List of usage examples for org.lwjgl.opengl GL11 glDepthMask
public static void glDepthMask(@NativeType("GLboolean") boolean flag)
From source file:info.plugmania.novacraft.event.gui.Render3DUnderlayEvent.java
License:GNU General Public License
public void enable() { GL11.glPushMatrix();//from ww w . j ava 2 s .c o m GL11.glDepthMask(true); //GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glEnable(GL11.GL_LINE_SMOOTH); Minecraft.getMinecraft().entityRenderer.disableLightmap(1.0D); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glDepthMask(boolean flag) { GL11.glDepthMask(flag); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve./* www. j a va 2s. c o m*/ */ private RenderState startRender() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */// w ww . j a va 2s. c o m private void endRender(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
From source file:ivorius.ivtoolkit.raytracing.IvRaytracer.java
License:Apache License
public static void drawStandardOutlines(List<IvRaytraceableObject> objects) { GL11.glEnable(GL11.GL_BLEND);//from w ww .ja v a 2s .co m OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); // GL11.glColor4f(0, 0, 0, 0.4f); Random r = new Random(0); for (IvRaytraceableObject object : objects) { int color = r.nextInt(); GL11.glColor4f(((color >> 16) & 255) / 255.0f, ((color >> 8) & 255) / 255.0f, ((color >> 0) & 255) / 255.0f, 0.8F); object.drawOutlines(); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
From source file:ivorius.ivtoolkit.rendering.IvRenderHelper.java
License:Apache License
public static void renderLights(float ticks, int color, float alpha, int number) { float width = 2.5f; Tessellator tessellator = Tessellator.instance; float usedTicks = ticks / 200.0F; Random random = new Random(432L); GL11.glDisable(GL11.GL_TEXTURE_2D);//from www. j a v a 2s . c o m GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glPushMatrix(); for (int var7 = 0; (float) var7 < number; ++var7) { float xLogFunc = (((float) var7 / number * 28493.0f + ticks) / 10.0f) % 20.0f; if (xLogFunc > 10.0f) { xLogFunc = 20.0f - xLogFunc; } float yLogFunc = 1.0f / (1.0f + (float) Math.pow(2.71828f, -0.8f * xLogFunc) * ((1.0f / 0.01f) - 1.0f)); float lightAlpha = yLogFunc; if (lightAlpha > 0.01f) { GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F + usedTicks * 90.0F, 0.0F, 0.0F, 1.0F); tessellator.startDrawing(6); float var8 = random.nextFloat() * 20.0F + 5.0F; float var9 = random.nextFloat() * 2.0F + 1.0F; tessellator.setColorRGBA_I(color, (int) (255.0F * alpha * lightAlpha)); tessellator.addVertex(0.0D, 0.0D, 0.0D); tessellator.setColorRGBA_I(color, 0); tessellator.addVertex(-width * (double) var9, var8, (-0.5F * var9)); tessellator.addVertex(width * (double) var9, var8, (-0.5F * var9)); tessellator.addVertex(0.0D, var8, (1.0F * var9)); tessellator.addVertex(-width * (double) var9, var8, (-0.5F * var9)); tessellator.draw(); } } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); }
From source file:jake2.desktop.LWJGLAdapter.java
License:Open Source License
@Override public void glDepthMask(boolean b) { GL11.glDepthMask(b); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setDepthMask(boolean depthWriteEnabled) { GL11.glDepthMask(depthWriteEnabled); }
From source file:kuake2.render.lwjgl.Light.java
License:Open Source License
/** * R_RenderDlights/*from ww w . j a v a 2 s. c o m*/ */ void R_RenderDlights() { if (gl_flashblend.value == 0) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame GL11.glDepthMask(false); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); for (int i = 0; i < r_newrefdef.num_dlights; i++) { R_RenderDlight(r_newrefdef.dlights[i]); } GL11.glColor3f(1, 1, 1); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(true); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_DrawEntitiesOnList/*w ww . java 2 s .c o m*/ */ void R_DrawEntitiesOnList() { if (r_drawentities.value == 0.0f) return; // draw non-transparent first int i; for (i = 0; i < r_newrefdef.num_entities; i++) { currententity = r_newrefdef.entities[i]; if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) continue; // solid if ((currententity.flags & Defines.RF_BEAM) != 0) { R_DrawBeam(currententity); } else { currentmodel = currententity.model; if (currentmodel == null) { R_DrawNullModel(); continue; } switch (currentmodel.type) { case mod_alias: R_DrawAliasModel(currententity); break; case mod_brush: R_DrawBrushModel(currententity); break; case mod_sprite: R_DrawSpriteModel(currententity); break; default: Com.Error(Defines.ERR_DROP, "Bad modeltype"); break; } } } // draw transparent entities // we could sort these if it ever becomes a problem... GL11.glDepthMask(false); // no z writes for (i = 0; i < r_newrefdef.num_entities; i++) { currententity = r_newrefdef.entities[i]; if ((currententity.flags & Defines.RF_TRANSLUCENT) == 0) continue; // solid if ((currententity.flags & Defines.RF_BEAM) != 0) { R_DrawBeam(currententity); } else { currentmodel = currententity.model; if (currentmodel == null) { R_DrawNullModel(); continue; } switch (currentmodel.type) { case mod_alias: R_DrawAliasModel(currententity); break; case mod_brush: R_DrawBrushModel(currententity); break; case mod_sprite: R_DrawSpriteModel(currententity); break; default: Com.Error(Defines.ERR_DROP, "Bad modeltype"); break; } } } GL11.glDepthMask(true); // back to writing }