本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.pushMatrix方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.pushMatrix方法的具体用法?Java GlStateManager.pushMatrix怎么用?Java GlStateManager.pushMatrix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.pushMatrix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
public void doRenderLayer(AbstractClientPlayer 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.getName().equals("deadmau5") && entitylivingbaseIn.hasSkin() && !entitylivingbaseIn.isInvisible())
{
this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationSkin());
for (int i = 0; i < 2; ++i)
{
float f = entitylivingbaseIn.prevRotationYaw + (entitylivingbaseIn.rotationYaw - entitylivingbaseIn.prevRotationYaw) * partialTicks - (entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks);
float f1 = entitylivingbaseIn.prevRotationPitch + (entitylivingbaseIn.rotationPitch - entitylivingbaseIn.prevRotationPitch) * partialTicks;
GlStateManager.pushMatrix();
GlStateManager.rotate(f, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(f1, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.375F * (float)(i * 2 - 1), 0.0F, 0.0F);
GlStateManager.translate(0.0F, -0.375F, 0.0F);
GlStateManager.rotate(-f1, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-f, 0.0F, 1.0F, 0.0F);
float f2 = 1.3333334F;
GlStateManager.scale(f2, f2, f2);
this.playerRenderer.getMainModel().renderDeadmau5Head(0.0625F);
GlStateManager.popMatrix();
}
}
}
示例2: 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3: render2
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render2(int dy, float ix, float iy) {
ix = (float) (ix * 2048 * 1.2 - 125);
iy = (float) (iy * 2048 * 1.08 - 105);
if (ix >= x && ix <= x+w && iy >= (y + dy) && iy <= y+dy+h) {
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.pushMatrix();
GlStateManager.scale(6.0, 6.0, 0.0);
GlStateManager.translate(ix / 6.5, iy / 6.5, 0);
renderToolTip(item, 0, 0);
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
}
}
示例4: renderCrystalBeams
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderCrystalBeams(double p_188325_0_, double p_188325_2_, double p_188325_4_, float p_188325_6_, double p_188325_7_, double p_188325_9_, double p_188325_11_, int p_188325_13_, double p_188325_14_, double p_188325_16_, double p_188325_18_)
{
float f = (float)(p_188325_14_ - p_188325_7_);
float f1 = (float)(p_188325_16_ - 1.0D - p_188325_9_);
float f2 = (float)(p_188325_18_ - p_188325_11_);
float f3 = MathHelper.sqrt_float(f * f + f2 * f2);
float f4 = MathHelper.sqrt_float(f * f + f1 * f1 + f2 * f2);
GlStateManager.pushMatrix();
GlStateManager.translate((float)p_188325_0_, (float)p_188325_2_ + 2.0F, (float)p_188325_4_);
GlStateManager.rotate((float)(-Math.atan2((double)f2, (double)f)) * (180F / (float)Math.PI) - 90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float)(-Math.atan2((double)f3, (double)f1)) * (180F / (float)Math.PI) - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableCull();
GlStateManager.shadeModel(7425);
float f5 = 0.0F - ((float)p_188325_13_ + p_188325_6_) * 0.01F;
float f6 = MathHelper.sqrt_float(f * f + f1 * f1 + f2 * f2) / 32.0F - ((float)p_188325_13_ + p_188325_6_) * 0.01F;
vertexbuffer.begin(5, DefaultVertexFormats.POSITION_TEX_COLOR);
int i = 8;
for (int j = 0; j <= 8; ++j)
{
float f7 = MathHelper.sin((float)(j % 8) * ((float)Math.PI * 2F) / 8.0F) * 0.75F;
float f8 = MathHelper.cos((float)(j % 8) * ((float)Math.PI * 2F) / 8.0F) * 0.75F;
float f9 = (float)(j % 8) / 8.0F;
vertexbuffer.pos((double)(f7 * 0.2F), (double)(f8 * 0.2F), 0.0D).tex((double)f9, (double)f5).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)f7, (double)f8, (double)f4).tex((double)f9, (double)f6).color(255, 255, 255, 255).endVertex();
}
tessellator.draw();
GlStateManager.enableCull();
GlStateManager.shadeModel(7424);
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
示例5: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
if (this.isChild)
{
float f = 2.0F;
GlStateManager.pushMatrix();
GlStateManager.translate(0.0F, 5.0F * scale, 2.0F * scale);
this.wolfHeadMain.renderWithRotation(scale);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.wolfBody.render(scale);
this.wolfLeg1.render(scale);
this.wolfLeg2.render(scale);
this.wolfLeg3.render(scale);
this.wolfLeg4.render(scale);
this.wolfTail.renderWithRotation(scale);
this.wolfMane.render(scale);
GlStateManager.popMatrix();
}
else
{
this.wolfHeadMain.renderWithRotation(scale);
this.wolfBody.render(scale);
this.wolfLeg1.render(scale);
this.wolfLeg2.render(scale);
this.wolfLeg3.render(scale);
this.wolfLeg4.render(scale);
this.wolfTail.renderWithRotation(scale);
this.wolfMane.render(scale);
}
}
示例6: onRenderGameOverlay
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@SubscribeEvent
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event) {
if (event.getType() == RenderGameOverlayEvent.ElementType.PORTAL) {
Minecraft mc = Minecraft.getMinecraft();
if (isKnockedOut) {
GlStateManager.pushMatrix();
GlStateManager.translate(0, 0, -300);
GuiHelper.drawGradientRectW(0, 0, mc.displayWidth, mc.displayHeight, 0x60500000, 0x90FF0000);
GlStateManager.popMatrix();
if (mc.currentScreen == null) {
mc.fontRenderer.drawStringWithShadow(I18n.format("gui.hardcorerevival.open_death_screen", mc.gameSettings.keyBindChat.getDisplayName()), 5, 5, 0xFFFFFFFF);
mc.fontRenderer.drawString(I18n.format("gui.hardcorerevival.rescue_time_left", Math.max(0, (ModConfig.maxDeathTicks - deathTime) / 20)), 5, 7 + mc.fontRenderer.FONT_HEIGHT, 16777215);
mc.getTextureManager().bindTexture(Gui.ICONS);
}
} else {
if(targetEntity != -1) {
Entity entity = mc.world.getEntityByID(targetEntity);
if (entity instanceof EntityPlayer) {
String s = I18n.format("gui.hardcorerevival.rescuing", ((EntityPlayer) entity).getDisplayNameString());
if(targetProgress >= 0.75f) {
s += " ...";
} else if(targetProgress >= 0.5f) {
s += " ..";
} else if(targetProgress >= 0.25f) {
s += " .";
}
mc.fontRenderer.drawString(s, event.getResolution().getScaledWidth() / 2 - mc.fontRenderer.getStringWidth(s) / 2, event.getResolution().getScaledHeight() / 2 + 30, 0xFFFFFFFF);
mc.getTextureManager().bindTexture(Gui.ICONS);
}
}
}
} else if(event.getType() == RenderGameOverlayEvent.ElementType.CHAT) {
if(prevChatHeight != -1f) {
Minecraft.getMinecraft().gameSettings.chatHeightFocused = prevChatHeight;
}
}
}
示例7: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
if (this.isChild)
{
float f = 2.0F;
GlStateManager.pushMatrix();
GlStateManager.scale(0.75F, 0.75F, 0.75F);
GlStateManager.translate(0.0F, 10.0F * scale, 4.0F * scale);
this.ocelotHead.render(scale);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(0.5F, 0.5F, 0.5F);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.ocelotBody.render(scale);
this.ocelotBackLeftLeg.render(scale);
this.ocelotBackRightLeg.render(scale);
this.ocelotFrontLeftLeg.render(scale);
this.ocelotFrontRightLeg.render(scale);
this.ocelotTail.render(scale);
this.ocelotTail2.render(scale);
GlStateManager.popMatrix();
}
else
{
this.ocelotHead.render(scale);
this.ocelotBody.render(scale);
this.ocelotTail.render(scale);
this.ocelotTail2.render(scale);
this.ocelotBackLeftLeg.render(scale);
this.ocelotBackRightLeg.render(scale);
this.ocelotFrontLeftLeg.render(scale);
this.ocelotFrontRightLeg.render(scale);
}
}
示例8: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
GlStateManager.pushMatrix();
GlStateManager.translate(this.shape1.offsetX, this.shape1.offsetY, this.shape1.offsetZ);
GlStateManager.translate(this.shape1.rotationPointX * f5, this.shape1.rotationPointY * f5, this.shape1.rotationPointZ * f5);
GlStateManager.scale(1.0D, 1.0D, 0.5D);
GlStateManager.translate(-this.shape1.offsetX, -this.shape1.offsetY, -this.shape1.offsetZ);
GlStateManager.translate(-this.shape1.rotationPointX * f5, -this.shape1.rotationPointY * f5, -this.shape1.rotationPointZ * f5);
this.shape1.render(f5);
GlStateManager.popMatrix();
}
示例9: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(T entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(0.5F, 0.5F, 0.5F);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
this.bindTexture(TextureMap.locationBlocksTexture);
this.field_177083_e.func_181564_a(this.func_177082_d(entity), ItemCameraTransforms.TransformType.GROUND);
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例10: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(AbstractClientPlayer 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.hasPlayerInfo() && !entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isWearing(EnumPlayerModelParts.CAPE) && entitylivingbaseIn.getLocationCape() != null)
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationCape());
GlStateManager.pushMatrix();
GlStateManager.translate(0.0F, 0.0F, 0.125F);
double d0 = entitylivingbaseIn.prevChasingPosX + (entitylivingbaseIn.chasingPosX - entitylivingbaseIn.prevChasingPosX) * (double)partialTicks - (entitylivingbaseIn.prevPosX + (entitylivingbaseIn.posX - entitylivingbaseIn.prevPosX) * (double)partialTicks);
double d1 = entitylivingbaseIn.prevChasingPosY + (entitylivingbaseIn.chasingPosY - entitylivingbaseIn.prevChasingPosY) * (double)partialTicks - (entitylivingbaseIn.prevPosY + (entitylivingbaseIn.posY - entitylivingbaseIn.prevPosY) * (double)partialTicks);
double d2 = entitylivingbaseIn.prevChasingPosZ + (entitylivingbaseIn.chasingPosZ - entitylivingbaseIn.prevChasingPosZ) * (double)partialTicks - (entitylivingbaseIn.prevPosZ + (entitylivingbaseIn.posZ - entitylivingbaseIn.prevPosZ) * (double)partialTicks);
float f = entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks;
double d3 = (double)MathHelper.sin(f * (float)Math.PI / 180.0F);
double d4 = (double)(-MathHelper.cos(f * (float)Math.PI / 180.0F));
float f1 = (float)d1 * 10.0F;
f1 = MathHelper.clamp_float(f1, -6.0F, 32.0F);
float f2 = (float)(d0 * d3 + d2 * d4) * 100.0F;
float f3 = (float)(d0 * d4 - d2 * d3) * 100.0F;
if (f2 < 0.0F)
{
f2 = 0.0F;
}
float f4 = entitylivingbaseIn.prevCameraYaw + (entitylivingbaseIn.cameraYaw - entitylivingbaseIn.prevCameraYaw) * partialTicks;
f1 = f1 + MathHelper.sin((entitylivingbaseIn.prevDistanceWalkedModified + (entitylivingbaseIn.distanceWalkedModified - entitylivingbaseIn.prevDistanceWalkedModified) * partialTicks) * 6.0F) * 32.0F * f4;
if (entitylivingbaseIn.isSneaking())
{
f1 += 25.0F;
}
GlStateManager.rotate(6.0F + f2 / 2.0F + f1, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(f3 / 2.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(-f3 / 2.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
this.playerRenderer.getMainModel().renderCape(0.0625F);
GlStateManager.popMatrix();
}
}
示例11: renderShelf
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderShelf(TileEntityDisplay te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
EnumFacing facing = te.getWorld().getBlockState(te.getPos()).getValue(BlockHorizontal.FACING);
for (int i = 0; i < 4; ++i) {
if (!te.getStackInSlot(i).isEmpty()) {
EntityItem customItem = new EntityItem(te.getWorld());
customItem.hoverStart = 0.0F;
customItem.setItem(te.getStackInSlot(i));
GlStateManager.pushMatrix();
GlStateManager.translate((float) x, (float) y, (float) z);
if (facing == EnumFacing.NORTH || facing == EnumFacing.SOUTH) {
if (i < 2) {
GlStateManager.translate(0.25F + (0.5F * i), 0.5F, 0.5F);
} else {
GlStateManager.translate(0.25F + (0.5F * (i - 2)), 0F, 0.5F);
}
} else {
if (i < 2) {
GlStateManager.translate(0.5F, 0.5F, 0.75F - (0.5F * i));
} else {
GlStateManager.translate(0.5F, 0F, 0.75F - (0.5F * (i - 2)));
}
}
if (ConfigHandler.laidDownShelves && !(te.getStackInSlot(i).getItem() instanceof ItemBlock)) {
GlStateManager.rotate(-90, 1, 0, 0);
GlStateManager.translate(0, -0.25, 0.075);
}
GlStateManager.rotate(90 * facing.getOpposite().getHorizontalIndex(), 0.0F, 1.0F, 0.0F);
GlStateManager.scale(0.7F, 0.7F, 0.7F);
itemRender.doRender(customItem, 0, 0, 0, 0, 0);
GlStateManager.popMatrix();
}
}
}
示例12: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render()
{
super.render();
GlStateManager.pushMatrix();
GlStateManager.translate(0, 0, 0);
String s = I18n.format("misc.gui.multiblock_showcase.requiredTier", ItemTinkeringKit.getTierDisplayName(multiblock.getTier()));
DrawingTools.drawString(s, getWidth() - DrawingTools.measureString(s), getHeight() - DrawingTools.getStringHeight(s), Colors.WHITE);
GlStateManager.popMatrix();
}
示例13: drawEntityOnScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawEntityOnScreen(int posX, int posY, int scale, EntityLivingBase ent) {
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate(posX, posY, 50.0F);
GlStateManager.scale((-scale), scale, scale);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f = ent.renderYawOffset;
float f1 = ent.rotationYaw;
float f2 = ent.rotationPitch;
float f3 = ent.prevRotationYawHead;
float f4 = ent.rotationYawHead;
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
ent.renderYawOffset = 0;
ent.rotationYaw = 0;
ent.rotationPitch = 0;
ent.rotationYawHead = ent.rotationYaw;
ent.prevRotationYawHead = ent.rotationYaw;
GlStateManager.translate(0.0F, 0.0F, 0.0F);
RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
rendermanager.setRenderShadow(true);
ent.renderYawOffset = f;
ent.rotationYaw = f1;
ent.rotationPitch = f2;
ent.prevRotationYawHead = f3;
ent.rotationYawHead = f4;
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例14: renderTileEntityAt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderTileEntityAt(TileEntityEnchantmentTable te, double x, double y, double z, float partialTicks, int destroyStage)
{
GlStateManager.pushMatrix();
GlStateManager.translate((float)x + 0.5F, (float)y + 0.75F, (float)z + 0.5F);
float f = (float)te.tickCount + partialTicks;
GlStateManager.translate(0.0F, 0.1F + MathHelper.sin(f * 0.1F) * 0.01F, 0.0F);
float f1;
for (f1 = te.bookRotation - te.bookRotationPrev; f1 >= (float)Math.PI; f1 -= ((float)Math.PI * 2F))
{
;
}
while (f1 < -(float)Math.PI)
{
f1 += ((float)Math.PI * 2F);
}
float f2 = te.bookRotationPrev + f1 * partialTicks;
GlStateManager.rotate(-f2 * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(80.0F, 0.0F, 0.0F, 1.0F);
this.bindTexture(TEXTURE_BOOK);
float f3 = te.pageFlipPrev + (te.pageFlip - te.pageFlipPrev) * partialTicks + 0.25F;
float f4 = te.pageFlipPrev + (te.pageFlip - te.pageFlipPrev) * partialTicks + 0.75F;
f3 = (f3 - (float)MathHelper.truncateDoubleToInt((double)f3)) * 1.6F - 0.3F;
f4 = (f4 - (float)MathHelper.truncateDoubleToInt((double)f4)) * 1.6F - 0.3F;
if (f3 < 0.0F)
{
f3 = 0.0F;
}
if (f4 < 0.0F)
{
f4 = 0.0F;
}
if (f3 > 1.0F)
{
f3 = 1.0F;
}
if (f4 > 1.0F)
{
f4 = 1.0F;
}
float f5 = te.bookSpreadPrev + (te.bookSpread - te.bookSpreadPrev) * partialTicks;
GlStateManager.enableCull();
this.field_147541_c.render((Entity)null, f, f3, f4, f5, 0.0F, 0.0625F);
GlStateManager.popMatrix();
}
示例15: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderModel(double x, double y, double z, float partialTicks) {
int tick = (int) Minecraft.getMinecraft().world.getTotalWorldTime();
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.translate(x + 0.5D, y + 0.5D, z + 0.5D);
GlStateManager.rotate(tick % 360, 0, 1, tick % 720);
GlStateManager.rotate(30.0f * (float) Math.sin(Math.toRadians(partialTicks / 15f + tick / 15 % 360)), 1, 0, 0);
for(int layer = 0; layer < 3; layer++) {
float relativeTime = ((float) tick - ((float) layer * 145F)) * 0.05F;
float size = MathHelper.sin(relativeTime);
size = (size < 0 ? -size : size);
size += 0.2F;
size *= 0.4F;
double uvMin = 0.3125D;
SpriteLibrary.GRAVITY_INHIBITOR.bindManager();
RenderHelper.renderCube(size, uvMin, 1 - uvMin, uvMin, 1 - uvMin);
SpriteLibrary.GRAVITY_INHIBITOR_OVERLAY.bindManager();
Tuple<Double, Double> uv = SpriteLibrary.GRAVITY_INHIBITOR_OVERLAY.getUVFrame((int) ((float) tick * 0.45F));
double uOffset = SpriteLibrary.GRAVITY_INHIBITOR_OVERLAY.getU();
double u = uv.getFirst();
double vOffset = SpriteLibrary.GRAVITY_INHIBITOR_OVERLAY.getV();
double v = uv.getSecond();
double uMin = u + uvMin / 2F;
double uMax = u + uOffset - uvMin / 2F;
double vMin = v + uvMin / 4F;
double vMax = v + vOffset - uvMin / 4F;
final float prevU = OpenGlHelper.lastBrightnessX;
final float prevV = OpenGlHelper.lastBrightnessY;
GlStateManager.disableLighting();
GLHelper.lightMap(255F, 255F);
RenderHelper.renderCube(size, uMin, uMax, vMin, vMax);
GLHelper.lightMap(prevU, prevV);
GlStateManager.enableLighting();
}
GlStateManager.enableCull();
GlStateManager.popMatrix();
}