List of usage examples for org.lwjgl.opengl GL11 glDisable
public static void glDisable(@NativeType("GLenum") int target)
From source file:com.onkiup.minedroid.gui.betterfonts.StringCache.java
License:Open Source License
/** * Render a single-line string to the screen using the current OpenGL color. The (x,y) coordinates are of the uppet-left * corner of the string's bounding box, rather than the baseline position as is typical with fonts. This function will also * add the string to the cache so the next renderString() call with the same string is faster. * * @param str the string being rendered; it can contain color codes * @param startX the x coordinate to draw at * @param startY the y coordinate to draw at * @param initialColor the initial RGBA color to use when drawing the string; embedded color codes can override the RGB component * @param shadowFlag if true, color codes are replaces by a darker version used for drop shadows * @return the total advance (horizontal distance) of this string * @todo Add optional NumericShaper to replace ASCII digits with locale specific ones * @todo Add support for the "k" code which randomly replaces letters on each render (used only by splash screen) * @todo Pre-sort by texture to minimize binds; can store colors per glyph in string cache * @todo Optimize the underline/strikethrough drawing to draw a single line for each run *//*from www. j a v a 2 s . c om*/ public Entry renderString(String str, int startX, int startY, int initialColor, boolean shadowFlag) { /* Check for invalid arguments */ if (str == null || str.isEmpty()) { return null; } View.resetBlending(); GlStateManager.enableTexture2D(); float scale = GuiManager.getDisplayScale(); float f = GuiManager.getScale().getScaleFactor(); /* Make sure the entire string is cached before rendering and return its glyph representation */ Entry entry = cacheString(str); /* Adjust the baseline of the string because the startY coordinate in Minecraft is for the top of the string */ startY += entry.getScaledBase(); /* Color currently selected by color code; reapplied to Tessellator instance after glBindTexture() */ int color = initialColor; /* Track which texture is currently bound to minimize the number of glBindTexture() and Tessellator.draw() calls needed */ int boundTextureName = 0; /* * This color change will have no effect on the actual text (since colors are included in the Tessellator vertex * array), however GuiEditSign of all things depends on having the current color set to white when it renders its * "Edit sign message:" text. Otherwise, the sign which is rendered underneath would look too dark. */ GL11.glColor3f(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff); /* * Enable GL_BLEND in case the font is drawn anti-aliased because Minecraft itself only enables blending for chat text * (so it can fade out), but not GUI text or signs. Minecraft uses multiple blend functions so it has to be specified here * as well for consistent blending. To reduce the overhead of OpenGL state changes and making native LWJGL calls, this * function doesn't try to save/restore the blending state. Hopefully everything else that depends on blending in Minecraft * will set its own state as needed. */ if (antiAliasEnabled) { GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); } /* Using the Tessellator to queue up data in a vertex array and then draw all at once should be faster than immediate mode */ Tessellator tessellator = Tessellator.getInstance(); tessellator.getWorldRenderer().startDrawingQuads(); tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff, color >> 24 & 0xff); /* The currently active font syle is needed to select the proper ASCII digit style for fast replacement */ int fontStyle = Font.PLAIN; for (int glyphIndex = 0, colorIndex = 0; glyphIndex < entry.glyphs.length; glyphIndex++) { /* * If the original string had a color code at this glyph's position, then change the current GL color that gets added * to the vertex array. Note that only the RGB component of the color is replaced by a color code; the alpha component * of the original color passed into this function will remain. The while loop handles multiple consecutive color codes, * in which case only the last such color code takes effect. */ while (colorIndex < entry.colors.length && entry.glyphs[glyphIndex].stringIndex >= entry.colors[colorIndex].stringIndex) { color = applyColorCode(entry.colors[colorIndex].colorCode, initialColor, shadowFlag); fontStyle = entry.colors[colorIndex].fontStyle; colorIndex++; } /* Select the current glyph's texture information and horizontal layout position within this string */ Glyph glyph = entry.glyphs[glyphIndex]; GlyphCache.Entry texture = glyph.texture; int glyphX = glyph.x; /* * Replace ASCII digits in the string with their respective glyphs; strings differing by digits are only cached once. * If the new replacement glyph has a different width than the original placeholder glyph (e.g. the '1' glyph is often * narrower than other digits), re-center the new glyph over the placeholder's position to minimize the visual impact * of the width mismatch. */ char c = str.charAt(glyph.stringIndex); if (c >= '0' && c <= '9') { int oldWidth = texture.width; texture = digitGlyphs[fontStyle][c - '0'].texture; int newWidth = texture.width; glyphX += (oldWidth - newWidth) >> 1; } /* * Make sure the OpenGL texture storing this glyph's image is bound (if not already bound). All pending glyphs in the * Tessellator's vertex array must be drawn before switching textures, otherwise they would erroneously use the new * texture as well. */ if (boundTextureName != texture.textureName) { tessellator.draw(); tessellator.getWorldRenderer().startDrawingQuads(); tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff, color >> 24 & 0xff); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.textureName); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); boundTextureName = texture.textureName; } /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */ float x1 = startX + (glyphX) / f; float x2 = startX + (glyphX + texture.width) / f; float y1 = startY + (glyph.y) / f; float y2 = startY + (glyph.y + texture.height) / f; tessellator.getWorldRenderer().addVertexWithUV(x1, y1, 0, texture.u1, texture.v1); tessellator.getWorldRenderer().addVertexWithUV(x1, y2, 0, texture.u1, texture.v2); tessellator.getWorldRenderer().addVertexWithUV(x2, y2, 0, texture.u2, texture.v2); tessellator.getWorldRenderer().addVertexWithUV(x2, y1, 0, texture.u2, texture.v1); } /* Draw any remaining glyphs in the Tessellator's vertex array (there should be at least one glyph pending) */ tessellator.draw(); /* Draw strikethrough and underlines if the string uses them anywhere */ if (entry.specialRender) { int renderStyle = 0; /* Use initial color passed to renderString(); disable texturing to draw solid color lines */ color = initialColor; GL11.glDisable(GL11.GL_TEXTURE_2D); tessellator.getWorldRenderer().startDrawingQuads(); tessellator.getWorldRenderer().setColorRGBA(color >> 16 & 0xff, color >> 8 & 0xff, color & 0xff, color >> 24 & 0xff); for (int glyphIndex = 0, colorIndex = 0; glyphIndex < entry.glyphs.length; glyphIndex++) { /* * If the original string had a color code at this glyph's position, then change the current GL color that gets added * to the vertex array. The while loop handles multiple consecutive color codes, in which case only the last such * color code takes effect. */ while (colorIndex < entry.colors.length && entry.glyphs[glyphIndex].stringIndex >= entry.colors[colorIndex].stringIndex) { color = applyColorCode(entry.colors[colorIndex].colorCode, initialColor, shadowFlag); renderStyle = entry.colors[colorIndex].renderStyle; colorIndex++; } /* Select the current glyph within this string for its layout position */ Glyph glyph = entry.glyphs[glyphIndex]; /* The strike/underlines are drawn beyond the glyph's width to include the extra space between glyphs */ int glyphSpace = glyph.advance - glyph.texture.width; /* Draw underline under glyph if the style is enabled */ if ((renderStyle & ColorCode.UNDERLINE) != 0) { /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */ float x1 = startX + (glyph.x - glyphSpace) / f; float x2 = startX + (glyph.x + glyph.advance) / f; float y1 = startY + (UNDERLINE_OFFSET) / f; float y2 = startY + (UNDERLINE_OFFSET + UNDERLINE_THICKNESS) / f; tessellator.getWorldRenderer().addVertex(x1, y1, 0); tessellator.getWorldRenderer().addVertex(x1, y2, 0); tessellator.getWorldRenderer().addVertex(x2, y2, 0); tessellator.getWorldRenderer().addVertex(x2, y1, 0); } /* Draw strikethrough in the middle of glyph if the style is enabled */ if ((renderStyle & ColorCode.STRIKETHROUGH) != 0) { /* The divide by 2.0F is needed to align with the scaled GUI coordinate system; startX/startY are already scaled */ float x1 = startX + (glyph.x - glyphSpace) / f; float x2 = startX + (glyph.x + glyph.advance) / f; float y1 = startY + (STRIKETHROUGH_OFFSET) / f; float y2 = startY + (STRIKETHROUGH_OFFSET + STRIKETHROUGH_THICKNESS) / f; tessellator.getWorldRenderer().addVertex(x1, y1, 0); tessellator.getWorldRenderer().addVertex(x1, y2, 0); tessellator.getWorldRenderer().addVertex(x2, y2, 0); tessellator.getWorldRenderer().addVertex(x2, y1, 0); } } /* Finish drawing the last strikethrough/underline segments */ tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); } /* Return total horizontal advance (slightly wider than the bounding box, but close enough for centering strings) */ return entry; }
From source file:com.opengrave.og.base.RenderableBoneAnimated.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { // if (!visible) { // return;//from w w w .j a v a 2s .c o m // } GL11.glDisable(GL11.GL_CULL_FACE); // TODO Enable Face Culling, and be // absolutely sure that all tris are // facing the correct way dealWithChange(); int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram(); GL20.glUseProgram(pID); int texture = GL20.glGetUniformLocation(pID, "texture"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(texture, 0); GL20.glUniform1i(shadow, 1); GL30.glBindVertexArray(vao_ID); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_Normal"); GL20.glBindAttribLocation(pID, 2, "in_TextureCoord"); GL20.glBindAttribLocation(pID, 3, "in_BoneID"); GL20.glBindAttribLocation(pID, 4, "in_BoneWeight"); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL20.glEnableVertexAttribArray(4); if (matList != null && matList.valid()) { matList.bind(pID, GL13.GL_TEXTURE0); Util.loadMaterials(matList, pID); } setBonesUniform(pID); getContext().setMatrices(pID, matrix); getContext().bindShadowData(GL13.GL_TEXTURE2); getContext().bindLights(pID, GL13.GL_TEXTURE3); Util.setRenderStyle(pID, style); // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID); GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); getContext().unbindLights(); getContext().unbindShadowData(); if (matList != null && matList.valid()) { matList.unbind(); } GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL20.glDisableVertexAttribArray(4); GL20.glUseProgram(0); GL30.glBindVertexArray(0); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:com.opengrave.og.base.RenderableLines.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();/*from w ww . j ava 2 s . c o m*/ if (!visible) { return; } if (vertCount == 0) { return; } GL11.glPointSize(3f); int pID = Resources.loadShader("lines.vs", "lines.fs").getProgram(); GL20.glUseProgram(pID); if (pID == 0) { return; } GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); Util.checkErr(); getContext().setMatrices(pID, matrix); Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDrawArrays(GL11.GL_LINES, 0, vertCount); GL11.glEnable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(0); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
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 a2 s . 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.base.RenderableParticles.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();//from w w w.j a va 2s . c om GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Util.checkErr(); GL20.glDisableVertexAttribArray(0); 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.base.RenderablePoints.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();// w w w . j av a 2 s . c o m dealWithChange(); if (!visible) { return; } if (vertCount == 0) { return; } Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL11.glPointSize(3f); Util.checkErr(); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); Util.checkErr(); GL20.glUseProgram(pID); Util.checkErr(); if (pID == 0) { return; } Util.checkErr(); GL30.glBindVertexArray(vaoID); Util.checkErr(); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); Util.checkErr(); if (tex != null) { tex.bind(GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (tex != null) { tex.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:com.opengrave.og.engine.Node.java
License:Open Source License
public void renderSemiTransparent(Matrix4f matrix) { Util.checkErr();/*w w w.j a v a2 s . c o m*/ doRenderSemiTransparent(matrix); if (MainThread.main.input.getLastHovered() != null) { Pickable lr = MainThread.main.input.getLastHovered().getRenderable(); if (this instanceof BaseObject && lr instanceof BaseObject) { if (lr == this) { BaseObject notThis = (BaseObject) this; if (notThis.drawOutline) { // Setup for outline draw GL11.glDepthFunc(GL11.GL_LESS); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE); GL11.glLineWidth(10f); GL11.glCullFace(GL11.GL_FRONT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Draw RenderStyle rs = notThis.getRenderStyle(); notThis.setRenderStyle(RenderStyle.HALO); doRender(matrix); notThis.setRenderStyle(rs); // Return to correct state GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_FILL); GL11.glLineWidth(1f); GL11.glCullFace(GL11.GL_BACK); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); } } } } Util.checkErr(); for (Node node : children) { Matrix4f childMatrix = matrix.mult(node.getMatrix(), null); node.renderSemiTransparent(childMatrix); Util.checkErr(); } }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void render(int totalx, int totaly, int width, int height) { this.totalx = totalx; this.totaly = totaly; this.width = width; this.height = height; if (sceneNode == null) { System.out.println("No scene node to render"); return;/*from w w w . jav a 2 s . c om*/ } if (cam == null) { System.out.println("No camera to render from"); return; } Shadow2D skyLight = sceneNode.getSkyLight(); if (shadows && hasshadows) { // For each light source we map out a texture using a quick // render. prepare3DShadow(); skyLight.getFramebuffer().bindDraw(); // GL11.glEnable(GL32.GL_DEPTH_CLAMP); // TODO Simu;ate depth clamp in shadow shader when z < 0. This way we force distanced objects to still cast a shadow. sceneNode.renderShadows(ident, skyLight); skyLight.getFramebuffer().unbindDraw(); int count = 0; ArrayList<PointLightNode> lightList = new ArrayList<PointLightNode>(); sceneNode.getAllLights(lightList, ident, cam.getLocation().toVector4()); Collections.sort(lightList, new PointLightSorter()); for (PointLightNode light : lightList) { if (light.getColour().x > 0 || light.getColour().y > 0 || light.getColour().z > 0) { // Render each face if (lightShadows.size() == count) { ShadowCube shadow = new ShadowCube(MainThread.config.getInteger("shadowSize", 1024)); lightShadows.add(shadow); } ShadowCube shadow = lightShadows.get(count); shadow.setLight(light); for (int i = 0; i < 6; i++) { shadow.getFramebuffer().bindDraw(i); Util.checkErr(); shadow.setFace(i); Util.checkErr(); sceneNode.renderShadows(ident, shadow); Util.checkErr(); shadow.getFramebuffer().unbindDraw(); Util.checkErr(); } count++; } if (count == 16) { break; } } GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL); } GL11.glViewport(totalx, totaly, width, height); GL11.glScissor(totalx, totaly, width, height); GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(clearCol.x, clearCol.y, clearCol.z, clearCol.w); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT | (clear ? GL11.GL_COLOR_BUFFER_BIT : 0)); Util.checkErr(); prepare3DOpaque(); sceneNode.render(ident); Util.checkErr(); prepare3DTransparent(); sceneNode.renderSemiTransparent(ident); MouseRenderableHoverEvent lF = MainThread.main.input.getLastHovered(); if (lF != null) { if (lF.getRenderable() instanceof BaseObject) { /* * GL11.glDepthFunc(GL11.GL_LESS); * GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); * GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE); * * GL11.glLineWidth(10f); * GL11.glCullFace(GL11.GL_FRONT); * GL11.glEnable(GL11.GL_CULL_FACE); * GL11.glDisable(GL11.GL_BLEND); * BaseObject bo = (BaseObject) lF.getRenderable(); * RenderStyle rs = bo.getRenderStyle(); * bo.setRenderStyle(RenderStyle.HALO); * sceneNode.renderOne(ident, bo, ident); * * GL11.glDisable(GL11.GL_BLEND); * * bo.setRenderStyle(rs); * GL11.glCullFace(GL11.GL_BACK); * GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); * GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_FILL); * * GL11.glLineWidth(1f); * sceneNode.renderOne(ident, bo, ident); */ } } revertSettings(); GL11.glDisable(GL11.GL_SCISSOR_TEST); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
private void prepare3DShadow() { GL11.glDisable(GL11.GL_BLEND); GL11.glDepthFunc(GL11.GL_LESS);/*from w w w .j a va 2 s . c o m*/ // GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL); // GL11.glPolygonOffset(1.1f, 10f); GL11.glCullFace(GL11.GL_FRONT); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
private void revertSettings() { GL11.glViewport(0, 0, MainThread.lastW, MainThread.lastH); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_DEPTH_TEST);/*from w w w . j av a2s. co m*/ GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL); }