本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.glLineWidth方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.glLineWidth方法的具体用法?Java GlStateManager.glLineWidth怎么用?Java GlStateManager.glLineWidth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.glLineWidth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: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void render() {
if (rangeLines.isEmpty()) return;
GlStateManager.pushMatrix();
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
RenderUtils.glColorHex(color);
EntityPlayer player = PneumaticCraftRepressurized.proxy.getPlayer();
if (pos != null) {
GlStateManager.translate(pos.getX() - player.posX + 0.5, pos.getY() - player.posY + 0.5, pos.getZ() - player.posZ + 0.5);
}
GlStateManager.glLineWidth(2.0F);
for (RenderProgressingLine line : rangeLines) {
line.render();
}
GlStateManager.color(1, 1, 1, 1);
GlStateManager.disableBlend();
GlStateManager.enableTexture2D();
GlStateManager.popMatrix();
}
示例2: renderBoxOutline
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private static void renderBoxOutline(BlockPos pos) {
net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting();
Minecraft.getMinecraft().entityRenderer.disableLightmap();
GlStateManager.disableTexture2D();
GlStateManager.disableBlend();
GlStateManager.disableLighting();
GlStateManager.disableAlpha();
GlStateManager.glLineWidth(2);
GlStateManager.color(1, 1, 1);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer buffer = tessellator.getBuffer();
float mx = pos.getX();
float my = pos.getY();
float mz = pos.getZ();
buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
RenderHelper.renderHighLightedBlocksOutline(buffer, mx, my, mz, .9f, .7f, 0, 1);
tessellator.draw();
Minecraft.getMinecraft().entityRenderer.enableLightmap();
GlStateManager.enableTexture2D();
}
示例3: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void render(float p_190060_1_, long p_190060_2_)
{
this.field_191313_b = this.field_191312_a.player;
this.field_191314_c = this.field_191313_b.lastTickPosX + (this.field_191313_b.posX - this.field_191313_b.lastTickPosX) * (double)p_190060_1_;
this.field_191315_d = this.field_191313_b.lastTickPosY + (this.field_191313_b.posY - this.field_191313_b.lastTickPosY) * (double)p_190060_1_;
this.field_191316_e = this.field_191313_b.lastTickPosZ + (this.field_191313_b.posZ - this.field_191313_b.lastTickPosZ) * (double)p_190060_1_;
World world = this.field_191312_a.player.world;
List<AxisAlignedBB> list = world.getCollisionBoxes(this.field_191313_b, this.field_191313_b.getEntityBoundingBox().expand(4.0D, 4.0D, 4.0D));
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.glLineWidth(2.0F);
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
for (AxisAlignedBB axisalignedbb : list)
{
RenderGlobal.drawSelectionBoundingBox(axisalignedbb.expandXyz(0.002D).offset(-this.field_191314_c, -this.field_191315_d, -this.field_191316_e), 1.0F, 1.0F, 1.0F, 1.0F);
}
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例4: renderBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderBox(Tessellator p_190055_1_, VertexBuffer p_190055_2_, double p_190055_3_, double p_190055_5_, double p_190055_7_, double p_190055_9_, double p_190055_11_, double p_190055_13_, int p_190055_15_, int p_190055_16_, int p_190055_17_)
{
GlStateManager.glLineWidth(2.0F);
p_190055_2_.begin(3, DefaultVertexFormats.POSITION_COLOR);
p_190055_2_.pos(p_190055_3_, p_190055_5_, p_190055_7_).color((float)p_190055_16_, (float)p_190055_16_, (float)p_190055_16_, 0.0F).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_5_, p_190055_7_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_5_, p_190055_7_).color(p_190055_16_, p_190055_17_, p_190055_17_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_5_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_5_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_5_, p_190055_7_).color(p_190055_17_, p_190055_17_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_11_, p_190055_7_).color(p_190055_17_, p_190055_16_, p_190055_17_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_11_, p_190055_7_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_11_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_11_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_11_, p_190055_7_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_11_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_3_, p_190055_5_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_5_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_11_, p_190055_13_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_11_, p_190055_7_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_5_, p_190055_7_).color(p_190055_16_, p_190055_16_, p_190055_16_, p_190055_15_).endVertex();
p_190055_2_.pos(p_190055_9_, p_190055_5_, p_190055_7_).color((float)p_190055_16_, (float)p_190055_16_, (float)p_190055_16_, 0.0F).endVertex();
p_190055_1_.draw();
GlStateManager.glLineWidth(1.0F);
}
示例5: prepLineRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static BufferBuilder prepLineRender(float partialTicks)
{
GlStateManager.disableTexture2D();
GlStateManager.disableBlend();
GlStateManager.glLineWidth(line);
BufferBuilder bufferbuilder = prepRender(partialTicks, true);
bufferbuilder.begin(3, DefaultVertexFormats.POSITION_COLOR);
return bufferbuilder;
}
示例6: postLineRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void postLineRender()
{
postRender();
GlStateManager.glLineWidth(1.0F);
line = 0.5f;
GlStateManager.enableBlend();
GlStateManager.enableTexture2D();
}
示例7: onPipeBoundingBoxRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@SubscribeEvent
public static void onPipeBoundingBoxRender(DrawBlockHighlightEvent event) {
if (event.getTarget() != null && event.getTarget().typeOfHit == RayTraceResult.Type.BLOCK) {
BlockPos pos = event.getTarget().getBlockPos();
EntityPlayer player = event.getPlayer();
EnumFacing side = event.getTarget().sideHit;
if (player.world.getBlockState(pos).getBlock() == RegistryManager.pipe
&& player.world.getTileEntity(pos) != null) {
TileEntityPipe te = (TileEntityPipe) player.world.getTileEntity(pos);
float hitX = 0, hitY = 0, hitZ = 0;
if (side.getAxis() != EnumFacing.Axis.X) {
hitX = (float) event.getTarget().hitVec.x - pos.getX();
}
if (side.getAxis() != EnumFacing.Axis.Y) {
hitY = (float) event.getTarget().hitVec.y - pos.getY();
}
if (side.getAxis() != EnumFacing.Axis.Z) {
hitZ = (float) event.getTarget().hitVec.z - pos.getZ();
}
EnumFacing connection = te.viewedConnection(player, side, hitX, hitY, hitZ);
event.setCanceled(true);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
GlStateManager.glLineWidth(2.0F);
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
double d0 = player.lastTickPosX
+ (player.posX - player.lastTickPosX) * (double) event.getPartialTicks();
double d1 = player.lastTickPosY
+ (player.posY - player.lastTickPosY) * (double) event.getPartialTicks();
double d2 = player.lastTickPosZ
+ (player.posZ - player.lastTickPosZ) * (double) event.getPartialTicks();
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(3, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.setTranslation(-d0, -d1, -d2);
if (player.getHeldItem(EnumHand.MAIN_HAND).getItem() == RegistryManager.tuning_fork
|| player.getHeldItem(EnumHand.OFF_HAND).getItem() == RegistryManager.tuning_fork) {
drawPipeConnectionAABB(vertexbuffer, connection, pos);
} else {
IBlockState blockstate = player.world.getBlockState(pos);
IExtendedBlockState state = (IExtendedBlockState) blockstate.getBlock().getExtendedState(blockstate,
player.world, pos);
drawFullPipeAABB(vertexbuffer, state, pos, player.world);
}
tessellator.draw();
vertexbuffer.setTranslation(0D, 0D, 0D);
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
}
}
示例8: onRenderWorld
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@SubscribeEvent
public void onRenderWorld(RenderWorldLastEvent event) {
GlStateManager.pushMatrix();
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.disableDepth();
GlStateManager.glLineWidth(1.f);
Vec3d renderPos = EntityUtils.getInterpolatedPos(getLocalPlayer(), event.getPartialTicks());
RenderEvent e = new RenderEvent(TESSELLATOR, renderPos);
e.resetTranslation();
MinecraftForge.EVENT_BUS.post(e);
GlStateManager.glLineWidth(1.f);
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例9: drawBox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawBox(Vec3d startPos, Vec3d endPos, int color, float width, boolean ignoreZ) {
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
Vec3d renderPos = EntityUtils.getInterpolatedPos(getLocalPlayer(), MC.getRenderPartialTicks());
Vec3d min = startPos.subtract(renderPos);
Vec3d max = endPos.subtract(renderPos);
double minX = min.x, minY = min.y, minZ = min.z;
double maxX = max.x, maxY = max.y, maxZ = max.z;
float r = (float)(color >> 16 & 255) / 255.0F;
float g = (float)(color >> 8 & 255) / 255.0F;
float b = (float)(color & 255) / 255.0F;
float a = (float)(color >> 24 & 255) / 255.0F;
GlStateManager.pushMatrix();
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.glLineWidth(width);
if(ignoreZ)
GlStateManager.disableDepth();
GlStateManager.color(r, g, b, a);
//GlStateManager.translate(startPos.xCoord, startPos.yCoord, startPos.zCoord);
buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
buffer.pos(minX, minY, minZ).endVertex();
buffer.pos(maxX, minY, minZ).endVertex();
buffer.pos(maxX, minY, maxZ).endVertex();
buffer.pos(minX, minY, maxZ).endVertex();
buffer.pos(minX, minY, minZ).endVertex();
tessellator.draw();
buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
buffer.pos(minX, maxY, minZ).endVertex();
buffer.pos(maxX, maxY, minZ).endVertex();
buffer.pos(maxX, maxY, maxZ).endVertex();
buffer.pos(minX, maxY, maxZ).endVertex();
buffer.pos(minX, maxY, minZ).endVertex();
tessellator.draw();
buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
buffer.pos(minX, minY, minZ).endVertex();
buffer.pos(minX, maxY, minZ).endVertex();
buffer.pos(maxX, minY, minZ).endVertex();
buffer.pos(maxX, maxY, minZ).endVertex();
buffer.pos(maxX, minY, maxZ).endVertex();
buffer.pos(maxX, maxY, maxZ).endVertex();
buffer.pos(minX, minY, maxZ).endVertex();
buffer.pos(minX, maxY, maxZ).endVertex();
tessellator.draw();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例10: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void render(float p_190060_1_, long p_190060_2_)
{
this.player = this.minecraft.player;
this.xo = this.player.lastTickPosX + (this.player.posX - this.player.lastTickPosX) * (double)p_190060_1_;
this.yo = this.player.lastTickPosY + (this.player.posY - this.player.lastTickPosY) * (double)p_190060_1_;
this.zo = this.player.lastTickPosZ + (this.player.posZ - this.player.lastTickPosZ) * (double)p_190060_1_;
BlockPos blockpos = this.minecraft.player.getPosition();
World world = this.minecraft.player.world;
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(0.0F, 1.0F, 0.0F, 0.75F);
GlStateManager.disableTexture2D();
GlStateManager.glLineWidth(6.0F);
for (BlockPos blockpos1 : BlockPos.getAllInBox(blockpos.add(-10, -10, -10), blockpos.add(10, 10, 10)))
{
IBlockState iblockstate = world.getBlockState(blockpos1);
if (iblockstate.getBlock() == Blocks.WATER || iblockstate.getBlock() == Blocks.FLOWING_WATER)
{
double d0 = (double)BlockLiquid.func_190972_g(iblockstate, world, blockpos1);
RenderGlobal.renderFilledBox((new AxisAlignedBB((double)((float)blockpos1.getX() + 0.01F), (double)((float)blockpos1.getY() + 0.01F), (double)((float)blockpos1.getZ() + 0.01F), (double)((float)blockpos1.getX() + 0.99F), d0, (double)((float)blockpos1.getZ() + 0.99F))).offset(-this.xo, -this.yo, -this.zo), 1.0F, 1.0F, 1.0F, 0.2F);
}
}
for (BlockPos blockpos2 : BlockPos.getAllInBox(blockpos.add(-10, -10, -10), blockpos.add(10, 10, 10)))
{
IBlockState iblockstate1 = world.getBlockState(blockpos2);
if (iblockstate1.getBlock() == Blocks.WATER || iblockstate1.getBlock() == Blocks.FLOWING_WATER)
{
Integer integer = (Integer)iblockstate1.getValue(BlockLiquid.LEVEL);
double d1 = integer.intValue() > 7 ? 0.9D : 1.0D - 0.11D * (double)integer.intValue();
String s = iblockstate1.getBlock() == Blocks.FLOWING_WATER ? "f" : "s";
DebugRenderer.renderDebugText(s + " " + integer, (double)blockpos2.getX() + 0.5D, (double)blockpos2.getY() + d1, (double)blockpos2.getZ() + 0.5D, p_190060_1_, -16777216);
}
}
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例11: renderInvisibleBlocks
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderInvisibleBlocks(TileEntityStructure p_190054_1_, double p_190054_2_, double p_190054_4_, double p_190054_6_, BlockPos p_190054_8_, Tessellator p_190054_9_, VertexBuffer p_190054_10_, boolean p_190054_11_)
{
GlStateManager.glLineWidth(p_190054_11_ ? 3.0F : 1.0F);
p_190054_10_.begin(3, DefaultVertexFormats.POSITION_COLOR);
World world = p_190054_1_.getWorld();
BlockPos blockpos = p_190054_1_.getPos();
BlockPos blockpos1 = blockpos.add(p_190054_8_);
for (BlockPos blockpos2 : BlockPos.getAllInBox(blockpos1, blockpos1.add(p_190054_1_.getStructureSize()).add(-1, -1, -1)))
{
IBlockState iblockstate = world.getBlockState(blockpos2);
boolean flag = iblockstate == Blocks.AIR.getDefaultState();
boolean flag1 = iblockstate == Blocks.STRUCTURE_VOID.getDefaultState();
if (flag || flag1)
{
float f = flag ? 0.05F : 0.0F;
double d0 = (double)((float)(blockpos2.getX() - blockpos.getX()) + 0.45F) + p_190054_2_ - (double)f;
double d1 = (double)((float)(blockpos2.getY() - blockpos.getY()) + 0.45F) + p_190054_4_ - (double)f;
double d2 = (double)((float)(blockpos2.getZ() - blockpos.getZ()) + 0.45F) + p_190054_6_ - (double)f;
double d3 = (double)((float)(blockpos2.getX() - blockpos.getX()) + 0.55F) + p_190054_2_ + (double)f;
double d4 = (double)((float)(blockpos2.getY() - blockpos.getY()) + 0.55F) + p_190054_4_ + (double)f;
double d5 = (double)((float)(blockpos2.getZ() - blockpos.getZ()) + 0.55F) + p_190054_6_ + (double)f;
if (p_190054_11_)
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 0.0F, 0.0F, 0.0F, 1.0F);
}
else if (flag)
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 0.5F, 0.5F, 1.0F, 1.0F);
}
else
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 1.0F, 0.25F, 0.25F, 1.0F);
}
}
}
p_190054_9_.draw();
}
示例12: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void render(float p_190060_1_, long p_190060_2_)
{
this.player = this.minecraft.thePlayer;
this.xo = this.player.lastTickPosX + (this.player.posX - this.player.lastTickPosX) * (double)p_190060_1_;
this.yo = this.player.lastTickPosY + (this.player.posY - this.player.lastTickPosY) * (double)p_190060_1_;
this.zo = this.player.lastTickPosZ + (this.player.posZ - this.player.lastTickPosZ) * (double)p_190060_1_;
BlockPos blockpos = this.minecraft.thePlayer.getPosition();
World world = this.minecraft.thePlayer.worldObj;
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(0.0F, 1.0F, 0.0F, 0.75F);
GlStateManager.disableTexture2D();
GlStateManager.glLineWidth(6.0F);
for (BlockPos blockpos1 : BlockPos.PooledMutableBlockPos.getAllInBox(blockpos.add(-10, -10, -10), blockpos.add(10, 10, 10)))
{
IBlockState iblockstate = world.getBlockState(blockpos1);
if (iblockstate.getBlock() == Blocks.WATER || iblockstate.getBlock() == Blocks.FLOWING_WATER)
{
double d0 = (double)EntityBoat.getLiquidHeight(iblockstate, world, blockpos1);
RenderGlobal.renderFilledBox((new AxisAlignedBB((double)((float)blockpos1.getX() + 0.01F), (double)((float)blockpos1.getY() + 0.01F), (double)((float)blockpos1.getZ() + 0.01F), (double)((float)blockpos1.getX() + 0.99F), d0, (double)((float)blockpos1.getZ() + 0.99F))).offset(-this.xo, -this.yo, -this.zo), 1.0F, 1.0F, 1.0F, 0.2F);
}
}
for (BlockPos blockpos2 : BlockPos.PooledMutableBlockPos.getAllInBox(blockpos.add(-10, -10, -10), blockpos.add(10, 10, 10)))
{
IBlockState iblockstate1 = world.getBlockState(blockpos2);
if (iblockstate1.getBlock() == Blocks.WATER || iblockstate1.getBlock() == Blocks.FLOWING_WATER)
{
Integer integer = (Integer)iblockstate1.getValue(BlockLiquid.LEVEL);
double d1 = integer.intValue() > 7 ? 0.9D : 1.0D - 0.11D * (double)integer.intValue();
String s = iblockstate1.getBlock() == Blocks.FLOWING_WATER ? "f" : "s";
DebugRenderer.renderDebugText(s + " " + integer, (double)blockpos2.getX() + 0.5D, (double)blockpos2.getY() + d1, (double)blockpos2.getZ() + 0.5D, p_190060_1_, -16777216);
}
}
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例13: renderInvisibleBlocks
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderInvisibleBlocks(TileEntityStructure p_190054_1_, double p_190054_2_, double p_190054_4_, double p_190054_6_, BlockPos p_190054_8_, Tessellator p_190054_9_, VertexBuffer p_190054_10_, boolean p_190054_11_)
{
GlStateManager.glLineWidth(p_190054_11_ ? 3.0F : 1.0F);
p_190054_10_.begin(3, DefaultVertexFormats.POSITION_COLOR);
World world = p_190054_1_.getWorld();
BlockPos blockpos = p_190054_1_.getPos();
BlockPos blockpos1 = blockpos.add(p_190054_8_);
for (BlockPos blockpos2 : BlockPos.MutableBlockPos.getAllInBox(blockpos1, blockpos1.add(p_190054_1_.getStructureSize()).add(-1, -1, -1)))
{
IBlockState iblockstate = world.getBlockState(blockpos2);
boolean flag = iblockstate == Blocks.AIR.getDefaultState();
boolean flag1 = iblockstate == Blocks.STRUCTURE_VOID.getDefaultState();
if (flag || flag1)
{
float f = flag ? 0.05F : 0.0F;
double d0 = (double)((float)(blockpos2.getX() - blockpos.getX()) + 0.45F) + p_190054_2_ - (double)f;
double d1 = (double)((float)(blockpos2.getY() - blockpos.getY()) + 0.45F) + p_190054_4_ - (double)f;
double d2 = (double)((float)(blockpos2.getZ() - blockpos.getZ()) + 0.45F) + p_190054_6_ - (double)f;
double d3 = (double)((float)(blockpos2.getX() - blockpos.getX()) + 0.55F) + p_190054_2_ + (double)f;
double d4 = (double)((float)(blockpos2.getY() - blockpos.getY()) + 0.55F) + p_190054_4_ + (double)f;
double d5 = (double)((float)(blockpos2.getZ() - blockpos.getZ()) + 0.55F) + p_190054_6_ + (double)f;
if (p_190054_11_)
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 0.0F, 0.0F, 0.0F, 1.0F);
}
else if (flag)
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 0.5F, 0.5F, 1.0F, 1.0F);
}
else
{
RenderGlobal.drawBoundingBox(p_190054_10_, d0, d1, d2, d3, d4, d5, 1.0F, 0.25F, 0.25F, 1.0F);
}
}
}
p_190054_9_.draw();
}