本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.enableTexture2D方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.enableTexture2D方法的具体用法?Java GlStateManager.enableTexture2D怎么用?Java GlStateManager.enableTexture2D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.enableTexture2D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: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(int mouseX, int mouseY, float partialTick) {
drawRect(x, y, x + CHECKBOX_WIDTH, y + CHECKBOX_HEIGHT, enabled ? 0xFFA0A0A0 : 0xFF999999);
drawRect(x + 1, y + 1, x + CHECKBOX_WIDTH - 1, y + CHECKBOX_HEIGHT - 1, enabled ? 0xFF202020 : 0xFFAAAAAA);
if (checked) {
GlStateManager.disableTexture2D();
if (enabled) {
GlStateManager.color(1, 1, 1, 1);
} else {
GlStateManager.color(0.8f, 0.8f, 0.8f, 1);
}
BufferBuilder wr = Tessellator.getInstance().getBuffer();
wr.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
wr.pos(x + 2, y + 5, zLevel).endVertex();
wr.pos(x + 5, y + 7, zLevel).endVertex();
wr.pos(x + 8, y + 3, zLevel).endVertex();
Tessellator.getInstance().draw();
GlStateManager.enableTexture2D();
GlStateManager.color(0.25f, 0.25f, 0.25f, 1);
}
fontRenderer.drawString(I18n.format(text), x + 1 + CHECKBOX_WIDTH, y + CHECKBOX_HEIGHT / 2 - fontRenderer.FONT_HEIGHT / 2, enabled ? color : 0xFF888888);
}
示例2: drawRoundedRect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawRoundedRect(float x, float y, float x1, float y1, int borderC, int insideC) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glScalef((float)0.5f, (float)0.5f, (float)0.5f);
RenderUtils.drawVLine(x *= 2.0f, (y *= 2.0f) + 1.0f, (y1 *= 2.0f) - 2.0f, borderC);
RenderUtils.drawVLine((x1 *= 2.0f) - 1.0f, y + 1.0f, y1 - 2.0f, borderC);
RenderUtils.drawHLine(x + 2.0f, x1 - 3.0f, y, borderC);
RenderUtils.drawHLine(x + 2.0f, x1 - 3.0f, y1 - 1.0f, borderC);
RenderUtils.drawHLine(x + 1.0f, x + 1.0f, y + 1.0f, borderC);
RenderUtils.drawHLine(x1 - 2.0f, x1 - 2.0f, y + 1.0f, borderC);
RenderUtils.drawHLine(x1 - 2.0f, x1 - 2.0f, y1 - 2.0f, borderC);
RenderUtils.drawHLine(x + 1.0f, x + 1.0f, y1 - 2.0f, borderC);
RenderUtils.drawRect(x + 1.0f, y + 1.0f, x1 - 1.0f, y1 - 1.0f, insideC);
GL11.glScalef((float)2.0f, (float)2.0f, (float)2.0f);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例3: drawGradientBorderedRect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawGradientBorderedRect(double x, double y, double x2, double y2, float l1, int col1, int col2, int col3) {
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glPushMatrix();
RenderUtils.glColor(col1);
GL11.glLineWidth((float)1.0f);
GL11.glBegin((int)1);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glEnd();
GL11.glPopMatrix();
RenderUtils.drawGradientRect(x, y, x2, y2, col2, col3);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例4: func_180560_a
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void func_180560_a(EntityMinecartTNT minecart, float partialTicks, IBlockState state)
{
int i = minecart.getFuseTicks();
if (i > -1 && (float)i - partialTicks + 1.0F < 10.0F)
{
float f = 1.0F - ((float)i - partialTicks + 1.0F) / 10.0F;
f = MathHelper.clamp_float(f, 0.0F, 1.0F);
f = f * f;
f = f * f;
float f1 = 1.0F + f * 0.3F;
GlStateManager.scale(f1, f1, f1);
}
super.func_180560_a(minecart, partialTicks, state);
if (i > -1 && i / 5 % 2 == 0)
{
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 772);
GlStateManager.color(1.0F, 1.0F, 1.0F, (1.0F - ((float)i - partialTicks + 1.0F) / 100.0F) * 0.8F);
GlStateManager.pushMatrix();
blockrendererdispatcher.renderBlockBrightness(Blocks.tnt.getDefaultState(), 1.0F);
GlStateManager.popMatrix();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.enableTexture2D();
}
}
示例5: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(TileEntityElevatorCaller te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
Tessellator tess = Tessellator.getInstance();
GlStateManager.pushMatrix();
GlStateManager.translate(x + 0.5, y + 1.5, z + 0.5);
GlStateManager.scale(1.0F, -1F, -1F);
PneumaticCraftUtils.rotateMatrixByMetadata(te.getBlockMetadata());
GlStateManager.translate(-1, 0, -1);
FontRenderer fontRenderer = Minecraft.getMinecraft().getRenderManager().getFontRenderer();
for (TileEntityElevatorCaller.ElevatorButton button : te.getFloors()) {
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(button.red, button.green, button.blue, 1F);
BufferBuilder bufferBuilder = tess.getBuffer();
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
bufferBuilder.pos(button.posX + 0.5D, button.posY + 0.5D, 0.499D).endVertex();
bufferBuilder.pos(button.posX + 0.5D, button.posY + button.height + 0.5D, 0.499D).endVertex();
bufferBuilder.pos(button.posX + button.width + 0.5D, button.posY + button.height + 0.5D, 0.499D).endVertex();
bufferBuilder.pos(button.posX + button.width + 0.5D, button.posY + 0.5D, 0.499D).endVertex();
tess.draw();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.pushMatrix();
GlStateManager.translate(button.posX + 0.5D, button.posY + 0.5D, 0.498);
GlStateManager.translate(button.width / 2, button.height / 2, 0);
float textScale = Math.min((float)button.width / 10F, (float)button.height / 10F);
GlStateManager.scale(textScale, textScale, textScale);
fontRenderer.drawString(button.buttonText, -fontRenderer.getStringWidth(button.buttonText) / 2, -fontRenderer.FONT_HEIGHT / 2, 0xFF000000);
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
}
示例6: unsetScoreTeamColor
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void unsetScoreTeamColor()
{
GlStateManager.enableLighting();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
GlStateManager.enableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.enableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例7: drawCursorVertical
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* draws the vertical line cursor in the textbox
*/
private void drawCursorVertical(int p_146188_1_, int p_146188_2_, int p_146188_3_, int p_146188_4_) {
if (p_146188_1_ < p_146188_3_) {
int i = p_146188_1_;
p_146188_1_ = p_146188_3_;
p_146188_3_ = i;
}
if (p_146188_2_ < p_146188_4_) {
int j = p_146188_2_;
p_146188_2_ = p_146188_4_;
p_146188_4_ = j;
}
if (p_146188_3_ > this.xPosition + this.width) {
p_146188_3_ = this.xPosition + this.width;
}
if (p_146188_1_ > this.xPosition + this.width) {
p_146188_1_ = this.xPosition + this.width;
}
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F);
GlStateManager.disableTexture2D();
GlStateManager.enableColorLogic();
GlStateManager.colorLogicOp(5387);
worldrenderer.begin(7, DefaultVertexFormats.POSITION);
worldrenderer.pos((double) p_146188_1_, (double) p_146188_4_, 0.0D).endVertex();
worldrenderer.pos((double) p_146188_3_, (double) p_146188_4_, 0.0D).endVertex();
worldrenderer.pos((double) p_146188_3_, (double) p_146188_2_, 0.0D).endVertex();
worldrenderer.pos((double) p_146188_1_, (double) p_146188_2_, 0.0D).endVertex();
tessellator.draw();
GlStateManager.disableColorLogic();
GlStateManager.enableTexture2D();
}
示例8: updateAchievementWindow
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void updateAchievementWindow()
{
if (this.theAchievement != null && this.notificationTime != 0L && Minecraft.getMinecraft().player != null)
{
double d0 = (double)(Minecraft.getSystemTime() - this.notificationTime) / 3000.0D;
if (this.permanentNotification)
{
if (d0 > 0.5D)
{
d0 = 0.5D;
}
}
else if (d0 < 0.0D || d0 > 1.0D)
{
this.notificationTime = 0L;
return;
}
this.updateAchievementWindowScale();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
double d1 = d0 * 2.0D;
if (d1 > 1.0D)
{
d1 = 2.0D - d1;
}
d1 = d1 * 4.0D;
d1 = 1.0D - d1;
if (d1 < 0.0D)
{
d1 = 0.0D;
}
d1 = d1 * d1;
d1 = d1 * d1;
int i = this.width - 160;
int j = 0 - (int)(d1 * 36.0D);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.enableTexture2D();
this.mc.getTextureManager().bindTexture(ACHIEVEMENT_BG);
GlStateManager.disableLighting();
this.drawTexturedModalRect(i, j, 96, 202, 160, 32);
if (this.permanentNotification)
{
this.mc.fontRendererObj.drawSplitString(this.achievementDescription, i + 30, j + 7, 120, -1);
}
else
{
this.mc.fontRendererObj.drawString(this.achievementTitle, i + 30, j + 7, -256);
this.mc.fontRendererObj.drawString(this.achievementDescription, i + 30, j + 18, -1);
}
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.disableLighting();
GlStateManager.enableRescaleNormal();
GlStateManager.enableColorMaterial();
GlStateManager.enableLighting();
this.renderItem.renderItemAndEffectIntoGUI(this.theAchievement.theItemStack, i + 8, j + 8);
GlStateManager.disableLighting();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
}
}
示例9: drawCursorVertical
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* draws the vertical line cursor in the textbox
*/
private void drawCursorVertical(int p_146188_1_, int p_146188_2_, int p_146188_3_, int p_146188_4_)
{
if (p_146188_1_ < p_146188_3_)
{
int i = p_146188_1_;
p_146188_1_ = p_146188_3_;
p_146188_3_ = i;
}
if (p_146188_2_ < p_146188_4_)
{
int j = p_146188_2_;
p_146188_2_ = p_146188_4_;
p_146188_4_ = j;
}
if (p_146188_3_ > this.xPosition + this.width)
{
p_146188_3_ = this.xPosition + this.width;
}
if (p_146188_1_ > this.xPosition + this.width)
{
p_146188_1_ = this.xPosition + this.width;
}
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F);
GlStateManager.disableTexture2D();
GlStateManager.enableColorLogic();
GlStateManager.colorLogicOp(5387);
worldrenderer.begin(7, DefaultVertexFormats.POSITION);
worldrenderer.pos((double)p_146188_1_, (double)p_146188_4_, 0.0D).endVertex();
worldrenderer.pos((double)p_146188_3_, (double)p_146188_4_, 0.0D).endVertex();
worldrenderer.pos((double)p_146188_3_, (double)p_146188_2_, 0.0D).endVertex();
worldrenderer.pos((double)p_146188_1_, (double)p_146188_2_, 0.0D).endVertex();
tessellator.draw();
GlStateManager.disableColorLogic();
GlStateManager.enableTexture2D();
}
示例10: drawScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_)
{
if (this.field_178041_q)
{
this.mouseX = mouseXIn;
this.mouseY = mouseYIn;
this.drawBackground();
int i = this.getScrollBarX();
int j = i + 6;
this.bindAmountScrolled();
GlStateManager.disableLighting();
GlStateManager.disableFog();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2;
int l = this.top + 4 - (int)this.amountScrolled;
if (this.hasListHeader)
{
this.drawListHeader(k, l, tessellator);
}
this.drawSelectionBox(k, l, mouseXIn, mouseYIn);
GlStateManager.disableDepth();
int i1 = 4;
this.overlayBackground(0, this.top, 255, 255);
this.overlayBackground(this.bottom, this.height, 255, 255);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
GlStateManager.disableAlpha();
GlStateManager.shadeModel(7425);
GlStateManager.disableTexture2D();
int j1 = this.func_148135_f();
if (j1 > 0)
{
int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8);
int l1 = (int)this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top;
if (l1 < this.top)
{
l1 = this.top;
}
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)j, (double)this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)j, (double)this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)i, (double)this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
tessellator.draw();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)(l1 + k1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j, (double)(l1 + k1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j, (double)l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)i, (double)l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
tessellator.draw();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i, (double)(l1 + k1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)(j - 1), (double)(l1 + k1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)(j - 1), (double)l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
worldrenderer.pos((double)i, (double)l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
tessellator.draw();
}
this.func_148142_b(mouseXIn, mouseYIn);
GlStateManager.enableTexture2D();
GlStateManager.shadeModel(7424);
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
}
}
示例11: renderItemOverlayIntoGUI
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the stack size and/or damage bar for the given ItemStack.
*/
public void renderItemOverlayIntoGUI(FontRenderer fr, ItemStack stack, int xPosition, int yPosition, String text)
{
if (stack != null)
{
if (stack.stackSize != 1 || text != null)
{
String s = text == null ? String.valueOf(stack.stackSize) : text;
if (text == null && stack.stackSize < 1)
{
s = EnumChatFormatting.RED + String.valueOf(stack.stackSize);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableBlend();
fr.drawStringWithShadow(s, (float)(xPosition + 19 - 2 - fr.getStringWidth(s)), (float)(yPosition + 6 + 3), 16777215);
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
boolean flag = stack.isItemDamaged();
if (Reflector.ForgeItem_showDurabilityBar.exists())
{
flag = Reflector.callBoolean(stack.getItem(), Reflector.ForgeItem_showDurabilityBar, new Object[] {stack});
}
if (flag)
{
int i = (int)Math.round(13.0D - (double)stack.getItemDamage() * 13.0D / (double)stack.getMaxDamage());
int j = (int)Math.round(255.0D - (double)stack.getItemDamage() * 255.0D / (double)stack.getMaxDamage());
if (Reflector.ForgeItem_getDurabilityForDisplay.exists())
{
double d0 = Reflector.callDouble(stack.getItem(), Reflector.ForgeItem_getDurabilityForDisplay, new Object[] {stack});
i = (int)Math.round(13.0D - d0 * 13.0D);
j = (int)Math.round(255.0D - d0 * 255.0D);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 13, 2, 0, 0, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 12, 1, (255 - j) / 4, 64, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, i, 1, 255 - j, j, 0, 255);
if (!Reflector.ForgeHooksClient.exists())
{
GlStateManager.enableBlend();
}
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
}
}
示例12: showLagometer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void showLagometer(ScaledResolution p_showLagometer_0_)
{
if (gameSettings != null)
{
if (gameSettings.ofLagometer || gameSettings.showLagometer)
{
long i = System.nanoTime();
GlStateManager.clear(256);
GlStateManager.matrixMode(5889);
GlStateManager.pushMatrix();
GlStateManager.enableColorMaterial();
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)mc.displayWidth, (double)mc.displayHeight, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GL11.glLineWidth(1.0F);
GlStateManager.disableTexture2D();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(1, DefaultVertexFormats.POSITION_COLOR);
for (int j = 0; j < timesFrame.length; ++j)
{
int k = (j - numRecordedFrameTimes & timesFrame.length - 1) * 100 / timesFrame.length;
k = k + 155;
float f = (float)mc.displayHeight;
long l = 0L;
if (gcs[j])
{
renderTime(j, timesFrame[j], k, k / 2, 0, f, vertexbuffer);
}
else
{
renderTime(j, timesFrame[j], k, k, k, f, vertexbuffer);
f = f - (float)renderTime(j, timesServer[j], k / 2, k / 2, k / 2, f, vertexbuffer);
f = f - (float)renderTime(j, timesTerrain[j], 0, k, 0, f, vertexbuffer);
f = f - (float)renderTime(j, timesVisibility[j], k, k, 0, f, vertexbuffer);
f = f - (float)renderTime(j, timesChunkUpdate[j], k, 0, 0, f, vertexbuffer);
f = f - (float)renderTime(j, timesChunkUpload[j], k, 0, k, f, vertexbuffer);
f = f - (float)renderTime(j, timesScheduledExecutables[j], 0, 0, k, f, vertexbuffer);
float f2 = f - (float)renderTime(j, timesTick[j], 0, k, k, f, vertexbuffer);
}
}
renderTimeDivider(0, timesFrame.length, 33333333L, 196, 196, 196, (float)mc.displayHeight, vertexbuffer);
renderTimeDivider(0, timesFrame.length, 16666666L, 196, 196, 196, (float)mc.displayHeight, vertexbuffer);
tessellator.draw();
GlStateManager.enableTexture2D();
int j2 = mc.displayHeight - 80;
int k2 = mc.displayHeight - 160;
mc.fontRendererObj.drawString("30", 2, k2 + 1, -8947849);
mc.fontRendererObj.drawString("30", 1, k2, -3881788);
mc.fontRendererObj.drawString("60", 2, j2 + 1, -8947849);
mc.fontRendererObj.drawString("60", 1, j2, -3881788);
GlStateManager.matrixMode(5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.popMatrix();
GlStateManager.enableTexture2D();
float f1 = 1.0F - (float)((double)(System.currentTimeMillis() - memTimeStartMs) / 1000.0D);
f1 = Config.limit(f1, 0.0F, 1.0F);
int l2 = (int)(170.0F + f1 * 85.0F);
int i1 = (int)(100.0F + f1 * 55.0F);
int j1 = (int)(10.0F + f1 * 10.0F);
int k1 = l2 << 16 | i1 << 8 | j1;
int l1 = 512 / p_showLagometer_0_.getScaleFactor() + 2;
int i2 = mc.displayHeight / p_showLagometer_0_.getScaleFactor() - 8;
GuiIngame guiingame = mc.ingameGUI;
GuiIngame.drawRect(l1 - 1, i2 - 1, l1 + 50, i2 + 10, -1605349296);
mc.fontRendererObj.drawString(" " + memMbSec + " MB/s", l1, i2, k1);
renderTimeNano = System.nanoTime() - i;
}
}
}
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();
}
}
示例14: drawBoundingBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawBoundingBox(AxisAlignedBB par1AxisAlignedBB)
{
Tessellator tessellator = Tessellator.getInstance();
net.minecraft.client.renderer.VertexBuffer vertexbuffer = tessellator.getBuffer();
GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F);
GlStateManager.disableTexture2D();
GlStateManager.enableColorLogic();
GlStateManager.colorLogicOp(GlStateManager.LogicOp.OR_REVERSE);
vertexbuffer.begin(3, DefaultVertexFormats.POSITION);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
tessellator.draw();
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
tessellator.draw();
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
tessellator.draw();
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
tessellator.draw();
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
tessellator.draw();
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.minX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.minZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.maxY, par1AxisAlignedBB.maxZ);
vertexbuffer.pos(par1AxisAlignedBB.maxX, par1AxisAlignedBB.minY, par1AxisAlignedBB.maxZ);
tessellator.draw();
GlStateManager.disableColorLogic();
GlStateManager.enableTexture2D();
}
示例15: renderFancyBeams2D
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderFancyBeams2D(double x, double y, Color color, long seed, long continuousTick, float scale,
int countFancy, int countNormal)
{
int dstJump = 16;
Random rand = new Random(seed);
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.translate(x, y, 0);
int fancy_count = !FMLClientHandler.instance().getClient().gameSettings.fancyGraphics ? countNormal
: countFancy;
Tessellator tes = Tessellator.getInstance();
BufferBuilder vb = tes.getBuffer();
RenderHelper.disableStandardItemLighting();
float rotateSpeed = continuousTick / 1000.0F;
float beamSize = 0.9F;
GlStateManager.disableTexture2D();
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GlStateManager.depthMask(false);
GlStateManager.pushMatrix();
for (int i = 0; i < fancy_count; i++)
{
GlStateManager.rotate(rand.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(rand.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
// Animate the beams spinning
GlStateManager.rotate(rand.nextFloat() * 360.0F + rotateSpeed * 360.0F, 0.0F, 0.0F, 1.0F);
vb.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR);
// length and width of the individual beams
float length = (rand.nextFloat() * 20.0F + 5.0F + beamSize * 10.0F)
/ (30.0F / (Math.min(dstJump, 10 * scale) / 10.0F));
length *= 90;
float width = 3;
vb.pos(0, 0, 0)
.color(color.getRed(), color.getGreen(), color.getBlue(), (int) (255.0F * (1.0F - beamSize)) * 10)
.endVertex();
vb.pos(-0.7D * width, length, -0.5F * width).color(color.getRed(), color.getGreen(), color.getBlue(), 0)
.endVertex();
vb.pos(0.7D * width, length, -0.5F * width).color(color.getRed(), color.getGreen(), color.getBlue(), 0)
.endVertex();
vb.pos(0.0D, length, 1.0F * width).color(color.getRed(), color.getGreen(), color.getBlue(), 0).endVertex();
vb.pos(-0.7D * width, length, -0.5F * width).color(color.getRed(), color.getGreen(), color.getBlue(), 0)
.endVertex();
tes.draw();
}
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.enableTexture2D();
GlStateManager.enableAlpha();
RenderHelper.enableStandardItemLighting();
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}