本文整理汇总了Java中net.minecraft.client.Minecraft.getRenderViewEntity方法的典型用法代码示例。如果您正苦于以下问题:Java Minecraft.getRenderViewEntity方法的具体用法?Java Minecraft.getRenderViewEntity怎么用?Java Minecraft.getRenderViewEntity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类net.minecraft.client.Minecraft
的用法示例。
在下文中一共展示了Minecraft.getRenderViewEntity方法的6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: runShader
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
public static void runShader() {
Minecraft mc = Minecraft.getMinecraft();
//TODO remove
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD5)) {
destroyShader();
createShader();
}
//Use shader program
GL20.glUseProgram(shader.getShaderProgram());
//TODO third person view
Entity entity = mc.getRenderViewEntity();
float partialTicks = mc.getRenderPartialTicks();
double entityPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)partialTicks;
double entityPosY = entity.lastTickPosY + entity.getEyeHeight() + (entity.posY - entity.lastTickPosY) * (double)partialTicks;
double entityPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)partialTicks;
float fov = (float) Math.toRadians(mc.entityRenderer.getFOVModifier(partialTicks, true));
//Set uniform values
int texUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "tex");
GL20.glUniform1i(texUniform, 0);
int cameraPosUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraPos");
GL20.glUniform3f(cameraPosUniform, (float)entityPosX%16, (float)entityPosY%16, (float)entityPosZ%16);
int cameraDirUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraDir");
GL20.glUniform3f(cameraDirUniform, -(float)Math.toRadians(entity.rotationPitch), (float)Math.toRadians(180+entity.rotationYaw), 0);
int fovyUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovy");
GL20.glUniform1f(fovyUniform, fov);
int fovxUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovx");
GL20.glUniform1f(fovxUniform, fov*Display.getWidth()/(float)Display.getHeight());
int sphericalUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "spherical");
GL20.glUniform1i(sphericalUniform, RayTracerSettings.spherical ? 1 : 0);
int stereoscopicUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "stereoscopic3d");
GL20.glUniform1i(stereoscopicUniform, RayTracerSettings.stereoscopic ? 1 : 0);
int eyeWidthUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "eyeWidth");
GL20.glUniform1f(eyeWidthUniform, 0.063f); //TODO input eyeWidth option
if (!pauseRendering) {
if (worldLoader == null) {
worldLoader = new WorldLoader();
}
if (worldLoader.dimension != mc.world.provider.getDimension()) {
worldLoader.dimension = mc.world.provider.getDimension();
}
worldLoader.updateWorld(entityPosX, entityPosY, entityPosZ, shader);
//Setup view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(-1, 1, -1, 1, -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
//Bind vbo and texture
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, shader.getVbo());
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_BYTE, false, 0, 0L);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 8);
//Render
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6);
//Reset vbo and texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL20.glDisableVertexAttribArray(0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
//Reset view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
}
//Stop using shader program
GL20.glUseProgram(0);
}
示例2: drawScene
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
public void drawScene(TileEntityGlassBase te, float partialTick)
{
if(WorldPortalRenderer.renderLevel == 0 && !GeneralLaymansAestheticSpyingScreen.eventHandlerClient.drawnChannels.contains(te.channel))
{
//Draw scene
GeneralLaymansAestheticSpyingScreen.eventHandlerClient.drawnChannels.add(te.channel);
TerminalPlacement placement = GeneralLaymansAestheticSpyingScreen.eventHandlerClient.getTerminalPlacement(te.channel);
if(placement != null)
{
placement.renderCaller = te;
Minecraft mc = Minecraft.getMinecraft();
Entity entity = mc.getRenderViewEntity();
double centerX = placement.master.getPos().getX() + 0.5D;
double centerY = placement.master.getPos().getY() + 0.5D;
double centerZ = placement.master.getPos().getZ() + 0.5D;
double destX = placement.terminal.getPos().getX() + 0.5D;
double destY = placement.terminal.getPos().getY() + 0.5D;
double destZ = placement.terminal.getPos().getZ() + 0.5D;
float[] appliedOffset = placement.getQuaternionFormula().applyPositionalRotation(new float[] { EntityHelper.interpolateValues((float)entity.prevPosX, (float)entity.posX, partialTick) - (float)centerX, EntityHelper.interpolateValues((float)entity.prevPosY, (float)entity.posY, partialTick) + entity.getEyeHeight() - (float)centerY, EntityHelper.interpolateValues((float)entity.prevPosZ, (float)entity.posZ, partialTick) - (float)centerZ });
float[] appliedRotation = placement.getQuaternionFormula().applyRotationalRotation(new float[] { EntityHelper.interpolateValues(entity.prevRotationYaw, entity.rotationYaw, partialTick), EntityHelper.interpolateValues(entity.prevRotationPitch, entity.rotationPitch, partialTick), WorldPortalRenderer.getRollFactor(WorldPortalRenderer.renderLevel, partialTick) });
EntityTransformationStack ets = new EntityTransformationStack(entity).moveEntity(destX, destY, destZ, new float[] { 0F, 0F, 0F }, appliedRotation, partialTick);
mc.entityRenderer.updateFogColor(partialTick);
ets.reset();
//End Transform the player position for fog.
GlStateManager.enableCull();
for(TileEntityGlassBase base : placement.activeBlocks)
{
if(base.active && base.lastDraw > 0)
{
GlStateManager.pushMatrix();
GlStateManager.translate(base.getPos().getX() - te.getPos().getX(), base.getPos().getY() - te.getPos().getY(), base.getPos().getZ() - te.getPos().getZ());
TileEntityGlassRenderer.drawPlanes(base, mc.entityRenderer.fogColorRed, mc.entityRenderer.fogColorGreen, mc.entityRenderer.fogColorBlue, 1F, 0.501D, partialTick);
GlStateManager.popMatrix();
}
}
//Draw the new scene
WorldPortalRenderer.renderWorldPortal(mc, placement, entity, appliedOffset, appliedRotation, partialTick);// EXPLOSIONS
//Reset the states
GlStateManager.disableTexture2D();
GlStateManager.color(1F, 1F, 1F, 1F);
GlStateManager.disableLighting();
GlStateManager.disableNormalize();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.alphaFunc(GL11.GL_GREATER, 0.00625F);
GlStateManager.enableCull();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240F, 240F);
}
}
}
示例3: func_92037_i
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
private boolean func_92037_i()
{
Minecraft minecraft = Minecraft.getMinecraft();
return minecraft == null || minecraft.getRenderViewEntity() == null || minecraft.getRenderViewEntity().getDistanceSq(this.posX, this.posY, this.posZ) >= 256.0D;
}
示例4: renderWorld
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
/**
* Render the world.
* Called between {@link net.minecraft.client.renderer.EntityRenderer#renderWorld(float, long) renderWorld}
* and {@link net.minecraft.client.renderer.EntityRenderer#renderWorldPass(int, float, long) renderWorldPass}
*/
public void renderWorld(EntityRenderer er, Minecraft mc, Framebuffer framebuffer, Shader shader,
int[] framebufferTextures, float partialTicks, long finishTimeNano, int width, int height, float sizeIncrease) {
//save the players state
player = mc.getRenderViewEntity();
yaw = player.rotationYaw;
pitch = player.rotationPitch;
prevYaw = player.prevRotationYaw;
prevPitch = player.prevRotationPitch;
//clear the primary framebuffer
mc.getFramebuffer().framebufferClear();
//clear the secondary framebuffer
framebuffer.framebufferClear();
//bind the secondary framebuffer
framebuffer.bindFramebuffer(false);
//displayWidth and displayHeight are called during world rendering
//set them to the secondary framebuffer dimensions
mc.displayWidth = (int)(height*sizeIncrease);
mc.displayHeight = (int)(height*sizeIncrease); //Must be square
RenderUtil.partialWidth = mc.displayWidth; //TODO is this even needed?
RenderUtil.partialHeight = mc.displayHeight; //TODO remove
RenderUtil.render360 = true;
Globe globe = globes[globeIndex];
for (int i=0; i<globe.getCount(); i++) {
// set camera/player rotation state (read by hooks at the correct moment)
coordFrame = globe.getCoordFrame(i);
playerFov = globe.getFov(i);
// the forward vector is the opposite direction of the z-axis
float x = -coordFrame.get(2);
float y = -coordFrame.get(6);
float z = -coordFrame.get(10);
// calculate the delta yaw/pitch to point the player
float lon = (float)Math.atan2(x, -z);
float lat = (float)Math.atan2(y, Math.sqrt(x*x+z*z));
playerDeltaYaw = lon;
playerDeltaPitch = lat;
// render to texture
OpenGlHelper.glFramebufferTexture2D(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, framebufferTextures[i], 0);
GlStateManager.bindTexture(0);
er.renderWorldPass(2, partialTicks, finishTimeNano);
// reset player view
player.rotationYaw = yaw;
player.rotationPitch = pitch;
player.prevRotationYaw = prevYaw;
player.prevRotationPitch = prevPitch;
}
//reset displayWidth and displayHeight to the primary framebuffer dimensions
mc.displayWidth = width;
mc.displayHeight = height;
//reset viewport to full screen
GlStateManager.viewport(0, 0, width, height);
//bind primary framebuffer
mc.getFramebuffer().bindFramebuffer(false);
if (!getResizeGui() || mc.gameSettings.hideGUI) {
GL20.glUseProgram(shader.getShaderProgram());
int cursorUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "drawCursor");
GL20.glUniform1i(cursorUniform, 0);
runShader(mc, shader, framebufferTextures);
}
}
示例5: isFarFromCamera
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
private boolean isFarFromCamera()
{
Minecraft minecraft = Minecraft.getMinecraft();
return minecraft == null || minecraft.getRenderViewEntity() == null || minecraft.getRenderViewEntity().getDistanceSq(this.posX, this.posY, this.posZ) >= 256.0D;
}
示例6: render
import net.minecraft.client.Minecraft; //导入方法依赖的package包/类
@Override
public void render(float partialTicks, WorldClient world, Minecraft mc)
{
if (((ExPWorld)IExPWorld.of(world)).rainTicksRemaining <= 0)
{
return;
}
GlStateManager.depthMask(true);
Vec3d offset = IExPWorld.of(world).getWindDirection();
offset = offset.scale(IExPWorld.of(world).getWindStrength() / 3);
float wStr = IExPWorld.of(world).getWindStrength();
Random rand = new Random();
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.alphaFunc(516, 0.1F);
mc.renderEngine.bindTexture(ExPTextures.WEATHER);
Entity entity = mc.getRenderViewEntity();
double d0 = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)partialTicks;
double d1 = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double)partialTicks;
double d2 = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)partialTicks;
BlockPos pos = entity.getPosition();
BufferBuilder vb = Tessellator.getInstance().getBuffer();
vb.setTranslation(-d0, -d1, -d2);
vb.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
for (int dx = -8; dx <= 8; ++dx)
{
for (int dz = -8; dz <= 8; ++dz)
{
rand.setSeed(MathHelper.getCoordinateRandom(x + dx, 0, z + dz));
int py = world.getPrecipitationHeight(pos.add(dx, 0, dz)).getY();
py = Math.max(py, y - 8);
double offsetYTex = rand.nextDouble() + (float)(world.getWorldTime() % 10) / 10 + partialTicks / 10;
BlockPos renderedAt = new BlockPos(x + dx, py, z + dz);
double offsetXTex = Helpers.getTemperatureAt(world, renderedAt) < 0 ? 0.5 : 0;
float rOffX = rand.nextFloat() / 10;
float rOffZ = rand.nextFloat() / 10;
if (offsetXTex == 0.5)
{
float texOf = Math.max(2, 55 - wStr);
offsetYTex = rand.nextDouble() + world.getWorldTime() % texOf / texOf + partialTicks / texOf;
}
int j3 = world.getCombinedLight(renderedAt, 0);
int k3 = j3 >> 16 & 65535;
int l3 = j3 & 65535;
vb.pos(rOffX + x + 1 + dx - offset.x, py + 16, rOffZ + z + dz + 0.5 - offset.z).tex(offsetXTex, offsetYTex + 4).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + dx - offset.x, py + 16, rOffZ + z + dz + 0.5 - offset.z).tex(offsetXTex + 0.5, offsetYTex + 4).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + dx, py, rOffZ + z + dz + 0.5).tex(offsetXTex + 0.5, offsetYTex).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + 1 + dx, py, rOffZ + z + dz + 0.5).tex(offsetXTex, offsetYTex).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + 0.5 + dx - offset.x, py + 16, rOffZ + z + dz + 1 - offset.z).tex(offsetXTex, offsetYTex + 4).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + 0.5 + dx - offset.x, py + 16, rOffZ + z + dz - offset.z).tex(offsetXTex + 0.5, offsetYTex + 4).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + 0.5 + dx , py, rOffZ + z + dz).tex(offsetXTex + 0.5, offsetYTex).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
vb.pos(rOffX + x + 0.5 + dx, py, z + rOffZ + dz + 1).tex(offsetXTex, offsetYTex).color(1, 1, 1, 0.5F).lightmap(k3, l3).endVertex();
}
}
Tessellator.getInstance().draw();
vb.setTranslation(0, 0, 0);
GlStateManager.enableCull();
GlStateManager.disableBlend();
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.depthMask(false);
}