本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.depthFunc方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.depthFunc方法的具体用法?Java GlStateManager.depthFunc怎么用?Java GlStateManager.depthFunc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.depthFunc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: renderGhostModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderGhostModel(IBakedModel model, BlockPos position, Color color, boolean noDepth, float partialTicks)
{
GlStateManager.enableBlend();
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_DST_COLOR);
BufferBuilder vb;
if(noDepth)
{
GlStateManager.depthFunc(519);
vb = prepRenderBlockDepth(partialTicks, true);
}
else
vb = prepRender(partialTicks, true);
vb.begin(7, DefaultVertexFormats.BLOCK);
World world = Minecraft.getMinecraft().world;
BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
dispatcher.getBlockModelRenderer().renderModel(world, model, Minecraft.getMinecraft().world.getBlockState(position), position.add(0, noDepth ? 500 : 0, 0), vb, false);
for(int i = 0; i < vb.getVertexCount(); i++)
vb.putColorMultiplier(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, i);
vb.color(1, 1, 1, 0.1f);
postRender();
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
}
示例2: renderShulkerBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
public static void renderShulkerBox(ItemStack stack, float lidProgress) {
ModelShulker shulkerBoxModel = new ModelShulker();
GlStateManager.enableDepth();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
GlStateManager.disableCull();
String color = getShulkerColorName(stack);
RenderUtils.bindTexture(new ResourceLocation("ironchest", "textures/model/shulker/" + color + "/shulker_" + color + "" + getShulkerBoxType(stack).modelTexture));
GlStateManager.pushMatrix();
GlStateManager.enableRescaleNormal();
GlStateManager.translate(0 + 0.5F, 0 + 1.5F, 0 + 0.5F);
GlStateManager.scale(1.0F, -1.0F, -1.0F);
GlStateManager.translate(0.0F, 1.0F, 0.0F);
GlStateManager.scale(0.9995F, 0.9995F, 0.9995F);
GlStateManager.translate(0.0F, -1.0F, 0.0F);
shulkerBoxModel.base.render(0.0625F);
GlStateManager.translate(0.0F, -lidProgress * 0.5F, 0.0F);
GlStateManager.rotate(270.0F * lidProgress, 0.0F, 1.0F, 0.0F);
shulkerBoxModel.lid.render(0.0625F);
GlStateManager.enableCull();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例3: apply2
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void apply2(IBakedModel model, int color) {
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.depthMask(false);
GlStateManager.depthFunc(514);
GlStateManager.disableLighting();
GlStateManager.blendFunc(SourceFactor.SRC_COLOR, DestFactor.ONE);
Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft", "textures/misc/enchanted_item_glint.png"));
GlStateManager.matrixMode(5890);
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f = Minecraft.getSystemTime() % 3000L / 3000.0F / 8.0F;
GlStateManager.translate(f, 0.0F, 0.0F);
GlStateManager.rotate(-50.0F, 0.0F, 0.0F, 1.0F);
RenderModel.render(model, color);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.enableLighting();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
}
示例4: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityDragon entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
this.dragonRenderer.bindTexture(TEXTURE);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
GlStateManager.disableLighting();
GlStateManager.depthFunc(514);
int i = 61680;
int j = 61680;
int k = 0;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.dragonRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
this.dragonRenderer.setLightmap(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.depthFunc(515);
}
示例5: renderShulkerBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderShulkerBox(int color, float lidProgress) {
GlStateManager.enableDepth();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
GlStateManager.disableCull();
RenderUtils.bindTexture(RenderShulker.SHULKER_ENDERGOLEM_TEXTURE[color]);
GlStateManager.pushMatrix();
GlStateManager.enableRescaleNormal();
GlStateManager.translate(0 + 0.5F, 0 + 1.5F, 0 + 0.5F);
GlStateManager.scale(1.0F, -1.0F, -1.0F);
GlStateManager.translate(0.0F, 1.0F, 0.0F);
GlStateManager.scale(0.9995F, 0.9995F, 0.9995F);
GlStateManager.translate(0.0F, -1.0F, 0.0F);
SHULKER_BOX_MODEL.base.render(0.0625F);
GlStateManager.translate(0.0F, -lidProgress * 0.5F, 0.0F);
GlStateManager.rotate(270.0F * lidProgress, 0.0F, 1.0F, 0.0F);
SHULKER_BOX_MODEL.lid.render(0.0625F);
GlStateManager.enableCull();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例6: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityDragon entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
this.dragonRenderer.bindTexture(TEXTURE);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(1, 1);
GlStateManager.disableLighting();
GlStateManager.depthFunc(514);
int i = 61680;
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.dragonRenderer.getMainModel().render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
this.dragonRenderer.func_177105_a(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.depthFunc(515);
}
示例7: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityDragon entitylivingbaseIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor)
{
if (entitylivingbaseIn.deathTicks > 0)
{
float f = (float)entitylivingbaseIn.deathTicks / 200.0F;
GlStateManager.depthFunc(515);
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, f);
this.bindTexture(DRAGON_EXPLODING_TEXTURES);
this.mainModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor);
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.depthFunc(514);
}
this.bindEntityTexture(entitylivingbaseIn);
this.mainModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor);
if (entitylivingbaseIn.hurtTime > 0)
{
GlStateManager.depthFunc(514);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.color(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.depthFunc(515);
}
}
示例8: renderGhostBlock
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderGhostBlock(IBlockState state, BlockPos position, Color color, boolean noDepth, float partialTicks)
{
if(!(state.getBlock() instanceof BlockLiquid) && !(state.getBlock() instanceof BlockFluidBase))
{
renderGhostModel(Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(state), position, color, noDepth, partialTicks);
return;
}
GlStateManager.enableBlend();
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_DST_COLOR);
BufferBuilder vb;
if(noDepth)
{
GlStateManager.depthFunc(519);
vb = prepRenderBlockDepth(partialTicks, true);
}
else
vb = prepRender(partialTicks, true);
vb.begin(7, DefaultVertexFormats.BLOCK);
World world = Minecraft.getMinecraft().world;
Minecraft.getMinecraft().getBlockRendererDispatcher().renderBlock(state, position.add(0, noDepth ? 500 : 0, 0), world, vb);
for(int i = 0; i < vb.getVertexCount(); i++)
vb.putColorMultiplier(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, i);
vb.color(1, 1, 1, 0.1f);
postRender();
GlStateManager.disableBlend();
GlStateManager.depthFunc(515);
}
示例9: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityDragon entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
this.dragonRenderer.bindTexture(TEXTURE);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
GlStateManager.disableLighting();
GlStateManager.depthFunc(514);
int i = 61680;
int j = 61680;
int k = 0;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
Minecraft.getMinecraft().entityRenderer.func_191514_d(true);
if (Config.isShaders())
{
Shaders.beginSpiderEyes();
}
Config.getRenderGlobal().renderOverlayEyes = true;
this.dragonRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
Config.getRenderGlobal().renderOverlayEyes = false;
Minecraft.getMinecraft().entityRenderer.func_191514_d(false);
this.dragonRenderer.setLightmap(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.depthFunc(515);
}
示例10: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityDragon entitylivingbaseIn, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_)
{
if (entitylivingbaseIn.deathTicks > 0)
{
float f = (float)entitylivingbaseIn.deathTicks / 200.0F;
GlStateManager.depthFunc(515);
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, f);
this.bindTexture(enderDragonExplodingTextures);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.depthFunc(514);
}
this.bindEntityTexture(entitylivingbaseIn);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
if (entitylivingbaseIn.hurtTime > 0)
{
GlStateManager.depthFunc(514);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.color(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.depthFunc(515);
}
}
示例11: func_177183_a
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void func_177183_a(EntityLivingBase entitylivingbaseIn, T modelbaseIn, float p_177183_3_, float p_177183_4_, float p_177183_5_, float p_177183_6_, float p_177183_7_, float p_177183_8_, float p_177183_9_)
{
float f = (float)entitylivingbaseIn.ticksExisted + p_177183_5_;
this.renderer.bindTexture(ENCHANTED_ITEM_GLINT_RES);
GlStateManager.enableBlend();
GlStateManager.depthFunc(514);
GlStateManager.depthMask(false);
float f1 = 0.5F;
GlStateManager.color(f1, f1, f1, 1.0F);
for (int i = 0; i < 2; ++i)
{
GlStateManager.disableLighting();
GlStateManager.blendFunc(768, 1);
float f2 = 0.76F;
GlStateManager.color(0.5F * f2, 0.25F * f2, 0.8F * f2, 1.0F);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f3 = 0.33333334F;
GlStateManager.scale(f3, f3, f3);
GlStateManager.rotate(30.0F - (float)i * 60.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.translate(0.0F, f * (0.001F + (float)i * 0.003F) * 20.0F, 0.0F);
GlStateManager.matrixMode(5888);
modelbaseIn.render(entitylivingbaseIn, p_177183_3_, p_177183_4_, p_177183_6_, p_177183_7_, p_177183_8_, p_177183_9_);
}
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.depthMask(true);
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
}
示例12: renderEffect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderEffect(IBakedModel model)
{
GlStateManager.depthMask(false);
GlStateManager.depthFunc(514);
GlStateManager.disableLighting();
GlStateManager.blendFunc(768, 1);
this.textureManager.bindTexture(RES_ITEM_GLINT);
GlStateManager.matrixMode(5890);
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F / 8.0F;
GlStateManager.translate(f, 0.0F, 0.0F);
GlStateManager.rotate(-50.0F, 0.0F, 0.0F, 1.0F);
this.renderModel(model, -8372020);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f1 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F / 8.0F;
GlStateManager.translate(-f1, 0.0F, 0.0F);
GlStateManager.rotate(10.0F, 0.0F, 0.0F, 1.0F);
this.renderModel(model, -8372020);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.blendFunc(770, 771);
GlStateManager.enableLighting();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
this.textureManager.bindTexture(TextureMap.locationBlocksTexture);
}
示例13: renderItemFP
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderItemFP(ItemRenderer itemRenderer, float par1)
{
GlStateManager.depthMask(true);
GlStateManager.depthFunc(515);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
itemRenderer.renderItemInFirstPerson(par1);
}
示例14: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(TileEntityAlchemyGlobe tile, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
RenderManager renderManager = Minecraft.getMinecraft().getRenderManager();
//float eyeHeight = Minecraft.getMinecraft().getRenderViewEntity().getEyeHeight();
//Vec3d offset = new Vec3d(x,y,z);
//Vec3d offsetNormalized = offset.normalize();
float playerLookX = (renderManager.options.thirdPersonView == 2 ? 1 : -1) * renderManager.playerViewX;
float playerLookY = renderManager.playerViewY;
//double pitch = Math.toRadians(playerLookX);
//double yaw = Math.toRadians(playerLookY);
//double lookx = -Math.sin(yaw) * Math.cos(pitch);
//double looky = Math.sin(pitch);
//double lookz = Math.cos(yaw) * Math.cos(pitch);
//Vec3d playerLookVec = new Vec3d(lookx,looky,lookz).normalize();
GlStateManager.pushMatrix();
GlStateManager.translate(x + 0.5, y + 0.5, z + 0.5);
//GlStateManager.translate(offsetNormalized.x * 2, offsetNormalized.y * 2 + eyeHeight, offsetNormalized.z * 2);
GlStateManager.rotate(-playerLookY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-playerLookX, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
Minecraft.getMinecraft().renderEngine.bindTexture(BUBBLE_TEXTURE);
GlStateManager.disableCull();
GlStateManager.disableLighting();
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
GlStateManager.depthFunc(GL11.GL_LEQUAL);
GlStateManager.alphaFunc(GL11.GL_ALWAYS, 0);
GlStateManager.depthMask(false);
Tessellator tess = Tessellator.getInstance();
BufferBuilder buffer = tess.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL);
RenderUtil.addBox(buffer, 0.5, 0.5, 0.0, -0.5, -0.5, -0.0, BUBBLE_UV, new int[]{0,0,0,0,0,0});
tess.draw();
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
}
示例15: prepNoDepthLineRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static BufferBuilder prepNoDepthLineRender(float partialTicks)
{
GlStateManager.depthFunc(519);
return prepLineRender(partialTicks);
}