Example usage for org.lwjgl.opengl GL11 glDepthMask

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

Introduction

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

Prototype

public static void glDepthMask(@NativeType("GLboolean") boolean flag) 

Source Link

Document

Masks the writing of depth values to the depth buffer.

Usage

From source file:cn.academy.energy.client.render.tile.RenderMatrix.java

License:Open Source License

@Override
public void renderAtOrigin(TileEntity te) {
    TileMatrix tm = (TileMatrix) te;/*from  ww w . ja v a  2s.  c  om*/
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glPushMatrix();
    {
        GL11.glTranslated(-1, 0, -1);
        double scale = 0.22;
        GL11.glScaled(scale, scale, scale);
        RenderUtils.loadTexture(tex);

        GL11.glDepthMask(true);
        model.renderPart("base");

        GL11.glPushMatrix();
        {
            GL11.glTranslated(0, 6.3, 0);
            drawCube(tm.isLoaded);
        }
        GL11.glPopMatrix();

        GL11.glDepthMask(false);

        RenderUtils.loadTexture(tex);
        model.renderPart("plate");

    }
    GL11.glPopMatrix();
}

From source file:cn.academy.vanilla.electromaster.client.effect.SubArcHandler.java

License:GNU General Public License

public void drawAll() {
    Iterator<SubArc> iter = list.iterator();

    GL11.glDepthMask(false);
    while (iter.hasNext()) {
        SubArc arc = iter.next();/*from   ww  w .  jav  a2 s.  c  o m*/
        if (!arc.dead && arc.draw) {

            GL11.glPushMatrix();
            RenderUtils.glTranslate(arc.pos);
            GL11.glRotated(arc.rotZ, 0, 0, 1);
            GL11.glRotated(arc.rotY, 0, 1, 0);
            GL11.glRotated(arc.rotX, 1, 0, 0);

            final double scale = 0.3;
            GL11.glScaled(scale, scale, scale);
            GL11.glTranslated(-arcs[arc.texID].length / 2, 0, 0);
            arcs[arc.texID].draw();
            GL11.glPopMatrix();
        }
    }
    GL11.glDepthMask(true);
}

From source file:cn.academy.vanilla.electromaster.client.effect.SubArcHandler2D.java

License:GNU General Public License

public void drawAll() {
    Iterator<SubArc2D> iter = list.iterator();

    GL11.glDepthMask(false);
    GL11.glPushMatrix();//from ww  w. jav  a  2  s.  c om

    while (iter.hasNext()) {
        SubArc2D arc = iter.next();
        if (!arc.dead && arc.draw) {

            GL11.glPushMatrix();

            GL11.glTranslated(xScale * arc.x - arc.size / 2, yScale * arc.y - arc.size / 2, 0);

            RenderUtils.loadTexture(arcs[arc.texID]);
            HudUtils.rect(0, 0, arc.size, arc.size);

            GL11.glPopMatrix();
        }
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
}

From source file:cn.academy.vanilla.generic.client.render.RippleMarkRender.java

License:GNU General Public License

@Override
public void doRender(Entity entity, double x, double y, double z, float a, float b) {
    EntityRippleMark mark = (EntityRippleMark) entity;
    long dt = GameTimer.getTime() - mark.creationTime;

    GL11.glDisable(GL11.GL_CULL_FACE);//from   w  ww  .jav a  2  s . co  m
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);
    GL11.glDepthMask(false);
    GL11.glPushMatrix();

    GL11.glTranslated(x, y, z);

    for (int i = 0; i < timeOffsets.length; ++i) {
        GL11.glPushMatrix();

        long mod = (dt - timeOffsets[i]) % CYCLE;
        float size = getSize(mod);

        GL11.glTranslatef(0, getHeight(mod), 0);
        GL11.glScalef(size, 1, size);
        material.color = mark.color.copy();
        material.color.a *= getAlpha(mod);
        mesh.draw(material);

        GL11.glPopMatrix();
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
    GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1f);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
}

From source file:cn.lambdalib.util.client.auxgui.AuxGuiHandler.java

License:MIT License

@SubscribeEvent
public void drawHudEvent(RenderGameOverlayEvent event) {
    GL11.glDepthFunc(GL11.GL_ALWAYS);//from w w w.  j  ava  2s  .  c  o m
    GL11.glDepthMask(false);
    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.liutils.api.gui.LIGui.java

License:Open Source License

/**
 * Go down the hierarchy tree and draw each widget node.
 */// ww  w . ja  va 2  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);//from   w  w w.  j  a  va2  s.co m
    GL11.glDepthMask(false);
    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:com.a2client.corex.Render.java

License:Open Source License

static public void setDepthWrite(boolean v) {
    if (depth_write != v) {
        depth_write = v;
        GL11.glDepthMask(v);
    }
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglZBufferStateUtil.java

License:Open Source License

private static void enableWrite(final boolean enable, final ZBufferStateRecord record) {
    if (enable != record.writable || !record.isValid()) {
        GL11.glDepthMask(enable);
        record.writable = enable;//from  ww  w .j a v a2s  .co m
    }
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glDepthMask(boolean flag) {
    GL11.glDepthMask(flag);
}