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Java GlStateManager.depthMask方法代码示例

本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.depthMask方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.depthMask方法的具体用法?Java GlStateManager.depthMask怎么用?Java GlStateManager.depthMask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net.minecraft.client.renderer.GlStateManager的用法示例。


在下文中一共展示了GlStateManager.depthMask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: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void doRenderLayer(EntityEvolvedEnderman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
	endermanRenderer.bindTexture(RES_ENDERMAN_EYES);
	GlStateManager.enableBlend();
	GlStateManager.disableAlpha();
	GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
	GlStateManager.disableLighting();
	GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());

	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
	GlStateManager.enableLighting();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	endermanRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
	endermanRenderer.setLightmap(entitylivingbaseIn);
	GlStateManager.depthMask(true);
	GlStateManager.disableBlend();
	GlStateManager.enableAlpha();
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:19,代码来源:LayerEndermanEvolvedEyes.java

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);
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:26,代码来源:IronChests.java

示例3: renderPumpkinOverlay

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void renderPumpkinOverlay(ScaledResolution scaledRes)
{
    GlStateManager.disableDepth();
    GlStateManager.depthMask(false);
    GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.disableAlpha();
    this.mc.getTextureManager().bindTexture(PUMPKIN_BLUR_TEX_PATH);
    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer vertexbuffer = tessellator.getBuffer();
    vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
    vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
    vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
    tessellator.draw();
    GlStateManager.depthMask(true);
    GlStateManager.enableDepth();
    GlStateManager.enableAlpha();
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:22,代码来源:GuiIngame.java

示例4: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void doRenderLayer(EntityFrienderman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
	endermanRenderer.bindTexture(RES_ENDERMAN_EYES);
	GlStateManager.enableBlend();
	GlStateManager.disableAlpha();
	GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
	GlStateManager.disableLighting();
	GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
	GlStateManager.enableLighting();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	endermanRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
	endermanRenderer.setLightmap(entitylivingbaseIn);
	GlStateManager.depthMask(true);
	GlStateManager.disableBlend();
	GlStateManager.enableAlpha();
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:18,代码来源:LayerFriendermanEyes.java

示例5: renderPortal

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderPortal(float timeInPortal, ScaledResolution scaledRes)
{
    if (timeInPortal < 1.0F)
    {
        timeInPortal = timeInPortal * timeInPortal;
        timeInPortal = timeInPortal * timeInPortal;
        timeInPortal = timeInPortal * 0.8F + 0.2F;
    }

    GlStateManager.disableAlpha();
    GlStateManager.disableDepth();
    GlStateManager.depthMask(false);
    GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
    GlStateManager.color(1.0F, 1.0F, 1.0F, timeInPortal);
    this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
    TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(Blocks.PORTAL.getDefaultState());
    float f = textureatlassprite.getMinU();
    float f1 = textureatlassprite.getMinV();
    float f2 = textureatlassprite.getMaxU();
    float f3 = textureatlassprite.getMaxV();
    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer vertexbuffer = tessellator.getBuffer();
    vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
    vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f, (double)f3).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f2, (double)f3).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex((double)f2, (double)f1).endVertex();
    vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex((double)f, (double)f1).endVertex();
    tessellator.draw();
    GlStateManager.depthMask(true);
    GlStateManager.enableDepth();
    GlStateManager.enableAlpha();
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:34,代码来源:GuiIngame.java

示例6: func_180474_b

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void func_180474_b(float p_180474_1_, ScaledResolution p_180474_2_) {
	if (p_180474_1_ < 1.0F) {
		p_180474_1_ = p_180474_1_ * p_180474_1_;
		p_180474_1_ = p_180474_1_ * p_180474_1_;
		p_180474_1_ = p_180474_1_ * 0.8F + 0.2F;
	}

	GlStateManager.disableAlpha();
	GlStateManager.disableDepth();
	GlStateManager.depthMask(false);
	GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
	GlStateManager.color(1.0F, 1.0F, 1.0F, p_180474_1_);
	this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
	TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes()
			.getTexture(Blocks.portal.getDefaultState());
	float f = textureatlassprite.getMinU();
	float f1 = textureatlassprite.getMinV();
	float f2 = textureatlassprite.getMaxU();
	float f3 = textureatlassprite.getMaxV();
	Tessellator tessellator = Tessellator.getInstance();
	WorldRenderer worldrenderer = tessellator.getWorldRenderer();
	worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
	worldrenderer.pos(0.0D, (double) p_180474_2_.getScaledHeight(), -90.0D).tex((double) f, (double) f3)
			.endVertex();
	worldrenderer.pos((double) p_180474_2_.getScaledWidth(), (double) p_180474_2_.getScaledHeight(), -90.0D)
			.tex((double) f2, (double) f3).endVertex();
	worldrenderer.pos((double) p_180474_2_.getScaledWidth(), 0.0D, -90.0D).tex((double) f2, (double) f1)
			.endVertex();
	worldrenderer.pos(0.0D, 0.0D, -90.0D).tex((double) f, (double) f1).endVertex();
	tessellator.draw();
	GlStateManager.depthMask(true);
	GlStateManager.enableDepth();
	GlStateManager.enableAlpha();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:36,代码来源:GuiIngame.java

示例7: 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();
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:35,代码来源:LayerArmorBase.java

示例8: render

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(PortalTileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
    super.render(te, x, y, z, partialTicks, destroyStage, alpha);

    if (te.getPortalSide() == null) {
        return;
    }

    GlStateManager.pushMatrix();

    GlStateManager.depthMask(true);
    GlStateManager.enableBlend();
    GlStateManager.disableLighting();
    GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    this.bindTexture(portal);

    long time = System.currentTimeMillis();
    angle = (time / 400.0) % 360.0;
    float scale = 1.0f;
    int start = te.getStart();
    if (start < 10) {
        scale = start / 10.0f;
    } else {
        int timeout = te.getTimeout();
        if (timeout < 10) {
            scale = timeout / 10.0f;
        }
    }

    Face face = faces[te.getPortalSide().ordinal()];
    Face rface = revertedfaces[te.getPortalSide().ordinal()];

    GlStateManager.translate((float) x + face.ox, (float) y + face.oy, (float) z + face.oz);
    GlStateManager.scale(scale, scale, scale);
    renderQuadBright(angle, face, rface);

    GlStateManager.popMatrix();
}
 
开发者ID:McJty,项目名称:MeeCreeps,代码行数:40,代码来源:PortalTESR.java

示例9: renderParticle

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
 * Renders the particle
 */
public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ)
{
    if (this.entity != null)
    {
        RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
        rendermanager.setRenderPosition(Particle.interpPosX, Particle.interpPosY, Particle.interpPosZ);
        float f = 0.42553192F;
        float f1 = ((float)this.particleAge + partialTicks) / (float)this.particleMaxAge;
        GlStateManager.depthMask(true);
        GlStateManager.enableBlend();
        GlStateManager.enableDepth();
        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
        float f2 = 240.0F;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0F, 240.0F);
        GlStateManager.pushMatrix();
        float f3 = 0.05F + 0.5F * MathHelper.sin(f1 * (float)Math.PI);
        GlStateManager.color(1.0F, 1.0F, 1.0F, f3);
        GlStateManager.translate(0.0F, 1.8F, 0.0F);
        GlStateManager.rotate(180.0F - entityIn.rotationYaw, 0.0F, 1.0F, 0.0F);
        GlStateManager.rotate(60.0F - 150.0F * f1 - entityIn.rotationPitch, 1.0F, 0.0F, 0.0F);
        GlStateManager.translate(0.0F, -0.4F, -1.5F);
        GlStateManager.scale(0.42553192F, 0.42553192F, 0.42553192F);
        this.entity.rotationYaw = 0.0F;
        this.entity.rotationYawHead = 0.0F;
        this.entity.prevRotationYaw = 0.0F;
        this.entity.prevRotationYawHead = 0.0F;
        rendermanager.doRenderEntity(this.entity, 0.0D, 0.0D, 0.0D, 0.0F, partialTicks, false);
        GlStateManager.popMatrix();
        GlStateManager.enableDepth();
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:35,代码来源:ParticleMobAppearance.java

示例10: doRenderLayer

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityEnderman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    this.endermanRenderer.bindTexture(RES_ENDERMAN_EYES);
    GlStateManager.enableBlend();
    GlStateManager.disableAlpha();
    GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
    GlStateManager.disableLighting();
    GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
    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.endermanRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
    Config.getRenderGlobal().renderOverlayEyes = false;
    Minecraft.getMinecraft().entityRenderer.func_191514_d(false);
    this.endermanRenderer.setLightmap(entitylivingbaseIn, partialTicks);
    GlStateManager.depthMask(true);
    GlStateManager.disableBlend();
    GlStateManager.enableAlpha();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:31,代码来源:LayerEndermanEyes.java

示例11: 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);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:30,代码来源:RenderItem.java

示例12: renderPortal

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void renderPortal(float timeInPortal, ScaledResolution scaledRes)
{
    if (timeInPortal < 1.0F)
    {
        timeInPortal = timeInPortal * timeInPortal;
        timeInPortal = timeInPortal * timeInPortal;
        timeInPortal = timeInPortal * 0.8F + 0.2F;
    }

    GlStateManager.disableAlpha();
    GlStateManager.disableDepth();
    GlStateManager.depthMask(false);
    GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
    GlStateManager.color(1.0F, 1.0F, 1.0F, timeInPortal);
    this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
    TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(Blocks.PORTAL.getDefaultState());
    float f = textureatlassprite.getMinU();
    float f1 = textureatlassprite.getMinV();
    float f2 = textureatlassprite.getMaxU();
    float f3 = textureatlassprite.getMaxV();
    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer vertexbuffer = tessellator.getBuffer();
    vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
    vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f, (double)f3).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f2, (double)f3).endVertex();
    vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex((double)f2, (double)f1).endVertex();
    vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex((double)f, (double)f1).endVertex();
    tessellator.draw();
    GlStateManager.depthMask(true);
    GlStateManager.enableDepth();
    GlStateManager.enableAlpha();
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:34,代码来源:GuiIngame.java

示例13: 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)
{
    if (entitylivingbaseIn.deathTicks > 0)
    {
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        RenderHelper.disableStandardItemLighting();
        float f = ((float)entitylivingbaseIn.deathTicks + partialTicks) / 200.0F;
        float f1 = 0.0F;

        if (f > 0.8F)
        {
            f1 = (f - 0.8F) / 0.2F;
        }

        Random random = new Random(432L);
        GlStateManager.disableTexture2D();
        GlStateManager.shadeModel(7425);
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(770, 1);
        GlStateManager.disableAlpha();
        GlStateManager.enableCull();
        GlStateManager.depthMask(false);
        GlStateManager.pushMatrix();
        GlStateManager.translate(0.0F, -1.0F, -2.0F);

        for (int i = 0; (float)i < (f + f * f) / 2.0F * 60.0F; ++i)
        {
            GlStateManager.rotate(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.rotate(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.rotate(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(random.nextFloat() * 360.0F + f * 90.0F, 0.0F, 0.0F, 1.0F);
            float f2 = random.nextFloat() * 20.0F + 5.0F + f1 * 10.0F;
            float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
            worldrenderer.begin(6, DefaultVertexFormats.POSITION_COLOR);
            worldrenderer.pos(0.0D, 0.0D, 0.0D).color(255, 255, 255, (int)(255.0F * (1.0F - f1))).endVertex();
            worldrenderer.pos(-0.866D * (double)f3, (double)f2, (double)(-0.5F * f3)).color(255, 0, 255, 0).endVertex();
            worldrenderer.pos(0.866D * (double)f3, (double)f2, (double)(-0.5F * f3)).color(255, 0, 255, 0).endVertex();
            worldrenderer.pos(0.0D, (double)f2, (double)(1.0F * f3)).color(255, 0, 255, 0).endVertex();
            worldrenderer.pos(-0.866D * (double)f3, (double)f2, (double)(-0.5F * f3)).color(255, 0, 255, 0).endVertex();
            tessellator.draw();
        }

        GlStateManager.popMatrix();
        GlStateManager.depthMask(true);
        GlStateManager.disableCull();
        GlStateManager.disableBlend();
        GlStateManager.shadeModel(7424);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        GlStateManager.enableTexture2D();
        GlStateManager.enableAlpha();
        RenderHelper.enableStandardItemLighting();
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:57,代码来源:LayerEnderDragonDeath.java

示例14: 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();
        }
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:49,代码来源:Shader.java

示例15: renderVignette

import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
 * Renders a Vignette arount the entire screen that changes with light level.
 */
private void renderVignette(float p_180480_1_, ScaledResolution p_180480_2_)
{
    if (Config.isVignetteEnabled())
    {
        p_180480_1_ = 1.0F - p_180480_1_;
        p_180480_1_ = MathHelper.clamp_float(p_180480_1_, 0.0F, 1.0F);
        WorldBorder worldborder = this.mc.theWorld.getWorldBorder();
        float f = (float)worldborder.getClosestDistance(this.mc.thePlayer);
        double d0 = Math.min(worldborder.getResizeSpeed() * (double)worldborder.getWarningTime() * 1000.0D, Math.abs(worldborder.getTargetSize() - worldborder.getDiameter()));
        double d1 = Math.max((double)worldborder.getWarningDistance(), d0);

        if ((double)f < d1)
        {
            f = 1.0F - (float)((double)f / d1);
        }
        else
        {
            f = 0.0F;
        }

        this.prevVignetteBrightness = (float)((double)this.prevVignetteBrightness + (double)(p_180480_1_ - this.prevVignetteBrightness) * 0.01D);
        GlStateManager.disableDepth();
        GlStateManager.depthMask(false);
        GlStateManager.tryBlendFuncSeparate(0, 769, 1, 0);

        if (f > 0.0F)
        {
            GlStateManager.color(0.0F, f, f, 1.0F);
        }
        else
        {
            GlStateManager.color(this.prevVignetteBrightness, this.prevVignetteBrightness, this.prevVignetteBrightness, 1.0F);
        }

        this.mc.getTextureManager().bindTexture(vignetteTexPath);
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
        worldrenderer.pos(0.0D, (double)p_180480_2_.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
        worldrenderer.pos((double)p_180480_2_.getScaledWidth(), (double)p_180480_2_.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
        worldrenderer.pos((double)p_180480_2_.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
        worldrenderer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
        tessellator.draw();
        GlStateManager.depthMask(true);
        GlStateManager.enableDepth();
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:53,代码来源:GuiIngame.java


注:本文中的net.minecraft.client.renderer.GlStateManager.depthMask方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。