本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.shadeModel方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.shadeModel方法的具体用法?Java GlStateManager.shadeModel怎么用?Java GlStateManager.shadeModel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.shadeModel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: drawGradientRect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Draws a rectangle with a vertical gradient between the specified colors (ARGB format). Args : x1, y1, x2, y2,
* topColor, bottomColor
*/
protected void drawGradientRect(int left, int top, int right, int bottom, int startColor, int endColor)
{
float f = (float)(startColor >> 24 & 255) / 255.0F;
float f1 = (float)(startColor >> 16 & 255) / 255.0F;
float f2 = (float)(startColor >> 8 & 255) / 255.0F;
float f3 = (float)(startColor & 255) / 255.0F;
float f4 = (float)(endColor >> 24 & 255) / 255.0F;
float f5 = (float)(endColor >> 16 & 255) / 255.0F;
float f6 = (float)(endColor >> 8 & 255) / 255.0F;
float f7 = (float)(endColor & 255) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos((double)right, (double)top, (double)this.zLevel).color(f1, f2, f3, f).endVertex();
vertexbuffer.pos((double)left, (double)top, (double)this.zLevel).color(f1, f2, f3, f).endVertex();
vertexbuffer.pos((double)left, (double)bottom, (double)this.zLevel).color(f5, f6, f7, f4).endVertex();
vertexbuffer.pos((double)right, (double)bottom, (double)this.zLevel).color(f5, f6, f7, f4).endVertex();
tessellator.draw();
GlStateManager.shadeModel(7424);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
示例2: renderTileEntityAt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public final void renderTileEntityAt(T te, double x, double y, double z, float partialTicks, int destroyStage)
{
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer VertexBuffer = tessellator.getBuffer();
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
RenderHelper.disableStandardItemLighting();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
GlStateManager.disableCull();
if (Minecraft.isAmbientOcclusionEnabled())
{
GlStateManager.shadeModel(GL11.GL_SMOOTH);
}
else
{
GlStateManager.shadeModel(GL11.GL_FLAT);
}
VertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
renderTileEntityFast(te, x, y, z, partialTicks, destroyStage, VertexBuffer);
VertexBuffer.setTranslation(0, 0, 0);
tessellator.draw();
RenderHelper.enableStandardItemLighting();
}
示例3: 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(f * f + f2 * f2);
float f4 = MathHelper.sqrt(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(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4: drawGradientRect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawGradientRect(int zLevel, int left, int top, int right, int bottom, int startColor, int endColor)
{
float startAlpha = (float)(startColor >> 24 & 255) / 255.0F;
float startRed = (float)(startColor >> 16 & 255) / 255.0F;
float startGreen = (float)(startColor >> 8 & 255) / 255.0F;
float startBlue = (float)(startColor & 255) / 255.0F;
float endAlpha = (float)(endColor >> 24 & 255) / 255.0F;
float endRed = (float)(endColor >> 16 & 255) / 255.0F;
float endGreen = (float)(endColor >> 8 & 255) / 255.0F;
float endBlue = (float)(endColor & 255) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos(right, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
vertexbuffer.pos(left, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
vertexbuffer.pos(left, bottom, zLevel).color(endRed, endGreen, endBlue, endAlpha).endVertex();
vertexbuffer.pos(right, bottom, zLevel).color(endRed, endGreen, endBlue, endAlpha).endVertex();
tessellator.draw();
GlStateManager.shadeModel(7424);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
示例5: drawGradientRect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Draws a rectangle with a vertical gradient between the specified colors (ARGB format). Args : x1, y1, x2, y2,
* topColor, bottomColor
*/
protected void drawGradientRect(int left, int top, int right, int bottom, int startColor, int endColor)
{
float f = (float)(startColor >> 24 & 255) / 255.0F;
float f1 = (float)(startColor >> 16 & 255) / 255.0F;
float f2 = (float)(startColor >> 8 & 255) / 255.0F;
float f3 = (float)(startColor & 255) / 255.0F;
float f4 = (float)(endColor >> 24 & 255) / 255.0F;
float f5 = (float)(endColor >> 16 & 255) / 255.0F;
float f6 = (float)(endColor >> 8 & 255) / 255.0F;
float f7 = (float)(endColor & 255) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.shadeModel(7425);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
worldrenderer.pos((double)right, (double)top, (double)this.zLevel).color(f1, f2, f3, f).endVertex();
worldrenderer.pos((double)left, (double)top, (double)this.zLevel).color(f1, f2, f3, f).endVertex();
worldrenderer.pos((double)left, (double)bottom, (double)this.zLevel).color(f5, f6, f7, f4).endVertex();
worldrenderer.pos((double)right, (double)bottom, (double)this.zLevel).color(f5, f6, f7, f4).endVertex();
tessellator.draw();
GlStateManager.shadeModel(7424);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
示例6: drawBatch
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Render all TESRs batched so far.
* You probably shouldn't call this manually.
*/
public void drawBatch(int pass)
{
renderEngine.bindTexture(net.minecraft.client.renderer.texture.TextureMap.LOCATION_BLOCKS_TEXTURE);
net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting();
GlStateManager.blendFunc(org.lwjgl.opengl.GL11.GL_SRC_ALPHA, org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
GlStateManager.disableCull();
if (net.minecraft.client.Minecraft.isAmbientOcclusionEnabled())
{
GlStateManager.shadeModel(org.lwjgl.opengl.GL11.GL_SMOOTH);
}
else
{
GlStateManager.shadeModel(org.lwjgl.opengl.GL11.GL_FLAT);
}
if(pass > 0)
{
batchBuffer.getBuffer().sortVertexData((float)staticPlayerX, (float)staticPlayerY, (float)staticPlayerZ);
}
batchBuffer.draw();
net.minecraft.client.renderer.RenderHelper.enableStandardItemLighting();
drawingBatch = false;
}
示例7: 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 partialTicks)
{
if (this.visible)
{
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();
VertexBuffer vertexbuffer = tessellator.getBuffer();
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();
this.overlayBackground(0, this.top, 255, 255);
this.overlayBackground(this.bottom, this.height, 255, 255);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE);
GlStateManager.disableAlpha();
GlStateManager.shadeModel(7425);
GlStateManager.disableTexture2D();
int i1 = this.getMaxScroll();
if (i1 > 0)
{
int j1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
j1 = MathHelper.clamp(j1, 32, this.bottom - this.top - 8);
int k1 = (int)this.amountScrolled * (this.bottom - this.top - j1) / i1 + this.top;
if (k1 < this.top)
{
k1 = this.top;
}
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)j, (double)this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)j, (double)this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)i, (double)this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
tessellator.draw();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)(k1 + j1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)j, (double)(k1 + j1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)j, (double)k1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)i, (double)k1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
tessellator.draw();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)(k1 + j1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)(j - 1), (double)(k1 + j1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)(j - 1), (double)k1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)i, (double)k1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
tessellator.draw();
}
this.renderDecorations(mouseXIn, mouseYIn);
GlStateManager.enableTexture2D();
GlStateManager.shadeModel(7424);
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
}
}
示例8: 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9: drawRechargeRay
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Draws the ray from the dragon to it's crystal
*/
protected void drawRechargeRay(EntityDragon dragon, double p_180574_2_, double p_180574_4_, double p_180574_6_, float p_180574_8_)
{
float f = (float)dragon.healingEnderCrystal.innerRotation + p_180574_8_;
float f1 = MathHelper.sin(f * 0.2F) / 2.0F + 0.5F;
f1 = (f1 * f1 + f1) * 0.2F;
float f2 = (float)(dragon.healingEnderCrystal.posX - dragon.posX - (dragon.prevPosX - dragon.posX) * (double)(1.0F - p_180574_8_));
float f3 = (float)((double)f1 + dragon.healingEnderCrystal.posY - 1.0D - dragon.posY - (dragon.prevPosY - dragon.posY) * (double)(1.0F - p_180574_8_));
float f4 = (float)(dragon.healingEnderCrystal.posZ - dragon.posZ - (dragon.prevPosZ - dragon.posZ) * (double)(1.0F - p_180574_8_));
float f5 = MathHelper.sqrt_float(f2 * f2 + f4 * f4);
float f6 = MathHelper.sqrt_float(f2 * f2 + f3 * f3 + f4 * f4);
GlStateManager.pushMatrix();
GlStateManager.translate((float)p_180574_2_, (float)p_180574_4_ + 2.0F, (float)p_180574_6_);
GlStateManager.rotate((float)(-Math.atan2((double)f4, (double)f2)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float)(-Math.atan2((double)f5, (double)f3)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableCull();
this.bindTexture(enderDragonCrystalBeamTextures);
GlStateManager.shadeModel(7425);
float f7 = 0.0F - ((float)dragon.ticksExisted + p_180574_8_) * 0.01F;
float f8 = MathHelper.sqrt_float(f2 * f2 + f3 * f3 + f4 * f4) / 32.0F - ((float)dragon.ticksExisted + p_180574_8_) * 0.01F;
worldrenderer.begin(5, DefaultVertexFormats.POSITION_TEX_COLOR);
int i = 8;
for (int j = 0; j <= 8; ++j)
{
float f9 = MathHelper.sin((float)(j % 8) * (float)Math.PI * 2.0F / 8.0F) * 0.75F;
float f10 = MathHelper.cos((float)(j % 8) * (float)Math.PI * 2.0F / 8.0F) * 0.75F;
float f11 = (float)(j % 8) * 1.0F / 8.0F;
worldrenderer.pos((double)(f9 * 0.2F), (double)(f10 * 0.2F), 0.0D).tex((double)f11, (double)f8).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)f9, (double)f10, (double)f6).tex((double)f11, (double)f7).color(255, 255, 255, 255).endVertex();
}
tessellator.draw();
GlStateManager.enableCull();
GlStateManager.shadeModel(7424);
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
示例10: drawTriangle2D
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawTriangle2D(double width, float rotation, double x, double y, Color color, int lineWidth)
{
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.translate(x, y, 0);
GlStateManager.rotate(rotation, 0, 0, 1);
double p = (3 * width) / 2;
double area = Math.sqrt((p * (p - width) * (p - width) * (p - width)));
double height = 2 * (area / width);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
GL11.glLineWidth(lineWidth);
Tessellator tes = Tessellator.getInstance();
BufferBuilder vb = tes.getBuffer();
GlStateManager.rotate(60f, 0, 0, 1);
vb.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
vb.pos(0, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
vb.pos(width, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
tes.draw();
GlStateManager.rotate(60f, 0, 0, 1);
vb.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
vb.pos(0, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
vb.pos(width, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
tes.draw();
GlStateManager.rotate(60f, 0, 0, 1);
GlStateManager.translate(0, -height, 0);
vb.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
vb.pos(-width / 2, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
vb.pos(width / 2, 0, 0).color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
tes.draw();
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();
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}
示例11: 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();
}
示例12: renderTileEntityAt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderTileEntityAt(TileEntityPiston te, double x, double y, double z, float partialTicks, int destroyStage)
{
if(blockRenderer == null) blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
BlockPos blockpos = te.getPos();
IBlockState iblockstate = te.getPistonState();
Block block = iblockstate.getBlock();
if (iblockstate.getMaterial() != Material.AIR && te.getProgress(partialTicks) < 1.0F)
{
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
RenderHelper.disableStandardItemLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
GlStateManager.disableCull();
if (Minecraft.isAmbientOcclusionEnabled())
{
GlStateManager.shadeModel(7425);
}
else
{
GlStateManager.shadeModel(7424);
}
vertexbuffer.begin(7, DefaultVertexFormats.BLOCK);
vertexbuffer.setTranslation((double)((float)x - (float)blockpos.getX() + te.getOffsetX(partialTicks)), (double)((float)y - (float)blockpos.getY() + te.getOffsetY(partialTicks)), (double)((float)z - (float)blockpos.getZ() + te.getOffsetZ(partialTicks)));
World world = this.getWorld();
if (block == Blocks.PISTON_HEAD && te.getProgress(partialTicks) < 0.5F)
{
iblockstate = iblockstate.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(true));
this.renderStateModel(blockpos, iblockstate, vertexbuffer, world, true);
}
else if (te.shouldPistonHeadBeRendered() && !te.isExtending())
{
BlockPistonExtension.EnumPistonType blockpistonextension$enumpistontype = block == Blocks.STICKY_PISTON ? BlockPistonExtension.EnumPistonType.STICKY : BlockPistonExtension.EnumPistonType.DEFAULT;
IBlockState iblockstate1 = Blocks.PISTON_HEAD.getDefaultState().withProperty(BlockPistonExtension.TYPE, blockpistonextension$enumpistontype).withProperty(BlockPistonExtension.FACING, iblockstate.getValue(BlockPistonBase.FACING));
iblockstate1 = iblockstate1.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(te.getProgress(partialTicks) >= 0.5F));
this.renderStateModel(blockpos, iblockstate1, vertexbuffer, world, true);
vertexbuffer.setTranslation((double)((float)x - (float)blockpos.getX()), (double)((float)y - (float)blockpos.getY()), (double)((float)z - (float)blockpos.getZ()));
iblockstate = iblockstate.withProperty(BlockPistonBase.EXTENDED, Boolean.valueOf(true));
this.renderStateModel(blockpos, iblockstate, vertexbuffer, world, true);
}
else
{
this.renderStateModel(blockpos, iblockstate, vertexbuffer, world, false);
}
vertexbuffer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
RenderHelper.enableStandardItemLighting();
}
}
示例13: renderTileEntityAt
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderTileEntityAt(TileEntityPiston te, double x, double y, double z, float partialTicks, int destroyStage)
{
BlockPos blockpos = te.getPos();
IBlockState iblockstate = te.getPistonState();
Block block = iblockstate.getBlock();
if (block.getMaterial() != Material.air && te.getProgress(partialTicks) < 1.0F)
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.bindTexture(TextureMap.locationBlocksTexture);
RenderHelper.disableStandardItemLighting();
GlStateManager.blendFunc(770, 771);
GlStateManager.enableBlend();
GlStateManager.disableCull();
if (Minecraft.isAmbientOcclusionEnabled())
{
GlStateManager.shadeModel(7425);
}
else
{
GlStateManager.shadeModel(7424);
}
worldrenderer.begin(7, DefaultVertexFormats.BLOCK);
worldrenderer.setTranslation((double)((float)x - (float)blockpos.getX() + te.getOffsetX(partialTicks)), (double)((float)y - (float)blockpos.getY() + te.getOffsetY(partialTicks)), (double)((float)z - (float)blockpos.getZ() + te.getOffsetZ(partialTicks)));
World world = this.getWorld();
if (block == Blocks.piston_head && te.getProgress(partialTicks) < 0.5F)
{
iblockstate = iblockstate.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(true));
this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, true);
}
else if (te.shouldPistonHeadBeRendered() && !te.isExtending())
{
BlockPistonExtension.EnumPistonType blockpistonextension$enumpistontype = block == Blocks.sticky_piston ? BlockPistonExtension.EnumPistonType.STICKY : BlockPistonExtension.EnumPistonType.DEFAULT;
IBlockState iblockstate1 = Blocks.piston_head.getDefaultState().withProperty(BlockPistonExtension.TYPE, blockpistonextension$enumpistontype).withProperty(BlockPistonExtension.FACING, iblockstate.getValue(BlockPistonBase.FACING));
iblockstate1 = iblockstate1.withProperty(BlockPistonExtension.SHORT, Boolean.valueOf(te.getProgress(partialTicks) >= 0.5F));
this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate1, world, blockpos), iblockstate1, blockpos, worldrenderer, true);
worldrenderer.setTranslation((double)((float)x - (float)blockpos.getX()), (double)((float)y - (float)blockpos.getY()), (double)((float)z - (float)blockpos.getZ()));
iblockstate.withProperty(BlockPistonBase.EXTENDED, Boolean.valueOf(true));
this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, true);
}
else
{
this.blockRenderer.getBlockModelRenderer().renderModel(world, this.blockRenderer.getModelFromBlockState(iblockstate, world, blockpos), iblockstate, blockpos, worldrenderer, false);
}
worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
RenderHelper.enableStandardItemLighting();
}
}
示例14: onWorldLastRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@SubscribeEvent
public void onWorldLastRender(RenderWorldLastEvent evt)
{
World world = Minecraft.getMinecraft().theWorld;
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * evt.partialTicks;
double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * evt.partialTicks;
double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * evt.partialTicks;
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GL11.glTranslated(-x, -y, -z);
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
int shade_model = GL11.glGetInteger(GL11.GL_SHADE_MODEL);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GL11.glLineWidth(3);
GL11.glBegin(GL11.GL_LINES);
//display link process
PlayerProperties props = (PlayerProperties)player.getExtendedProperties(PlayerProperties.ID);
if(props != null && props.p_link != null
&& props.p_link.distanceSq(x,y+1,z) <= FundamentalChemistry.MAX_RELAY_DISTANCE-1f){ //distance check with some margin
GlStateManager.color(0f,1f,0.5f,1f);
GL11.glVertex3d(props.p_link.getX()+0.5, props.p_link.getY()+FundamentalChemistry.LASER_HEIGHT, props.p_link.getZ()+0.5);
GlStateManager.color(0f,0.5f,1f,1f);
GL11.glVertex3d(x, y+1, z);
}
for(TileEntity te : world.loadedTileEntityList){
if(te instanceof TileLaserRelay){
TileLaserRelay ent = (TileLaserRelay)te;
// change matrix for absolute coordinates
BlockPos cpos = ent.getPos();
for(BlockPos pos : ent.inputs){
TileEntity ce = te.getWorld().getTileEntity(pos);
if(ce != null && ce instanceof TileLaserRelay && (player.getPosition().distanceSq(pos.getX(),pos.getY(),pos.getZ()) <= 500
|| player.getPosition().distanceSq(cpos.getX(),cpos.getY(),cpos.getZ()) <= 500)){
//add height shift if it is a circular connections
TileLaserRelay cent = (TileLaserRelay)ce;
float shift = 0;
if(cent.inputs.contains(cpos) && cpos.hashCode() < pos.hashCode())
shift = 1/16.0f*2;
//draw connection
GlStateManager.color(0f,0.5f,1f,1f);
GL11.glVertex3d(cpos.getX()+0.5, cpos.getY()+FundamentalChemistry.LASER_HEIGHT-shift, cpos.getZ()+0.5);
GlStateManager.color(0f,1f,0.5f,1f);
GL11.glVertex3d(pos.getX()+0.5, pos.getY()+FundamentalChemistry.LASER_HEIGHT-shift, pos.getZ()+0.5);
}
}
}
}
GL11.glEnd();
GlStateManager.shadeModel(shade_model);
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.popMatrix();
GlStateManager.popAttrib();
}
示例15: 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();
}
}