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Java GL11.glDepthMask方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glDepthMask方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glDepthMask方法的具体用法?Java GL11.glDepthMask怎么用?Java GL11.glDepthMask使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glDepthMask方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: searchBox

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void searchBox(BlockPos blockPos) {
	double x = blockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
	double y = blockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
	double z = blockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(GL_BLEND);
	GL11.glLineWidth(1.0F);
	float sinus = 1F - MathHelper
			.abs(MathHelper.sin(Minecraft.getSystemTime() % 10000L / 10000.0F * (float) Math.PI * 4.0F) * 1F);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glColor4f(1F - sinus, sinus, 0F, 0.15F);
	drawColorBox(new AxisAlignedBB(x, y, z, x + 1.0, y + 1.0, z + 1.0), 1F - sinus, sinus, 0F, 0.15F);
	GL11.glColor4d(0, 0, 0, 0.5);
	drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + 1.0, y + 1.0, z + 1.0));
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL_DEPTH_TEST);
	GL11.glDepthMask(true);
	GL11.glDisable(GL_BLEND);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:22,代码来源:RenderUtils.java

示例2: frame

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void frame(double x, double y, double z, double x2, double y2, double z2, Color color) {
	x -= Minecraft.getMinecraft().getRenderManager().renderPosX;
	y -= Minecraft.getMinecraft().getRenderManager().renderPosY;
	z -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
	x2 -= Minecraft.getMinecraft().getRenderManager().renderPosX;
	y2 -= Minecraft.getMinecraft().getRenderManager().renderPosY;
	z2 -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(3042);
	GL11.glLineWidth(2.0F);
	GL11.glDisable(3553);
	GL11.glDisable(2929);
	GL11.glDepthMask(false);
	glColor(color);
	drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2));
	GL11.glEnable(3553);
	GL11.glEnable(2929);
	GL11.glDepthMask(true);
	GL11.glDisable(3042);
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:21,代码来源:RenderUtils.java

示例3: blockEsp

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Renders an ESP box with the size of a normal block at the specified
 * BlockPos.
 */
public static void blockEsp(BlockPos blockPos, Color c, double length, double length2) {
	double x = blockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
	double y = blockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
	double z = blockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
	GL11.glPushMatrix();
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(GL_BLEND);
	GL11.glLineWidth(2.0F);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glColor4d(c.getRed() / 255f, c.getGreen() / 255f, c.getBlue() / 255f, 0.25);
	drawColorBox(new AxisAlignedBB(x, y, z, x + length2, y + 1.0, z + length), 0F, 0F, 0F, 0F);
	GL11.glColor4d(0, 0, 0, 0.5);
	drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + length2, y + 1.0, z + length));
	GL11.glLineWidth(2.0F);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL_DEPTH_TEST);
	GL11.glDepthMask(true);
	GL11.glDisable(GL_BLEND);
	GL11.glPopMatrix();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:27,代码来源:RenderUtils.java

示例4: blockESPBox

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void blockESPBox(IBlockPos IBlockPos, Color c) {
	RenderUtils.fixDarkLight();
	GlStateManager.resetColor();
	float red = c.getRed(), green = c.getGreen(), blue = c.getBlue();
	double x = IBlockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
	double y = IBlockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
	double z = IBlockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(3042);
	GL11.glLineWidth(1.0F);
	GL11.glDisable(3553);
	GL11.glDisable(2929);
	GL11.glDepthMask(false);
	GL11.glColor4f(red, green, blue, 0.15F);
	drawColorBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D), 0.0F, 1.0F, 0.0F, 0.15F);
	GL11.glColor4d(0.0D, 0.0D, 0.0D, 0.5D);
	drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D));
	GL11.glEnable(3553);
	GL11.glEnable(2929);
	GL11.glDepthMask(true);
	GL11.glDisable(3042);
	GlStateManager.resetColor();
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:24,代码来源:RenderUtils.java

示例5: framelessBlockESP

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void framelessBlockESP(IBlockPos IBlockPos, float red, float green, float blue) {
	RenderUtils.fixDarkLight();
	GlStateManager.resetColor();
	double x = IBlockPos.getX() - Minecraft.getMinecraft().getRenderManager().renderPosX;
	double y = IBlockPos.getY() - Minecraft.getMinecraft().getRenderManager().renderPosY;
	double z = IBlockPos.getZ() - Minecraft.getMinecraft().getRenderManager().renderPosZ;
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(3042);
	GL11.glLineWidth(2.0F);
	GL11.glDisable(3553);
	GL11.glDisable(2929);
	GL11.glDepthMask(false);
	GL11.glColor4f(red, green, blue, 0.15F);
	drawColorBox(new AxisAlignedBB(x, y, z, x + 1.0D, y + 1.0D, z + 1.0D), red, green, blue, 0.15F);
	GL11.glEnable(3553);
	GL11.glEnable(2929);
	GL11.glDepthMask(true);
	GL11.glDisable(3042);
	GlStateManager.resetColor();
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:21,代码来源:RenderUtils.java

示例6: onRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender() {
	if(this.isEnabled()) {	
		GL11.glPushMatrix();
		GL11.glLineWidth(2F);
		GL11.glBlendFunc(770, 771);
		GL11.glEnable(GL_BLEND);
		GL11.glLineWidth(1.0F);
		GL11.glDisable(GL11.GL_TEXTURE_2D);
		GL11.glDisable(GL_DEPTH_TEST);
		GL11.glDepthMask(false);

		GL11.glBegin(GL11.GL_LINE_STRIP);
		for(double[] pos : positionsList) {
			double distance = posit(Math.hypot(pos[0] - RenderManager.renderPosX, pos[1] - RenderManager.renderPosY));
			if(distance > 100) continue;
			GL11.glColor4f(0.0F, 1.0F, 0.0F, 1.0F - (float)(distance / 100D));
			GL11.glVertex3d(pos[0] - RenderManager.renderPosX, pos[1]  - RenderManager.renderPosY, pos[2] - RenderManager.renderPosZ);
		}
		GL11.glEnd();

		GL11.glEnable(GL11.GL_TEXTURE_2D);
		GL11.glEnable(GL_DEPTH_TEST);
		GL11.glDepthMask(true);
		GL11.glDisable(GL_BLEND);
		GL11.glPopMatrix();
	}
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:29,代码来源:Breadcrumb.java

示例7: render3D

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void render3D(float partialTicks) {
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    Minecraft.getMinecraft().getRenderManager().renderEngine.bindTexture(Textures.GLOW_RESOURCE);
    //  mc.func_110434_K().func_110577_a(Textures.GLOW_RESOURCE);
    for (Map.Entry<EntityItem, Integer> entry : searchedItems.entrySet()) {
        EntityItem item = entry.getKey();
        float height = MathHelper.sin((item.getAge() + partialTicks) / 10.0F + item.hoverStart) * 0.1F + 0.2F;
        RenderSearchItemBlock.renderSearch(item.lastTickPosX + (item.posX - item.lastTickPosX) * partialTicks, item.lastTickPosY + (item.posY - item.lastTickPosY) * partialTicks + height, item.lastTickPosZ + (item.posZ - item.lastTickPosZ) * partialTicks, entry.getValue(), totalSearchedItemCount);
    }
    for (int i = 0; i < searchedBlocks.size(); i++) {
        if (!searchedBlocks.get(i).renderSearchBlock(totalSearchedItemCount)) {
            searchedBlocks.remove(i);
            i--;
        }
    }
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:32,代码来源:SearchUpgradeHandler.java

示例8: tracerLine

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void tracerLine(Entity entity, Color color) {
	RenderUtils.fixDarkLight();
	GlStateManager.resetColor();

	double x = entity.posX - Minecraft.getMinecraft().getRenderManager().renderPosX;
	double y = entity.posY + entity.height / 2.0F - Minecraft.getMinecraft().getRenderManager().renderPosY;
	double z = entity.posZ - Minecraft.getMinecraft().getRenderManager().renderPosZ;

	GL11.glBlendFunc(770, 771);
	GL11.glEnable(3042);
	GL11.glLineWidth(2.0F);
	GL11.glDisable(3553);
	GL11.glDisable(2929);
	GL11.glDepthMask(false);

	glColor(color);

	Vec3d eyes = new Vec3d(0.0D, 0.0D, 1.0D)
			.rotatePitch(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationPitch))
			.rotateYaw(-(float) Math.toRadians(Minecraft.getMinecraft().player.rotationYaw));

	GL11.glBegin(1);

	GL11.glVertex3d(eyes.xCoord, Minecraft.getMinecraft().player.getEyeHeight() + eyes.yCoord, eyes.zCoord);
	GL11.glVertex3d(x, y, z);

	GL11.glEnd();
	GL11.glEnable(3553);
	GL11.glEnable(2929);
	GL11.glDepthMask(true);
	GL11.glDisable(3042);
}
 
开发者ID:Moudoux,项目名称:EMC,代码行数:33,代码来源:RenderUtils.java

示例9: disableGL3D

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void disableGL3D() {
    GL11.glEnable((int)3553);
    GL11.glEnable((int)2929);
    GL11.glDisable((int)3042);
    GL11.glEnable((int)3008);
    GL11.glDepthMask((boolean)true);
    GL11.glCullFace((int)1029);
    GL11.glDisable((int)2848);
    GL11.glHint((int)3154, (int)4352);
    GL11.glHint((int)3155, (int)4352);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:RenderUtils.java

示例10: drawPlayerESP

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawPlayerESP(double d, double d1, double d2, EntityPlayer ep, double e, double f)
{
	if(!(ep instanceof EntityPlayerSP))
	{
        GL11.glPushMatrix();
        GL11.glEnable(3042);
        if(Wrapper.getFriends().isFriend(ep.getName())) {
        	GL11.glColor4f(0.0F, 1F, 0.0F, 0.15F);
        }else{
        	GL11.glColor4f(0.7F, 0.0F, 0.0F, 0.15F);
        }
        GL11.glPushMatrix();
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(false);
        GL11.glLineWidth(1.0F);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);
        drawBoundingBox(new AxisAlignedBB(d - f, d1 + 0.1, d2 - f, d + f, d1 + e + 0.25, d2 + f));
        if(Wrapper.getFriends().isFriend(ep.getName())) {
        	GL11.glColor4f(0.0F, 1F, 0.0F, 1F);
        }else{
        	GL11.glColor4f(0.7F, 0.0F, 0.0F, 1F);
        }
        drawOutlinedBoundingBox(new AxisAlignedBB(d - f, d1 + 0.1, d2 - f, d + f, d1 + e + 0.25, d2 + f));
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_LINE_SMOOTH);
        GL11.glDisable(3042);
        GL11.glPopMatrix();
	}
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:36,代码来源:RenderUtils.java

示例11: disableRender3D

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void disableRender3D(boolean depthOn) {
    if (depthOn) {
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
    }
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:Ygore,项目名称:bit-client,代码行数:12,代码来源:RenderUtil.java

示例12: depthMask

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void depthMask(boolean flagIn)
{
    if (flagIn != depthState.maskEnabled)
    {
        depthState.maskEnabled = flagIn;
        GL11.glDepthMask(flagIn);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:9,代码来源:GlStateManager.java

示例13: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks) {
    /*
    Block block = Block.blocksList[world.getBlockId(x, y, z)];
    block.setBlockBoundsBasedOnState(world, x, y, z);
    double minX = block.getBlockBoundsMinX();
    double minY = block.getBlockBoundsMinY();
    double minZ = block.getBlockBoundsMinZ();
    double maxX = minX + (block.getBlockBoundsMaxX() - minX) * progress;
    double maxY = minY + (block.getBlockBoundsMaxY() - minY) * progress;
    double maxZ = minZ + (block.getBlockBoundsMaxX() - minZ) * progress;
    */
    double minX = 0;
    double minY = 0;
    double minZ = 0;
    double maxX = 1;
    double maxY = 1;
    double maxZ = 1;
    float progress = (ticksExisted % 20 + partialTicks) / 20;
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glLineWidth(1.0F);
    // GL11.glColor4d(0, 1, 1, progress < 0.5F ? progress + 0.5F : 1.5 - progress);
    GL11.glColor4d(0, progress < 0.5F ? progress + 0.5F : 1.5 - progress, 1, 1);
    GL11.glPushMatrix();
    // GL11.glTranslated(-0.5D, -0.5D, -0.5D);
    GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ());
    BufferBuilder wr = Tessellator.getInstance().getBuffer();
    wr.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();

    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();

    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();

    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    Tessellator.getInstance().draw();

    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:73,代码来源:RenderCoordWireframe.java

示例14: begin

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static final void begin(final Light sun, final Vec3 skyColor, final Vec3 position, final float scale) {

		shader.start();

		shader.loadViewMatrix(GameCamera.view);
		shader.loadLight(sun);
		shader.loadLogSettings(skyColor, Settings.CURRENT_FOG_SETTING.x, Settings.CURRENT_FOG_SETTING.y);

		final float time = (float) (Timings.globalTime * 0.02f);
		shader.loadTextureOffsets(new Vec2(time * Wind.DIRECTON.x + position.x / scale, time * Wind.DIRECTON.z + position.z / scale), new Vec2(0, 0));

		shader.loadProjectionMatrix(GameCamera.projection_primary);

		shader.stop();

		texture.bind(0);

		GL11.glEnable(GL11.GL_DEPTH_TEST);
		GL11.glEnable(GL11.GL_BLEND);
		GL11.glDisable(GL11.GL_CULL_FACE);
		GL11.glDepthMask(false);

	}
 
开发者ID:ASasseCreations,项目名称:Voxel_Game,代码行数:24,代码来源:CloudRenderer.java

示例15: glDepthMask

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#glDepthMask(boolean)
 */
public void glDepthMask(boolean mask) {
	GL11.glDepthMask(mask);
}
 
开发者ID:imaTowan,项目名称:Towan,代码行数:7,代码来源:ImmediateModeOGLRenderer.java


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