Example usage for org.lwjgl.opengl GL11 glDepthRange

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

Introduction

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

Prototype

public static void glDepthRange(@NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar) 

Source Link

Document

Sets the depth range for all viewports to the same values.

Usage

From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java

License:Apache License

/**
 * {@inheritDoc}
 */
@Override
public void glDepthRange(float near, float far) {
    GL11.glDepthRange(near, far);
}

From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java

License:Open Source License

public void setDepthRange(final double depthRangeNear, final double depthRangeFar) {
    GL11.glDepthRange(depthRangeNear, depthRangeFar);
}

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

License:Apache License

public void glDepthRangef(float zNear, float zFar) {
    GL11.glDepthRange(zNear, zFar);
}

From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java

License:Apache License

public final void glDepthRangef(float zNear, float zFar) {
    GL11.glDepthRange(zNear, zFar);
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glDepthRangef(float zNear, float zFar) {
    GL11.glDepthRange(zNear, zFar);
}

From source file:jake2.desktop.LWJGLAdapter.java

License:Open Source License

@Override
public void glDepthRange(float zNear, float zFar) {
    GL11.glDepthRange(zNear, zFar);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setDepthRange(float zpos, float zscale, int near, int far) {
    GL11.glDepthRange((zpos - zscale) / 65535f, (zpos + zscale) / 65535f);
}

From source file:kuake2.render.lwjgl.Main.java

License:Open Source License

/**
 * R_Clear//  www .  ja  v a 2  s .  com
 */
void R_Clear() {
    if (gl_ztrick.value != 0.0f) {

        if (gl_clear.value != 0.0f) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
        }

        trickframe++;
        if ((trickframe & 1) != 0) {
            gldepthmin = 0;
            gldepthmax = 0.49999f;
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        } else {
            gldepthmin = 1;
            gldepthmax = 0.5f;
            GL11.glDepthFunc(GL11.GL_GEQUAL);
        }
    } else {
        if (gl_clear.value != 0.0f)
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        else
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);

        gldepthmin = 0;
        gldepthmax = 1;
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
    GL11.glDepthRange(gldepthmin, gldepthmax);
}

From source file:kuake2.render.lwjgl.Mesh.java

License:Open Source License

/**
 * R_DrawAliasModel/*w  ww . j a  v a2 s . c om*/
 */
void R_DrawAliasModel(entity_t e) {
    if ((e.flags & Defines.RF_WEAPONMODEL) == 0) {
        if (R_CullAliasModel(e))
            return;
    }

    if ((e.flags & Defines.RF_WEAPONMODEL) != 0) {
        if (r_lefthand.value == 2.0f)
            return;
    }

    qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata;

    //
    // get lighting information
    //
    // PMM - rewrote, reordered to handle new shells & mixing
    // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy
    //
    int i;
    if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED
            | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) {
        Math3D.VectorClear(shadelight);
        if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) {
            shadelight[0] = 0.56f;
            shadelight[1] = 0.59f;
            shadelight[2] = 0.45f;
        }
        if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) {
            shadelight[0] = 0.9f;
            shadelight[1] = 0.7f;
        }
        if ((currententity.flags & Defines.RF_SHELL_RED) != 0)
            shadelight[0] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0)
            shadelight[1] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0)
            shadelight[2] = 1.0f;
    } else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) {
        for (i = 0; i < 3; i++)
            shadelight[i] = 1.0f;
    } else {
        R_LightPoint(currententity.origin, shadelight);

        // player lighting hack for communication back to server
        // big hack!
        if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) {
            // pick the greatest component, which should be the same
            // as the mono value returned by software
            if (shadelight[0] > shadelight[1]) {
                if (shadelight[0] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[0];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            } else {
                if (shadelight[1] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[1];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            }
        }

        if (gl_monolightmap.string.charAt(0) != '0') {
            float s = shadelight[0];

            if (s < shadelight[1])
                s = shadelight[1];
            if (s < shadelight[2])
                s = shadelight[2];

            shadelight[0] = s;
            shadelight[1] = s;
            shadelight[2] = s;
        }
    }

    if ((currententity.flags & Defines.RF_MINLIGHT) != 0) {
        for (i = 0; i < 3; i++)
            if (shadelight[i] > 0.1f)
                break;
        if (i == 3) {
            shadelight[0] = 0.1f;
            shadelight[1] = 0.1f;
            shadelight[2] = 0.1f;
        }
    }

    if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time
        float scale;
        float min;

        scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7));
        for (i = 0; i < 3; i++) {
            min = shadelight[i] * 0.8f;
            shadelight[i] += scale;
            if (shadelight[i] < min)
                shadelight[i] = min;
        }
    }

    // =================
    // PGM   ir goggles color override
    if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0
            && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) {
        shadelight[0] = 1.0f;
        shadelight[1] = 0.0f;
        shadelight[2] = 0.0f;
    }
    // PGM
    // =================

    shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0)))
            & (SHADEDOT_QUANT - 1)];

    float an = (float) (currententity.angles[1] / 180 * Math.PI);
    shadevector[0] = (float) Math.cos(-an);
    shadevector[1] = (float) Math.sin(-an);
    shadevector[2] = 1;
    Math3D.VectorNormalize(shadevector);

    //
    // locate the proper data
    //

    c_alias_polys += paliashdr.num_tris;

    //
    // draw all the triangles
    //
    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls
        GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glScalef(-1, 1, 1);
        MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        GL11.glCullFace(GL11.GL_BACK);
    }

    GL11.glPushMatrix();
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.
    R_RotateForEntity(e);
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.

    image_t skin;
    // select skin
    if (currententity.skin != null)
        skin = currententity.skin; // custom player skin
    else {
        if (currententity.skinnum >= qfiles.MAX_MD2SKINS)
            skin = currentmodel.skins[0];
        else {
            skin = currentmodel.skins[currententity.skinnum];
            if (skin == null)
                skin = currentmodel.skins[0];
        }
    }
    if (skin == null)
        skin = r_notexture; // fallback...
    GL_Bind(skin.texnum);

    // draw it

    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL_TexEnv(GL11.GL_MODULATE);
    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glEnable(GL11.GL_BLEND);
    }

    if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) {
        VID.Printf(Defines.PRINT_ALL,
                "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) {
        VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe "
                + currententity.oldframe + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if (r_lerpmodels.value == 0.0f)
        currententity.backlerp = 0;

    GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp);

    GL_TexEnv(GL11.GL_REPLACE);
    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glPopMatrix();

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glCullFace(GL11.GL_FRONT);
    }

    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glDisable(GL11.GL_BLEND);
    }

    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
        GL11.glDepthRange(gldepthmin, gldepthmax);

    if (gl_shadows.value != 0.0f
            && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
        GL11.glPushMatrix();
        R_RotateForEntity(e);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(0, 0, 0, 0.5f);
        GL_DrawAliasShadow(paliashdr, currententity.frame);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glPopMatrix();
    }
    GL11.glColor4f(1, 1, 1, 1);
}

From source file:lwjake2.render.lwjgl.Mesh.java

License:Open Source License

/**
 * R_DrawAliasModel//from  ww w .  ja v a2s  .  c o m
 */
void R_DrawAliasModel(entity_t e) {
    if ((e.flags & Defines.RF_WEAPONMODEL) == 0) {
        if (R_CullAliasModel(e))
            return;
    }

    if ((e.flags & Defines.RF_WEAPONMODEL) != 0) {
        if (r_lefthand.value == 2.0f)
            return;
    }

    qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata;

    //
    // get lighting information
    //
    // PMM - rewrote, reordered to handle new shells & mixing
    // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy
    //
    int i;
    if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED
            | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) {
        Math3D.VectorClear(shadelight);
        if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) {
            shadelight[0] = 0.56f;
            shadelight[1] = 0.59f;
            shadelight[2] = 0.45f;
        }
        if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) {
            shadelight[0] = 0.9f;
            shadelight[1] = 0.7f;
        }
        if ((currententity.flags & Defines.RF_SHELL_RED) != 0)
            shadelight[0] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0)
            shadelight[1] = 1.0f;
        if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0)
            shadelight[2] = 1.0f;
    }

    else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) {
        for (i = 0; i < 3; i++)
            shadelight[i] = 1.0f;
    } else {
        R_LightPoint(currententity.origin, shadelight);

        // player lighting hack for communication back to server
        // big hack!
        if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) {
            // pick the greatest component, which should be the same
            // as the mono value returned by software
            if (shadelight[0] > shadelight[1]) {
                if (shadelight[0] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[0];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            } else {
                if (shadelight[1] > shadelight[2])
                    r_lightlevel.value = 150 * shadelight[1];
                else
                    r_lightlevel.value = 150 * shadelight[2];
            }
        }

        if (gl_monolightmap.string.charAt(0) != '0') {
            float s = shadelight[0];

            if (s < shadelight[1])
                s = shadelight[1];
            if (s < shadelight[2])
                s = shadelight[2];

            shadelight[0] = s;
            shadelight[1] = s;
            shadelight[2] = s;
        }
    }

    if ((currententity.flags & Defines.RF_MINLIGHT) != 0) {
        for (i = 0; i < 3; i++)
            if (shadelight[i] > 0.1f)
                break;
        if (i == 3) {
            shadelight[0] = 0.1f;
            shadelight[1] = 0.1f;
            shadelight[2] = 0.1f;
        }
    }

    if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will pulse with time
        float scale;
        float min;

        scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7));
        for (i = 0; i < 3; i++) {
            min = shadelight[i] * 0.8f;
            shadelight[i] += scale;
            if (shadelight[i] < min)
                shadelight[i] = min;
        }
    }

    // =================
    // PGM   ir goggles color override
    if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0
            && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) {
        shadelight[0] = 1.0f;
        shadelight[1] = 0.0f;
        shadelight[2] = 0.0f;
    }
    // PGM   
    // =================

    shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0)))
            & (SHADEDOT_QUANT - 1)];

    float an = (float) (currententity.angles[1] / 180 * Math.PI);
    shadevector[0] = (float) Math.cos(-an);
    shadevector[1] = (float) Math.sin(-an);
    shadevector[2] = 1;
    Math3D.VectorNormalize(shadevector);

    //
    // locate the proper data
    //

    c_alias_polys += paliashdr.num_tris;

    //
    // draw all the triangles
    //
    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls
        GL11.glDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glScalef(-1, 1, 1);
        MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        GL11.glCullFace(GL11.GL_BACK);
    }

    GL11.glPushMatrix();
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.
    R_RotateForEntity(e);
    e.angles[PITCH] = -e.angles[PITCH]; // sigh.

    image_t skin;
    // select skin
    if (currententity.skin != null)
        skin = currententity.skin; // custom player skin
    else {
        if (currententity.skinnum >= qfiles.MAX_MD2SKINS)
            skin = currentmodel.skins[0];
        else {
            skin = currentmodel.skins[currententity.skinnum];
            if (skin == null)
                skin = currentmodel.skins[0];
        }
    }
    if (skin == null)
        skin = r_notexture; // fallback...
    GL_Bind(skin.texnum);

    // draw it

    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL_TexEnv(GL11.GL_MODULATE);
    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glEnable(GL11.GL_BLEND);
    }

    if ((currententity.frame >= paliashdr.num_frames) || (currententity.frame < 0)) {
        VID.Printf(Defines.PRINT_ALL,
                "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if ((currententity.oldframe >= paliashdr.num_frames) || (currententity.oldframe < 0)) {
        VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe "
                + currententity.oldframe + '\n');
        currententity.frame = 0;
        currententity.oldframe = 0;
    }

    if (r_lerpmodels.value == 0.0f)
        currententity.backlerp = 0;

    GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp);

    GL_TexEnv(GL11.GL_REPLACE);
    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glPopMatrix();

    if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0F)) {
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glCullFace(GL11.GL_FRONT);
    }

    if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
        GL11.glDisable(GL11.GL_BLEND);
    }

    if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
        GL11.glDepthRange(gldepthmin, gldepthmax);

    if (gl_shadows.value != 0.0f
            && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
        GL11.glPushMatrix();
        R_RotateForEntity(e);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glColor4f(0, 0, 0, 0.5f);
        GL_DrawAliasShadow(paliashdr, currententity.frame);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glPopMatrix();
    }
    GL11.glColor4f(1, 1, 1, 1);
}