Example usage for org.lwjgl.opengl GL11 glStencilMask

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

Introduction

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

Prototype

public static void glStencilMask(@NativeType("GLuint") int mask) 

Source Link

Document

Masks the writing of particular bits into the stencil plans.

Usage

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void stencilMask(int mask) {
    GL11.glStencilMask(mask);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glStencilMask(int a) {
    GL11.glStencilMask(a);
}

From source file:vazkii.botania.client.core.helper.RenderHelper.java

License:Open Source License

public static void renderProgressPie(int x, int y, float progress, ItemStack stack) {
    Minecraft mc = Minecraft.getMinecraft();
    mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y);

    GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GlStateManager.colorMask(false, false, false, false);
    GlStateManager.depthMask(false);/* ww  w.j a va 2  s .c  o  m*/
    GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP);
    GL11.glStencilMask(0xFF);
    mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y);

    mc.renderEngine.bindTexture(new ResourceLocation(LibResources.GUI_MANA_HUD));
    int r = 10;
    int centerX = x + 8;
    int centerY = y + 8;
    int degs = (int) (360 * progress);
    float a = 0.5F + 0.2F
            * ((float) Math.cos((double) (ClientTickHandler.ticksInGame + ClientTickHandler.partialTicks) / 10)
                    * 0.5F + 0.5F);

    GlStateManager.disableLighting();
    GlStateManager.disableTexture2D();
    GlStateManager.shadeModel(GL11.GL_SMOOTH);
    GlStateManager.enableBlend();
    GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GlStateManager.colorMask(true, true, true, true);
    GlStateManager.depthMask(true);
    GL11.glStencilMask(0x00);
    GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);

    VertexBuffer buf = Tessellator.getInstance().getBuffer();
    buf.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR);
    buf.pos(centerX, centerY, 0).color(0, 0.5F, 0.5F, a).endVertex();

    for (int i = degs; i > 0; i--) {
        double rad = (i - 90) / 180F * Math.PI;
        buf.pos(centerX + Math.cos(rad) * r, centerY + Math.sin(rad) * r, 0).color(0F, 1F, 0.5F, a).endVertex();
    }

    buf.pos(centerX, centerY, 0).color(0F, 1F, 0.5F, a).endVertex();
    Tessellator.getInstance().draw();

    GlStateManager.disableBlend();
    GlStateManager.enableTexture2D();
    GlStateManager.shadeModel(GL11.GL_FLAT);
    GL11.glDisable(GL11.GL_STENCIL_TEST);
}

From source file:vazkii.psi.client.core.helper.PsiRenderHelper.java

public static void renderProgressPie(int x, int y, float progress, ItemStack stack) {
    Minecraft mc = Minecraft.getMinecraft();
    mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y);

    GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GlStateManager.colorMask(false, false, false, false);
    GlStateManager.depthMask(false);//from w w  w . jav  a 2 s  .  c  o m
    GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP);
    GL11.glStencilMask(0xFF);
    mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y);

    int r = 10;
    int centerX = x + 8;
    int centerY = y + 8;
    int degs = (int) (360 * progress);
    float a = 0.5F + 0.2F
            * ((float) Math.cos((double) (ClientTickHandler.ticksInGame + ClientTickHandler.partialTicks) / 10)
                    * 0.5F + 0.5F);

    GlStateManager.disableLighting();
    GlStateManager.disableTexture2D();
    GlStateManager.shadeModel(GL11.GL_SMOOTH);
    GlStateManager.enableBlend();
    GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GlStateManager.colorMask(true, true, true, true);
    GlStateManager.depthMask(true);
    GL11.glStencilMask(0x00);
    GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
    GL11.glBegin(GL11.GL_TRIANGLE_FAN);
    GlStateManager.color(0F, 0.5F, 0.5F, a);
    GL11.glVertex2i(centerX, centerY);
    GlStateManager.color(0F, 1F, 0.5F, a);
    for (int i = degs; i > 0; i--) {
        double rad = (i - 90) / 180F * Math.PI;
        GL11.glVertex2d(centerX + Math.cos(rad) * r, centerY + Math.sin(rad) * r);
    }
    GL11.glVertex2i(centerX, centerY);
    GL11.glEnd();
    GlStateManager.disableBlend();
    GlStateManager.enableTexture2D();
    GlStateManager.shadeModel(GL11.GL_FLAT);
    GL11.glDisable(GL11.GL_STENCIL_TEST);
}

From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java

License:Open Source License

protected void prepareStencilBuffer() {
    GL11.glDrawBuffer(GL11.GL_BACK);/* w ww .j a v  a  2  s  .c  om*/
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glStencilMask(0xff);
    GL11.glClearStencil(0);
    GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);// | GL11.GL_COLOR_BUFFER_BIT
    // | GL11.GL_DEPTH_BUFFER_BIT);

    GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_REPLACE, GL11.GL_REPLACE);
    // to avoid interaction with stencil content
    GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0x01);
}