(errorCallback = Callbacks.errorCallbackPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) throw new IllegalStateException("Unable to initialize GLFW"); glfwDefaultWindowHints(); // optional, the current window hints are glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_VISIBLE, GL11.GL_FALSE); // the window will stay // hidden/*from www . j a va2s . c o m*/ glfwWindowHint(GLFW_RESIZABLE, GL11.GL_TRUE); // the window will be // resizable window = glfwCreateWindow(width, height, name, NULL, NULL); if (window == NULL) throw new RuntimeException("Failed to create the GLFW window"); // glfwSetKeyCallback(window,this.keyCallback = keyCallback); glfwSetWindowSizeCallback(window, resizeCallback()); ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); glfwSetWindowPos(window, (vidmode.asIntBuffer().get(0) - width) / 2, (vidmode.asIntBuffer().get(1) - height) / 2); glfwMakeContextCurrent(window); Graphic.instance = this; glfwSwapInterval(1); GL.createCapabilities(); setCapabilities(); glfwShowWindow(window); // Setup an XNA like background color GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0); // Map the internal OpenGL coordinate system to the entire screen GL11.glViewport(0, 0, width, height); matBuff = BufferUtils.createFloatBuffer(16); vaoId = GL30.glGenVertexArrays(); vboiId = GL15.glGenBuffers(); vboId = GL15.glGenBuffers(); tid_charmap = texManager.loadTexture("textures/charmap.png", GL13.GL_TEXTURE0); shader.setupShader(); // testQuad(); }
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();/* w ww . j a va 2s . co m*/ 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.railcraft.client.render.RenderTankCartItem.java
License:Open Source License
private void renderIn3D(ItemStack stack) { GL11.glPushMatrix();//w ww. j a va2 s . c o m Tessellator tessellator = Tessellator.instance; 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; 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; if (renderItem.renderWithColor) 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(), RenderTools.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, RenderTools.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, RenderTools.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(); }