List of usage examples for org.lwjgl.opengl GL11 glDepthMask
public static void glDepthMask(@NativeType("GLboolean") boolean flag)
From source file:com.minestellar.moon.world.SkyRendererMoon.java
License:Open Source License
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { WorldProviderMoon gcProvider = null; if (world.provider instanceof WorldProviderMoon) { gcProvider = (WorldProviderMoon) world.provider; }//from w ww. j a v a 2 s .c om GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(1, 1, 1); final Tessellator var23 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(0, 0, 0); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderHelper.disableStandardItemLighting(); float var10; float var11; float var12; float var20 = 0; if (gcProvider != null) { var20 = gcProvider.getStarBrightness(partialTicks); } if (var20 > 0.0F) { GL11.glColor4f(1.0F, 1.0F, 1.0F, var20); GL11.glCallList(this.starGLCallList); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glPushMatrix(); GL11.glPopMatrix(); GL11.glPushMatrix(); // SUN: GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 5F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); var12 = 30.0F; FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.sunTexture); var23.startDrawingQuads(); var23.addVertexWithUV(-var12, 150.0D, -var12, 0.0D, 0.0D); var23.addVertexWithUV(var12, 150.0D, -var12, 1.0D, 0.0D); var23.addVertexWithUV(var12, 150.0D, var12, 1.0D, 1.0D); var23.addVertexWithUV(-var12, 150.0D, var12, 0.0D, 1.0D); var23.draw(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glDisable(GL11.GL_BLEND); // EARTH: var12 = 50.0F; final float earthRotation = (float) (world.getSpawnPoint().posZ - mc.thePlayer.posZ) * 0.01F; GL11.glScalef(0.6F, 0.6F, 0.6F); GL11.glRotatef(earthRotation, 1.0F, 0.0F, 0.0F); GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.earthTexture); world.getMoonPhase(); var23.startDrawingQuads(); var23.addVertexWithUV(-var12, -400.0D, var12, 0, 1); var23.addVertexWithUV(var12, -400.0D, var12, 1, 1); var23.addVertexWithUV(var12, -400.0D, -var12, 1, 0); var23.addVertexWithUV(-var12, -400.0D, -var12, 0, 0); var23.draw(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); final double var25 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (var25 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); var10 = 1.0F; var11 = -((float) (var25 + 65.0D)); var12 = -var10; var23.startDrawingQuads(); var23.setColorRGBA_I(0, 255); var23.addVertex(-var10, var11, var10); var23.addVertex(var10, var11, var10); var23.addVertex(var10, var12, var10); var23.addVertex(-var10, var12, var10); var23.addVertex(-var10, var12, -var10); var23.addVertex(var10, var12, -var10); var23.addVertex(var10, var11, -var10); var23.addVertex(-var10, var11, -var10); var23.addVertex(var10, var12, -var10); var23.addVertex(var10, var12, var10); var23.addVertex(var10, var11, var10); var23.addVertex(var10, var11, -var10); var23.addVertex(-var10, var11, -var10); var23.addVertex(-var10, var11, var10); var23.addVertex(-var10, var12, var10); var23.addVertex(-var10, var12, -var10); var23.addVertex(-var10, var12, -var10); var23.addVertex(-var10, var12, var10); var23.addVertex(var10, var12, var10); var23.addVertex(var10, var12, -var10); var23.draw(); } GL11.glColor3f(70F / 256F, 70F / 256F, 70F / 256F); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (var25 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); }
From source file:com.mtbs3d.minecrift.VRRenderer.java
License:LGPL
public void renderWorld(float renderPartialTicks, long nextFrameTime, int renderSceneNumber) { RenderGlobal renderGlobal = this.mc.renderGlobal; EffectRenderer effectRenderer = this.mc.effectRenderer; EntityLivingBase renderViewEntity = this.mc.renderViewEntity; //TODO: fog color isn't quite right yet when eyes split water/air this.updateFogColor(renderPartialTicks); GL11.glClearColor(fogColorRed, fogColorGreen, fogColorBlue, 0.5f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_CULL_FACE);/*from ww w.ja va 2 s . c om*/ GL11.glEnable(GL11.GL_DEPTH_TEST); //mc.checkGLError("FBO init"); this.mc.mcProfiler.startSection("lightTex"); if (this.lightmapUpdateNeeded) { this.updateLightmap(renderPartialTicks); } ActiveRenderInfo.updateRenderInfo(this.mc.thePlayer, this.mc.gameSettings.thirdPersonView == 2); this.mc.mcProfiler.endStartSection("frustrum"); ClippingHelperImpl.getInstance(); // setup clip, using current modelview / projection matrices if (!Config.isSkyEnabled() && !Config.isSunMoonEnabled() && !Config.isStarsEnabled()) { GL11.glDisable(GL11.GL_BLEND); } else { this.setupFog(-1, renderPartialTicks); this.mc.mcProfiler.endStartSection("sky"); renderGlobal.renderSky(renderPartialTicks); } GL11.glEnable(GL11.GL_FOG); this.setupFog(1, renderPartialTicks); if (this.mc.gameSettings.ambientOcclusion != 0) { GL11.glShadeModel(GL11.GL_SMOOTH); } this.mc.mcProfiler.endStartSection("culling"); Frustrum frustrum = new Frustrum(); frustrum.setPosition(renderOriginX, renderOriginY, renderOriginZ); this.mc.renderGlobal.clipRenderersByFrustum(frustrum, renderPartialTicks); if (renderSceneNumber == 0) { this.mc.mcProfiler.endStartSection("updatechunks"); while (!this.mc.renderGlobal.updateRenderers(renderViewEntity, false) && nextFrameTime != 0L) { long var15 = nextFrameTime - System.nanoTime(); if (var15 < 0L || var15 > 1000000000L) { break; } } } if (renderViewEntity.posY < 128.0D) { this.renderCloudsCheck(renderGlobal, renderPartialTicks); } this.mc.mcProfiler.endStartSection("prepareterrain"); this.setupFog(0, renderPartialTicks); GL11.glEnable(GL11.GL_FOG); this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); RenderHelper.disableStandardItemLighting(); this.mc.mcProfiler.endStartSection("terrain"); renderGlobal.sortAndRender(renderViewEntity, 0, (double) renderPartialTicks); GL11.glShadeModel(GL11.GL_FLAT); boolean var16 = Reflector.ForgeHooksClient.exists(); EntityPlayer var18; if (this.debugViewDirection == 0) { RenderHelper.enableStandardItemLighting(); this.mc.mcProfiler.endStartSection("entities"); if (var16) { Reflector.callVoid(Reflector.ForgeHooksClient_setRenderPass, new Object[] { Integer.valueOf(0) }); } //TODO: multiple render passes for entities? renderGlobal.renderEntities(renderViewEntity.getPosition(renderPartialTicks), frustrum, renderPartialTicks); if (var16) { Reflector.callVoid(Reflector.ForgeHooksClient_setRenderPass, new Object[] { Integer.valueOf(-1) }); } RenderHelper.disableStandardItemLighting(); } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(true); this.setupFog(0, renderPartialTicks); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_CULL_FACE); this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); WrUpdates.resumeBackgroundUpdates(); if (Config.isWaterFancy()) { this.mc.mcProfiler.endStartSection("water"); if (this.mc.gameSettings.ambientOcclusion != 0) { GL11.glShadeModel(GL11.GL_SMOOTH); } GL11.glColorMask(false, false, false, false); int var17 = renderGlobal.renderAllSortedRenderers(1, (double) renderPartialTicks); if (this.mc.gameSettings.anaglyph) { if (anaglyphField == 0) { GL11.glColorMask(false, true, true, true); } else { GL11.glColorMask(true, false, false, true); } } else { GL11.glColorMask(true, true, true, true); } if (var17 > 0) { renderGlobal.renderAllSortedRenderers(1, (double) renderPartialTicks); } GL11.glShadeModel(GL11.GL_FLAT); } else { this.mc.mcProfiler.endStartSection("water"); renderGlobal.renderAllSortedRenderers(1, (double) renderPartialTicks); } WrUpdates.pauseBackgroundUpdates(); if (var16 && this.debugViewDirection == 0) { RenderHelper.enableStandardItemLighting(); this.mc.mcProfiler.endStartSection("entities"); Reflector.callVoid(Reflector.ForgeHooksClient_setRenderPass, new Object[] { Integer.valueOf(1) }); this.mc.renderGlobal.renderEntities(renderViewEntity.getPosition(renderPartialTicks), frustrum, renderPartialTicks); Reflector.callVoid(Reflector.ForgeHooksClient_setRenderPass, new Object[] { Integer.valueOf(-1) }); RenderHelper.disableStandardItemLighting(); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); boolean renderOutline = this.mc.vrSettings.alwaysRenderBlockOutline || !this.mc.gameSettings.hideGUI; if (this.mc.currentScreen == null && this.cameraZoom == 1.0D && renderViewEntity instanceof EntityPlayer && this.mc.objectMouseOver != null && !renderViewEntity.isInsideOfMaterial(Material.water) && renderOutline) { var18 = (EntityPlayer) renderViewEntity; GL11.glDisable(GL11.GL_ALPHA_TEST); this.mc.mcProfiler.endStartSection("outline"); if (!var16 || !Reflector.callBoolean(Reflector.ForgeHooksClient_onDrawBlockHighlight, new Object[] { renderGlobal, var18, this.mc.objectMouseOver, Integer.valueOf(0), var18.inventory.getCurrentItem(), Float.valueOf(renderPartialTicks) })) { renderGlobal.drawSelectionBox(var18, this.mc.objectMouseOver, 0, renderPartialTicks); } GL11.glEnable(GL11.GL_ALPHA_TEST); } if (this.mc.currentScreen == null && this.cameraZoom == 1.0D && renderViewEntity instanceof EntityPlayer && !renderViewEntity.isInsideOfMaterial(Material.water) && renderOutline && this.mc.vrSettings.showEntityOutline) { var18 = (EntityPlayer) renderViewEntity; if (var18 != null) { GL11.glDisable(GL11.GL_ALPHA_TEST); this.mc.mcProfiler.endStartSection("entityOutline"); if (this.bb != null) drawBoundingBox(var18, this.bb, renderPartialTicks); GL11.glEnable(GL11.GL_ALPHA_TEST); } } this.mc.mcProfiler.endStartSection("destroyProgress"); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); renderGlobal.drawBlockDamageTexture(Tessellator.instance, renderViewEntity, renderPartialTicks); GL11.glDisable(GL11.GL_BLEND); this.mc.mcProfiler.endStartSection("weather"); this.renderRainSnow(renderPartialTicks); GL11.glDisable(GL11.GL_FOG); if (renderViewEntity.posY >= 128.0D) { this.renderCloudsCheck(renderGlobal, renderPartialTicks); } this.enableLightmap((double) renderPartialTicks); this.mc.mcProfiler.endStartSection("litParticles"); RenderHelper.enableStandardItemLighting(); effectRenderer.renderLitParticles(renderViewEntity, renderPartialTicks); RenderHelper.disableStandardItemLighting(); this.setupFog(0, renderPartialTicks); this.mc.mcProfiler.endStartSection("particles"); effectRenderer.renderParticles(renderViewEntity, renderPartialTicks); this.disableLightmap((double) renderPartialTicks); if (var16) { this.mc.mcProfiler.endStartSection("FRenderLast"); Reflector.callVoid(Reflector.ForgeHooksClient_dispatchRenderLast, new Object[] { renderGlobal, Float.valueOf(renderPartialTicks) }); } if (this.mc.vrSettings.renderFullFirstPersonModel == false) { GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); this.renderHand(renderPartialTicks, renderSceneNumber); } GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); //white crosshair, with blending //Draw crosshair boolean renderCrosshair = this.mc.vrSettings.alwaysRenderInGameCrosshair || !this.mc.gameSettings.hideGUI; if (this.mc.currentScreen == null && this.mc.gameSettings.thirdPersonView == 0 && renderCrosshair) { this.mc.mcProfiler.endStartSection("crosshair"); float crossDepth = (float) Math.sqrt((crossX * crossX + crossY * crossY + crossZ * crossZ)); float scale = 0.025f * crossDepth * this.mc.vrSettings.crosshairScale; GL11.glPushMatrix(); GL11.glTranslatef(crossX, crossY, crossZ); GL11.glRotatef(-this.aimYaw, 0.0F, 1.0F, 0.0F); GL11.glRotatef(this.aimPitch, 1.0F, 0.0F, 0.0F); if (this.mc.vrSettings.crosshairRollsWithHead) GL11.glRotatef(this.cameraRoll, 0.0F, 0.0F, 1.0F); GL11.glScalef(-scale, -scale, scale); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_ONE_MINUS_DST_COLOR, GL11.GL_ONE_MINUS_SRC_COLOR); this.mc.getTextureManager().bindTexture(Gui.icons); float var7 = 0.00390625F; float var8 = 0.00390625F; Tessellator.instance.startDrawingQuads(); Tessellator.instance.addVertexWithUV(-1, +1, 0, 0, 16 * var8); Tessellator.instance.addVertexWithUV(+1, +1, 0, 16 * var7, 16 * var8); Tessellator.instance.addVertexWithUV(+1, -1, 0, 16 * var7, 0); Tessellator.instance.addVertexWithUV(-1, -1, 0, 0, 0); Tessellator.instance.draw(); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glPopMatrix(); //mc.checkGLError("crosshair"); } this.mc.mcProfiler.endSection(); }
From source file:com.mtbs3d.minecrift.VRRenderer.java
License:LGPL
public void drawBoundingBox(EntityPlayer par1EntityPlayer, AxisAlignedBB bb, float par4) { GL11.glEnable(GL11.GL_BLEND);//from w w w . j av a 2 s . c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(0.0F, 0.0F, 0.0F, 0.4F); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); float var5 = 0.002F; double var7 = par1EntityPlayer.lastTickPosX + (par1EntityPlayer.posX - par1EntityPlayer.lastTickPosX) * (double) par4; double var9 = par1EntityPlayer.lastTickPosY + (par1EntityPlayer.posY - par1EntityPlayer.lastTickPosY) * (double) par4; double var11 = par1EntityPlayer.lastTickPosZ + (par1EntityPlayer.posZ - par1EntityPlayer.lastTickPosZ) * (double) par4; drawOutlinedBoundingBox( bb.expand((double) var5, (double) var5, (double) var5).getOffsetBoundingBox(-var7, -var9, -var11)); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
From source file:com.mtbs3d.minecrift.VRRenderer.java
License:LGPL
public void drawLine(EntityPlayer par1EntityPlayer, Vec3 start, Vec3 end, float par4) { GL11.glEnable(GL11.GL_BLEND);//ww w.j a va 2 s . c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(0.0F, 0.0F, 0.0F, 0.4F); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); float var5 = 0.002F; double var7 = par1EntityPlayer.lastTickPosX + (par1EntityPlayer.posX - par1EntityPlayer.lastTickPosX) * (double) par4; double var9 = par1EntityPlayer.lastTickPosY + (par1EntityPlayer.posY - par1EntityPlayer.lastTickPosY) * (double) par4; double var11 = par1EntityPlayer.lastTickPosZ + (par1EntityPlayer.posZ - par1EntityPlayer.lastTickPosZ) * (double) par4; Tessellator var2 = Tessellator.instance; var2.startDrawing(GL11.GL_LINE_STRIP); var2.addVertex(start.xCoord, start.yCoord, start.zCoord); var2.addVertex(end.xCoord, end.yCoord, end.zCoord); var2.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }
From source file:com.opengrave.og.base.RenderableLiquid.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();/* ww w. j a va 2 s .c om*/ if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("liquid.vs", "liquid.fs").getProgram(); GL20.glUseProgram(pID); int atlas = GL20.glGetUniformLocation(pID, "arraytexture"); int normals = GL20.glGetUniformLocation(pID, "arraytexturedata"); int colours = GL20.glGetUniformLocation(pID, "colours"); int flows = GL20.glGetUniformLocation(pID, "flows"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(atlas, 0); GL20.glUniform1i(normals, 1); GL20.glUniform1i(colours, 2); GL20.glUniform1i(flows, 3); GL20.glUniform1i(shadow, 4); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); getContext().setMatrices(pID, matrix); textureAtlas.bind(GL13.GL_TEXTURE0); normalAtlas.bind(GL13.GL_TEXTURE1); getColourTexture().bind(GL13.GL_TEXTURE2); getFlowTexture().bind(GL13.GL_TEXTURE3); getContext().bindShadowData(GL13.GL_TEXTURE4); getContext().bindLights(pID, GL13.GL_TEXTURE5); Util.setRenderStyle(pID, style); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL11.glDepthMask(true); getContext().unbindLights(); getContext().unbindShadowData(); textureAtlas.unbind(); getFlowTexture().unbind(); getColourTexture().unbind(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from ww w . j a v a 2s . c o m if (matList == null || !matList.valid()) { return; } GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_Colour"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int texture = GL20.glGetUniformLocation(pID, "tex"); GL20.glUniform1i(texture, 0); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, getContext().width / 1024f); getContext().setMatrices(pID, matrix); if (matList != null && matList.valid()) { matList.bind(pID, GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDepthMask(true); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (matList != null && matList.valid()) { matList.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.engine.StaticObject.java
License:Open Source License
@Override public void doRenderSemiTransparent(Matrix4f matrix) { if (!transparent) { return;// ww w . java 2 s . com } renderable.setMaterialList(matList); renderable.setContext(context); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); GL11.glDepthMask(false); renderable.render(matrix, style); GL11.glDepthMask(true); context.prepare3DTransparent(); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
@Override public void bindDraw() { Util.checkErr();/*from www .ja v a 2 s. c o m*/ for (int i = GL13.GL_TEXTURE0; i < GL13.GL_TEXTURE31; i++) { GL13.glActiveTexture(i); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, 0); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0); } Util.checkErr(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); Util.checkErr(); GL11.glDisable(GL11.GL_BLEND); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); Util.checkErr(); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Util.checkErr(); GL11.glViewport(0, 0, framebufferSize, framebufferSize); }
From source file:com.opengrave.og.light.DepthCubeFramebuffer.java
License:Open Source License
public void bindDraw(int direction) { Util.checkErr();//from w w w . jav a 2 s. c om GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); shadowMap.bindToFrameBuffer(direction); Util.checkErr(); Util.checkErr(); GL11.glDisable(GL11.GL_BLEND); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); Util.checkErr(); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); Util.checkErr(); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glViewport(0, 0, framebufferSize, framebufferSize); }
From source file:com.pahimar.ee3.core.handlers.DrawBlockHighlightHandler.java
License:LGPL
public void drawInWorldTransmutationOverlay(DrawBlockHighlightEvent event) { double x = event.target.blockX + 0.5F; double y = event.target.blockY + 0.5F; double z = event.target.blockZ + 0.5F; double iPX = event.player.prevPosX + (event.player.posX - event.player.prevPosX) * event.partialTicks; double iPY = event.player.prevPosY + (event.player.posY - event.player.prevPosY) * event.partialTicks; double iPZ = event.player.prevPosZ + (event.player.posZ - event.player.prevPosZ) * event.partialTicks; int texture = event.context.renderEngine.getTexture(Textures.EFFECT_WORLD_TRANSMUTATION); float xScale = 1; float yScale = 1; float zScale = 1; float xShift = 0.1F; float yShift = 0.1F; float zShift = 0.1F; int chargeLevel; int itemChargeLevel = 0; if (event.currentItem.getItem() instanceof IChargeable) { itemChargeLevel = ((IChargeable) event.currentItem.getItem()).getCharge(event.currentItem); }/* w w w . j a v a 2s .co m*/ chargeLevel = 1 + itemChargeLevel * 2; ForgeDirection sideHit = ForgeDirection.getOrientation(event.target.sideHit); switch (sideHit) { case UP: { xScale = chargeLevel + 0.1F; zScale = chargeLevel + 0.1F; xShift = 0; zShift = 0; break; } case DOWN: { xScale = chargeLevel + 0.1F; zScale = chargeLevel + 0.1F; xShift = 0; yShift = -yShift; zShift = 0; break; } case NORTH: { xScale = chargeLevel + 0.1F; yScale = chargeLevel + 0.1F; xShift = 0; yShift = 0; zShift = -zShift; break; } case SOUTH: { xScale = chargeLevel + 0.1F; yScale = chargeLevel + 0.1F; xShift = 0; yShift = 0; break; } case EAST: { yScale = chargeLevel + 0.1F; zScale = chargeLevel + 0.1F; yShift = 0; zShift = 0; break; } case WEST: { yScale = chargeLevel + 0.1F; zScale = chargeLevel + 0.1F; xShift = -xShift; yShift = 0; zShift = 0; break; } default: break; } GL11.glDepthMask(false); GL11.glDisable(GL11.GL_CULL_FACE); for (int i = 0; i < 6; i++) { ForgeDirection forgeDir = ForgeDirection.getOrientation(i); int zCorrection = i == 2 ? -1 : 1; GL11.glPushMatrix(); GL11.glTranslated(-iPX + x + xShift, -iPY + y + yShift, -iPZ + z + zShift); GL11.glScalef(1F * xScale, 1F * yScale, 1F * zScale); GL11.glRotatef(90, forgeDir.offsetX, forgeDir.offsetY, forgeDir.offsetZ); GL11.glTranslated(0, 0, 0.5f * zCorrection); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); renderPulsingQuad(texture, 0.75F); GL11.glPopMatrix(); } GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(true); }