Java tutorial
/** * This file is part of SpoutcraftMod, licensed under the MIT License (MIT). * * Copyright (c) 2013 SpoutcraftDev <http://spoutcraft.org/> * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package me.ukl.api.gui.renderer; import me.ukl.api.gui.Gui; import me.ukl.api.gui.component.RootContainer; import me.ukl.api.util.Color; import me.ukl.api.util.RenderUtil; import org.lwjgl.opengl.*; public class GuiRendererDepth extends AbstractGuiRenderer { @Override public void initGui(Gui gui) { // TODO Auto-generated method stub } @Override public void drawScreen(Gui gui, RootContainer root, int mouseX, int mouseY, float partialTick) { GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushAttrib(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glTranslatef(0, 0, 1); root.render(); //Clip setup by root! GL11.glPopAttrib(); } @Override public void setClip(int x, int y, int width, int height) { super.setClip(x, y, width, height); GL11.glDepthMask(true); //Write to depth clearClip(); GL11.glDepthFunc(GL11.GL_ALWAYS); GL11.glColorMask(false, false, false, false); RenderUtil.drawRect(x, y, width, height, Color.WHITE); GL11.glDepthMask(false);//No more writing to depth GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glColorMask(true, true, true, true); // addClip(x, y, width, height); } @Override public void clearClip() { GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); } }