Пример #1
0
  public static void beginWeather() {
    glEnable(GL_BLEND);
    useProgram(Shaders.ProgramWeather);

    if (isShadowPass) {
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // will be set to sbf in endHand()
    }
  }
Пример #2
0
 public static void glEnableWrapper(int cap) {
   glEnable(cap);
   if (cap == GL_TEXTURE_2D) {
     if (activeProgram == ProgramBasic) {
       useProgram(lightmapEnabled ? ProgramTexturedLit : ProgramTextured);
     }
   } else if (cap == GL_FOG) {
     fogEnabled = true;
     setProgramUniform1i("fogMode", glGetInteger(GL_FOG_MODE));
   }
 }
Пример #3
0
 public static void beginHand() {
   glEnable(GL_BLEND);
   useProgram(Shaders.ProgramHand);
 }
Пример #4
0
  public static void endRender() {
    if (isShadowPass) {
      return;
    }

    glPushMatrix();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);

    // composite

    glDisable(GL_BLEND);

    useProgram(ProgramComposite);

    glDrawBuffers(dfbDrawBuffers);

    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0));
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1));
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2));
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3));

    if (colorAttachments >= 5) {
      glActiveTexture(GL_TEXTURE4);
      glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4));
      if (colorAttachments >= 6) {
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5));
        if (colorAttachments >= 7) {
          glActiveTexture(GL_TEXTURE6);
          glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6));
        }
      }
    }

    if (shadowPassInterval > 0) {
      glActiveTexture(GL_TEXTURE7);
      glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);
    }

    glActiveTexture(GL_TEXTURE0);

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    // final

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

    useProgram(ProgramFinal);

    glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0));
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1));
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2));
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3));

    if (colorAttachments >= 5) {
      glActiveTexture(GL_TEXTURE4);
      glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4));
      if (colorAttachments >= 6) {
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5));
        if (colorAttachments >= 7) {
          glActiveTexture(GL_TEXTURE6);
          glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6));
        }
      }
    }

    if (shadowPassInterval > 0) {
      glActiveTexture(GL_TEXTURE7);
      glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);
    }

    glActiveTexture(GL_TEXTURE0);

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    glEnable(GL_BLEND);

    glPopMatrix();

    useProgram(ProgramNone);
  }