本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.colorMask方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.colorMask方法的具体用法?Java GlStateManager.colorMask怎么用?Java GlStateManager.colorMask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.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.colorMask方法的13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: setViewport
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void setViewport(int vx, int vy, int vw, int vh)
{
GlStateManager.colorMask(true, true, true, true);
if (isShadowPass)
{
GL11.glViewport(0, 0, shadowMapWidth, shadowMapHeight);
}
else
{
GL11.glViewport(0, 0, renderWidth, renderHeight);
EXTFramebufferObject.glBindFramebufferEXT(36160, dfb);
isRenderingDfb = true;
GlStateManager.enableCull();
GlStateManager.enableDepth();
setDrawBuffers(drawBuffersNone);
useProgram(2);
checkGLError("beginRenderPass");
}
}
示例2: endRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void endRender()
{
if (isShadowPass)
{
checkGLError("shadow endRender");
}
else
{
if (!isCompositeRendered)
{
renderCompositeFinal();
}
isRenderingWorld = false;
GlStateManager.colorMask(true, true, true, true);
useProgram(0);
RenderHelper.disableStandardItemLighting();
checkGLError("endRender end");
}
}
示例3: rotateAndBlurSkybox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Rotate and blurs the skybox view in the main menu
*/
private void rotateAndBlurSkybox(float p_73968_1_)
{
this.mc.getTextureManager().bindTexture(this.backgroundTexture);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.colorMask(true, true, true, false);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
GlStateManager.disableAlpha();
int i = 3;
for (int j = 0; j < i; ++j)
{
float f = 1.0F / (float)(j + 1);
int k = this.width;
int l = this.height;
float f1 = (float)(j - i / 2) / 256.0F;
worldrenderer.pos((double)k, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos((double)k, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
}
tessellator.draw();
GlStateManager.enableAlpha();
GlStateManager.colorMask(true, true, true, true);
}
示例4: renderMultipass
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderMultipass(Entity p_187054_1_, float p_187054_2_, float p_187054_3_, float p_187054_4_, float p_187054_5_, float p_187054_6_, float scale)
{
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.colorMask(false, false, false, false);
this.noWater.render(scale);
GlStateManager.colorMask(true, true, true, true);
}
示例5: rotateAndBlurSkybox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void rotateAndBlurSkybox(float p_73968_1_)
{
this.mc.getTextureManager().bindTexture(this.panoramaLoc);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.colorMask(true, true, true, false);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
GlStateManager.disableAlpha();
int i = 3;
for (int j = 0; j < i; ++j)
{
float f = 1.0F / (float)(j + 1);
int k = this.width;
int l = this.height;
float f1 = (float)(j - i / 2) / 256.0F;
worldrenderer.pos((double)k, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos((double)k, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
}
tessellator.draw();
GlStateManager.enableAlpha();
GlStateManager.colorMask(true, true, true, true);
}
示例6: drawScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
super.drawScreen(mouseX, mouseY, partialTicks);
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.pushMatrix();
GlStateManager.translate((float)guiLeft, (float)guiTop, 0.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.enableRescaleNormal();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0F, 240.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
for (int i1 = 0; i1 < this.containerInstrumentPlayer.inventorySlots.size(); i1++)
{
Slot slot = this.containerInstrumentPlayer.inventorySlots.get(i1);
this.drawSlot(slot);
if (this.isMouseOverSlot(slot, mouseX, mouseY) && slot.isEnabled())
{
GlStateManager.disableLighting();
GlStateManager.disableDepth();
int j1 = slot.xPos;
int k1 = slot.yPos;
GlStateManager.colorMask(true, true, true, false);
this.drawGradientRect(j1, k1, j1 + 16, k1 + 16, -2130706433, -2130706433);
GlStateManager.colorMask(true, true, true, true);
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
}
RenderHelper.disableStandardItemLighting();
GlStateManager.popMatrix();
}
示例7: framebufferRenderExt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void framebufferRenderExt(int p_178038_1_, int p_178038_2_, boolean p_178038_3_)
{
if (OpenGlHelper.isFramebufferEnabled())
{
GlStateManager.colorMask(true, true, true, false);
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)p_178038_1_, (double)p_178038_2_, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.viewport(0, 0, p_178038_1_, p_178038_2_);
GlStateManager.enableTexture2D();
GlStateManager.disableLighting();
GlStateManager.disableAlpha();
if (p_178038_3_)
{
GlStateManager.disableBlend();
GlStateManager.enableColorMaterial();
}
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.bindFramebufferTexture();
float f = (float)p_178038_1_;
float f1 = (float)p_178038_2_;
float f2 = (float)this.framebufferWidth / (float)this.framebufferTextureWidth;
float f3 = (float)this.framebufferHeight / (float)this.framebufferTextureHeight;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos(0.0D, (double)f1, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, (double)f1, 0.0D).tex((double)f2, 0.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, 0.0D, 0.0D).tex((double)f2, (double)f3).color(255, 255, 255, 255).endVertex();
worldrenderer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, (double)f3).color(255, 255, 255, 255).endVertex();
tessellator.draw();
this.unbindFramebufferTexture();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
}
}
示例8: loadShader
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void loadShader(float p_148042_1_)
{
this.preLoadShader();
this.framebufferIn.unbindFramebuffer();
float f = (float)this.framebufferOut.framebufferTextureWidth;
float f1 = (float)this.framebufferOut.framebufferTextureHeight;
GlStateManager.viewport(0, 0, (int)f, (int)f1);
this.manager.addSamplerTexture("DiffuseSampler", this.framebufferIn);
for (int i = 0; i < this.listAuxFramebuffers.size(); ++i)
{
this.manager.addSamplerTexture((String)this.listAuxNames.get(i), this.listAuxFramebuffers.get(i));
this.manager.getShaderUniformOrDefault("AuxSize" + i).set((float)((Integer)this.listAuxWidths.get(i)).intValue(), (float)((Integer)this.listAuxHeights.get(i)).intValue());
}
this.manager.getShaderUniformOrDefault("ProjMat").set(this.projectionMatrix);
this.manager.getShaderUniformOrDefault("InSize").set((float)this.framebufferIn.framebufferTextureWidth, (float)this.framebufferIn.framebufferTextureHeight);
this.manager.getShaderUniformOrDefault("OutSize").set(f, f1);
this.manager.getShaderUniformOrDefault("Time").set(p_148042_1_);
Minecraft minecraft = Minecraft.getMinecraft();
this.manager.getShaderUniformOrDefault("ScreenSize").set((float)minecraft.displayWidth, (float)minecraft.displayHeight);
this.manager.useShader();
this.framebufferOut.framebufferClear();
this.framebufferOut.bindFramebuffer(false);
GlStateManager.depthMask(false);
GlStateManager.colorMask(true, true, true, true);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
worldrenderer.pos(0.0D, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos(0.0D, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
this.manager.endShader();
this.framebufferOut.unbindFramebuffer();
this.framebufferIn.unbindFramebufferTexture();
for (Object object : this.listAuxFramebuffers)
{
if (object instanceof Framebuffer)
{
((Framebuffer)object).unbindFramebufferTexture();
}
}
}
示例9: drawPanorama
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
Tessellator var4 = Tessellator.getInstance();
WorldRenderer var5 = var4.getWorldRenderer();
GlStateManager.matrixMode((int)5889);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
Project.gluPerspective((float)120.0f, (float)1.0f, (float)0.05f, (float)10.0f);
GlStateManager.matrixMode((int)5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.color((float)1.0f, (float)1.0f, (float)1.0f, (float)1.0f);
GlStateManager.rotate((float)180.0f, (float)1.0f, (float)0.0f, (float)0.0f);
GlStateManager.rotate((float)90.0f, (float)0.0f, (float)0.0f, (float)1.0f);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.disableCull();
GlStateManager.depthMask((boolean)false);
GlStateManager.tryBlendFuncSeparate((int)770, (int)771, (int)1, (int)0);
int var6 = 8;
int var7 = 0;
while (var7 < var6 * var6) {
GlStateManager.pushMatrix();
float var8 = ((float)(var7 % var6) / (float)var6 - 0.5f) / 64.0f;
float var9 = ((float)(var7 / var6) / (float)var6 - 0.5f) / 64.0f;
float var10 = 0.0f;
GlStateManager.translate((float)var8, (float)var9, (float)var10);
GlStateManager.rotate((float)(MathHelper.sin((float)((this.panoramaTimer + p_73970_3_) / 400.0f)) * 25.0f + 20.0f), (float)1.0f, (float)0.0f, (float)0.0f);
GlStateManager.rotate((float)((- this.panoramaTimer + p_73970_3_) * 0.1f), (float)0.0f, (float)1.0f, (float)0.0f);
int var11 = 0;
while (var11 < 6) {
GlStateManager.pushMatrix();
if (var11 == 1) {
GlStateManager.rotate((float)90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 2) {
GlStateManager.rotate((float)180.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 3) {
GlStateManager.rotate((float)-90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 4) {
GlStateManager.rotate((float)90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
}
if (var11 == 5) {
GlStateManager.rotate((float)-90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
}
this.mc.getTextureManager().bindTexture(titlePanoramaPaths[var11]);
var5.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
int l = 255 / (var11 + 1);
float f3 = 0.0F;
var5.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
var5.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
var5.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
var5.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
var4.draw();
GlStateManager.popMatrix();
++var11;
}
GlStateManager.popMatrix();
GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)false);
++var7;
}
var5.setTranslation(0.0, 0.0, 0.0);
GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)true);
GlStateManager.matrixMode((int)5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode((int)5888);
GlStateManager.popMatrix();
GlStateManager.depthMask((boolean)true);
GlStateManager.enableCull();
GlStateManager.enableDepth();
}
示例10: drawPanorama
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.matrixMode(5889);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
Project.gluPerspective(120.0F, 1.0F, 0.05F, 10.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.disableCull();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
int i = 8;
for (int j = 0; j < i * i; ++j) {
GlStateManager.pushMatrix();
float f = ((float) (j % i) / (float) i - 0.5F) / 64.0F;
float f1 = ((float) (j / i) / (float) i - 0.5F) / 64.0F;
float f2 = 0.0F;
GlStateManager.translate(f, f1, f2);
GlStateManager.rotate(MathHelper.sin(((float) this.panoramaTimer + p_73970_3_) / 400.0F) * 25.0F + 20.0F,
1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-((float) this.panoramaTimer + p_73970_3_) * 0.1F, 0.0F, 1.0F, 0.0F);
for (int k = 0; k < 6; ++k) {
GlStateManager.pushMatrix();
if (k == 1) {
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 2) {
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 3) {
GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 4) {
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
}
if (k == 5) {
GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
}
this.mc.getTextureManager().bindTexture(titlePanoramaPaths[k]);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
int l = 255 / (j + 1);
float f3 = 0.0F;
worldrenderer.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
GlStateManager.colorMask(true, true, true, false);
}
worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
GlStateManager.colorMask(true, true, true, true);
GlStateManager.matrixMode(5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
GlStateManager.enableCull();
GlStateManager.enableDepth();
}
示例11: rotateAndBlurSkybox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Rotate and blurs the skybox view in the main menu
*/
private void rotateAndBlurSkybox(float partialTicks) {
this.mc.getTextureManager().bindTexture(this.backgroundTexture);
GlStateManager.glTexParameteri(3553, 10241, 9729);
GlStateManager.glTexParameteri(3553, 10240, 9729);
GlStateManager.glCopyTexSubImage2D(3553, 0, 0, 0, 0, 0, 256, 256);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
GlStateManager.colorMask(true, true, true, false);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
GlStateManager.disableAlpha();
int i = 3;
int j = 3;
CustomPanoramaProperties custompanoramaproperties = CustomPanorama.getCustomPanoramaProperties();
if (custompanoramaproperties != null) {
j = custompanoramaproperties.getBlur2();
}
for (int k = 0; k < j; ++k) {
float f = 1.0F / (float) (k + 1);
int l = this.width;
int i1 = this.height;
float f1 = (float) (k - 1) / 256.0F;
vertexbuffer.pos((double) l, (double) i1, (double) this.zLevel).tex((double) (0.0F + f1), 1.0D)
.color(1.0F, 1.0F, 1.0F, f).endVertex();
vertexbuffer.pos((double) l, 0.0D, (double) this.zLevel).tex((double) (1.0F + f1), 1.0D)
.color(1.0F, 1.0F, 1.0F, f).endVertex();
vertexbuffer.pos(0.0D, 0.0D, (double) this.zLevel).tex((double) (1.0F + f1), 0.0D)
.color(1.0F, 1.0F, 1.0F, f).endVertex();
vertexbuffer.pos(0.0D, (double) i1, (double) this.zLevel).tex((double) (0.0F + f1), 0.0D)
.color(1.0F, 1.0F, 1.0F, f).endVertex();
}
tessellator.draw();
GlStateManager.enableAlpha();
GlStateManager.colorMask(true, true, true, true);
}
示例12: framebufferRenderExt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void framebufferRenderExt(int width, int height, boolean p_178038_3_)
{
if (OpenGlHelper.isFramebufferEnabled())
{
GlStateManager.colorMask(true, true, true, false);
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)width, (double)height, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.viewport(0, 0, width, height);
GlStateManager.enableTexture2D();
GlStateManager.disableLighting();
GlStateManager.disableAlpha();
if (p_178038_3_)
{
GlStateManager.disableBlend();
GlStateManager.enableColorMaterial();
}
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.bindFramebufferTexture();
float f = (float)width;
float f1 = (float)height;
float f2 = (float)this.framebufferWidth / (float)this.framebufferTextureWidth;
float f3 = (float)this.framebufferHeight / (float)this.framebufferTextureHeight;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos(0.0D, (double)f1, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, (double)f1, 0.0D).tex((double)f2, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, 0.0D, 0.0D).tex((double)f2, (double)f3).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, (double)f3).color(255, 255, 255, 255).endVertex();
tessellator.draw();
this.unbindFramebufferTexture();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
}
}
示例13: loadShader
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void loadShader(float p_148042_1_)
{
this.preLoadShader();
this.framebufferIn.unbindFramebuffer();
float f = (float)this.framebufferOut.framebufferTextureWidth;
float f1 = (float)this.framebufferOut.framebufferTextureHeight;
GlStateManager.viewport(0, 0, (int)f, (int)f1);
this.manager.addSamplerTexture("DiffuseSampler", this.framebufferIn);
for (int i = 0; i < this.listAuxFramebuffers.size(); ++i)
{
this.manager.addSamplerTexture((String)this.listAuxNames.get(i), this.listAuxFramebuffers.get(i));
this.manager.getShaderUniformOrDefault("AuxSize" + i).set((float)((Integer)this.listAuxWidths.get(i)).intValue(), (float)((Integer)this.listAuxHeights.get(i)).intValue());
}
this.manager.getShaderUniformOrDefault("ProjMat").set(this.projectionMatrix);
this.manager.getShaderUniformOrDefault("InSize").set((float)this.framebufferIn.framebufferTextureWidth, (float)this.framebufferIn.framebufferTextureHeight);
this.manager.getShaderUniformOrDefault("OutSize").set(f, f1);
this.manager.getShaderUniformOrDefault("Time").set(p_148042_1_);
Minecraft minecraft = Minecraft.getMinecraft();
this.manager.getShaderUniformOrDefault("ScreenSize").set((float)minecraft.displayWidth, (float)minecraft.displayHeight);
this.manager.useShader();
this.framebufferOut.framebufferClear();
this.framebufferOut.bindFramebuffer(false);
GlStateManager.depthMask(false);
GlStateManager.colorMask(true, true, true, true);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos(0.0D, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
this.manager.endShader();
this.framebufferOut.unbindFramebuffer();
this.framebufferIn.unbindFramebufferTexture();
for (Object object : this.listAuxFramebuffers)
{
if (object instanceof Framebuffer)
{
((Framebuffer)object).unbindFramebufferTexture();
}
}
}