本文整理汇总了Java中codechicken.lib.render.CCRenderState.pullLightmap方法的典型用法代码示例。如果您正苦于以下问题:Java CCRenderState.pullLightmap方法的具体用法?Java CCRenderState.pullLightmap怎么用?Java CCRenderState.pullLightmap使用的例子?那么, 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类codechicken.lib.render.CCRenderState
的用法示例。
在下文中一共展示了CCRenderState.pullLightmap方法的3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: renderItem
import codechicken.lib.render.CCRenderState; //导入方法依赖的package包/类
@Override
public void renderItem(ItemStack item, TransformType transformType) {
GlStateManager.pushMatrix();
CCRenderState ccrs = CCRenderState.instance();
ccrs.reset();
ccrs.pullLightmap();
Frequency frequency = Frequency.readFromStack(item);
FluidStack fluidStack = TankSynchroniser.getClientLiquid(frequency);
RenderTileEnderTank.renderTank(ccrs, 2, 0F, frequency, 0, 0, 0, 0);
if (fluidStack != null && RenderUtils.shouldRenderFluid(fluidStack)) {
RenderTileEnderTank.renderLiquid(fluidStack, 0, 0, 0);
}
//Fixes issues with inventory rendering.
//The Portal renderer modifies blend and disables it.
//Vanillas inventory relies on the fact that items don't modify gl so it never bothers to set it again.
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.popMatrix();
}
示例2: renderItem
import codechicken.lib.render.CCRenderState; //导入方法依赖的package包/类
public void renderItem(final IItemRenderer.ItemRenderType type, final ItemStack stack, final Object... data) {
if (!stack.hasTagCompound()) {
return;
}
final String mat = stack.getTagCompound().getString("mat");
final MicroMaterialRegistry.IMicroMaterial material = MicroMaterialRegistry.getMaterial(mat);
if (material == null) {
return;
}
GL11.glPushMatrix();
if (type == IItemRenderer.ItemRenderType.ENTITY) {
GL11.glScaled(0.5, 0.5, 0.5);
}
if (type == IItemRenderer.ItemRenderType.INVENTORY || type == IItemRenderer.ItemRenderType.ENTITY) {
GL11.glTranslatef(-0.5f, -0.5f, -0.5f);
}
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GL11.glEnable(3008);
final CCRenderPipeline.PipelineBuilder builder = CCRenderState.pipeline.builder();
CCRenderState.reset();
TextureUtils.bindAtlas(0);
CCRenderState.useNormals = true;
CCRenderState.pullLightmap();
CCRenderState.startDrawing();
final IMicroBlock part = RegisterMicroBlocks.mParts.get(stack.getItemDamage());
if (part != null) {
part.renderItem(stack, material);
}
CCRenderState.draw();
GL11.glPopMatrix();
}
示例3: renderInventoryBlock
import codechicken.lib.render.CCRenderState; //导入方法依赖的package包/类
@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {
//GL11.glPushMatrix();
block.setBlockBoundsForItemRender();
Cuboid6 blockBounds = new Cuboid6(
block.getBlockBoundsMinX(),
block.getBlockBoundsMinY(),
block.getBlockBoundsMinZ(),
block.getBlockBoundsMaxX(),
block.getBlockBoundsMaxY(),
block.getBlockBoundsMaxZ());
model.generateBlock(0, blockBounds);
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
RenderVariation var = ((Carvable) block).getVariation(metadata);
pos.set(0, 0, 0);
CCRenderState.reset();
TextureUtils.bindAtlas(0);
CCRenderState.pullLightmap();
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 4; j++) {
verts[j] = model.verts[j + i * 4];
}
var.setup(verts, i, pos, null, blockBounds);
var.renderSide(verts, i, pos, null, block.getRenderColor(i) << 8 | 0xFF, blockBounds);
}
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
//GL11.glPopMatrix();
}