本文整理汇总了Java中net.minecraft.client.renderer.RenderHelper.enableStandardItemLighting方法的典型用法代码示例。如果您正苦于以下问题:Java RenderHelper.enableStandardItemLighting方法的具体用法?Java RenderHelper.enableStandardItemLighting怎么用?Java RenderHelper.enableStandardItemLighting使用的例子?那么, 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.RenderHelper
的用法示例。
在下文中一共展示了RenderHelper.enableStandardItemLighting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: drawItem
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
protected void drawItem(ItemStack stack, int x, int y) {
GlStateManager.color(1, 1, 1, 1);
GlStateManager.translate(0.0F, 0.0F, 32.0F);
GlStateManager.disableLighting();
GlStateManager.enableDepth();
RenderHelper.disableStandardItemLighting();
RenderHelper.enableGUIStandardItemLighting();
this.zLevel = 200.0F;
this.itemRender.zLevel = 200.0F;
net.minecraft.client.gui.FontRenderer font = null;
if (stack != null) font = stack.getItem().getFontRenderer(stack);
if (font == null) font = fontRendererObj;
this.itemRender.renderItemAndEffectIntoGUI(stack, x, y);
this.itemRender.renderItemOverlayIntoGUI(font, stack, x, y, null);
this.zLevel = 0.0F;
this.itemRender.zLevel = 0.0F;
RenderHelper.enableStandardItemLighting();
GlStateManager.enableLighting();
GlStateManager.disableDepth();
}
示例2: doRenderLayer
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
@Override
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
if (!Arrays.asList(contributors.uuid).contains(entitylivingbaseIn.getUniqueID().toString())) return;
if (!entitylivingbaseIn.isWearing(EnumPlayerModelParts.CAPE)) return;
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.disableCull();
RenderHelper.disableStandardItemLighting();
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
GlStateManager.shadeModel(GL11.GL_FLAT);
}
GlStateManager.translate(0, -0.015f, 0);
if (!entitylivingbaseIn.inventory.armorInventory.get(3).isEmpty()) GlStateManager.translate(0, -0.02f, 0);
if (entitylivingbaseIn.isSneaking()) GlStateManager.translate(0, 0.27, 0);
GlStateManager.rotate(90, 0, 1, 0);
GlStateManager.rotate(180, 1, 0, 0);
GlStateManager.rotate(netHeadYaw, 0, -1, 0);
GlStateManager.rotate(headPitch, 0, 0, -1);
Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
Calendar calendar = Calendar.getInstance();
if (calendar.get(Calendar.MONTH) == Calendar.OCTOBER) {
spookyScarySkeletons();
} else if (calendar.get(Calendar.MONTH) == Calendar.DECEMBER) {
itsSnowyHere();
} else {
Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModelBrightnessColor(ClientProxy.ears_baked, 0.5f, 255, 255, 255);
}
RenderHelper.enableStandardItemLighting();
GlStateManager.depthMask(true);
GlStateManager.popMatrix();
}
示例3: rotateArroundXAndY
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
private static void rotateArroundXAndY(float angle, float angleY) {
GlStateManager.pushMatrix();
GlStateManager.rotate(angle, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(angleY, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
示例4: drawEntityOnScreen
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
/**
* Draws the entity to the screen. Args: xPos, yPos, scale, mouseX, mouseY, entityLiving
*/
public static void drawEntityOnScreen(int posX, int posY, int scale, float mouseX, float mouseY, EntityLivingBase ent)
{
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate((float)posX, (float)posY, 50.0F);
GlStateManager.scale((float)(-scale), (float)scale, (float)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);
GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
ent.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F;
ent.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F;
ent.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F;
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.renderEntityWithPosYaw(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
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5: renderCrystalBeams
import net.minecraft.client.renderer.RenderHelper; //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6: renderTileEntityAt
import net.minecraft.client.renderer.RenderHelper; //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7: setXItemLighting
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
private static void setXItemLighting() {
RenderHelper.enableStandardItemLighting();
}
示例8: doRender
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityXPOrb entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (!this.renderOutlines)
{
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
this.bindEntityTexture(entity);
RenderHelper.enableStandardItemLighting();
int i = entity.getTextureByXP();
float f = (float)(i % 4 * 16 + 0) / 64.0F;
float f1 = (float)(i % 4 * 16 + 16) / 64.0F;
float f2 = (float)(i / 4 * 16 + 0) / 64.0F;
float f3 = (float)(i / 4 * 16 + 16) / 64.0F;
float f4 = 1.0F;
float f5 = 0.5F;
float f6 = 0.25F;
int j = entity.getBrightnessForRender(partialTicks);
int k = j % 65536;
int l = j / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)k, (float)l);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f8 = 255.0F;
float f9 = ((float)entity.xpColor + partialTicks) / 2.0F;
l = (int)((MathHelper.sin(f9 + 0.0F) + 1.0F) * 0.5F * 255.0F);
int i1 = 255;
int j1 = (int)((MathHelper.sin(f9 + 4.1887903F) + 1.0F) * 0.1F * 255.0F);
GlStateManager.translate(0.0F, 0.1F, 0.0F);
GlStateManager.rotate(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float)(this.renderManager.options.thirdPersonView == 2 ? -1 : 1) * -this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
float f7 = 0.3F;
GlStateManager.scale(0.3F, 0.3F, 0.3F);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL);
vertexbuffer.pos(-0.5D, -0.25D, 0.0D).tex((double)f, (double)f3).color(l, 255, j1, 128).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(0.5D, -0.25D, 0.0D).tex((double)f1, (double)f3).color(l, 255, j1, 128).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(0.5D, 0.75D, 0.0D).tex((double)f1, (double)f2).color(l, 255, j1, 128).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(-0.5D, 0.75D, 0.0D).tex((double)f, (double)f2).color(l, 255, j1, 128).normal(0.0F, 1.0F, 0.0F).endVertex();
tessellator.draw();
GlStateManager.disableBlend();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
示例9: render
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
public void render( double x, double y, double z)
{
if(child==null)
{
parent.connectionLines.remove(this);
return;
}
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
//if(dim!=Minecraft.getMinecraft().theWorld.provider.getDimension())return;
Minecraft.getMinecraft().getTextureManager().bindTexture(this.type.texture);
Tessellator tessellator = Tessellator.getInstance();
//tessellator.getBuffer().setTranslation(x,y,x);
GlStateManager.translate(x,y,z);
GL11.glEnable(GL11.GL_BLEND);
GlStateManager.enableAlpha();
//long angle = (System.currentTimeMillis() / 10) % 360;
//GlStateManager.translate(0, 0.07 * Math.sin(Math.PI * angle / 180), 0);
//GlStateManager.rotate(-angle, 1, 1, 1);
GlStateManager.rotate(180, 1, 0, 0);
RenderHelper.disableStandardItemLighting();
GlStateManager.translate(0.33D*parent.x+0.1666,-0.08,-0.33D*parent.z-0.1666);
GlStateManager.rotate(90+(float)heading, 0, 1, 0);
if (Minecraft.isAmbientOcclusionEnabled()) {
GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {
GlStateManager.shadeModel(GL11.GL_FLAT);
}
//GlStateManager.translate(-(pX+cX)/2,-(pY+cY)/2+0.5,-(pZ+cZ)/2);
Color newColor = new Color(this.parent.getSignal().type.color);
tessellator.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
int state = (int)(System.currentTimeMillis()/100)%4+1;
tessellator.getBuffer().pos(width/2,0,0).tex(0.25D*state,length).color(newColor.getRed(),newColor.getGreen(),newColor.getBlue(),newColor.getAlpha()).endVertex();
tessellator.getBuffer().pos(width/2,0,length).tex(0.25D*state,0).color(newColor.getRed(),newColor.getGreen(),newColor.getBlue(),newColor.getAlpha()).endVertex();
tessellator.getBuffer().pos(-width/2,0,length).tex(0.25D*(state-1),0).color(newColor.getRed(),newColor.getGreen(),newColor.getBlue(),newColor.getAlpha()).endVertex();
tessellator.getBuffer().pos(-width/2,0,0).tex(0.25D*(state-1),length).color(newColor.getRed(),newColor.getGreen(),newColor.getBlue(),newColor.getAlpha()).endVertex();
tessellator.draw();
GL11.glDisable(GL11.GL_BLEND);
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
GlStateManager.popAttrib();
}
示例10: doRender_NeutralBeam
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
public void doRender_NeutralBeam(_ProjectileBase entity, double x, double y, double z, float yaw, float tick, float beamWidth)
{
//GL11.glPushMatrix();
//float f2 = par9;// (float) player.innerRotation + par9;
float f3 = MathHelper.sin(tick * 0.2F) / 2.0F + 0.5F;
f3 = (f3 * f3 + f3) * 0.2F;
float xPosEnd = (float) (entity.ownerX - entity.posX - (entity.prevPosX - entity.posX) * (double) (1.0F - tick));
float yPosEnd = (float) ((double) f3 + entity.ownerY - entity.posY - (entity.prevPosY - entity.posY) * (double) (1.0F - tick));
float zPosEnd = (float) (entity.ownerZ - entity.posZ - (entity.prevPosZ - entity.posZ) * (double) (1.0F - tick));
//for rotation/distance
float f7 = MathHelper.sqrt_float(xPosEnd * xPosEnd + zPosEnd * zPosEnd);
float f8 = MathHelper.sqrt_float(xPosEnd * xPosEnd + yPosEnd * yPosEnd + zPosEnd * zPosEnd);
// Changing the starting point here slightly, so it doesn't come out of the center
//int distance = 6; // Increasing this will likely increase the distance
//double adjustmentZ = -MathHelper.cos((entity.shootingEntity.rotationYaw) * (float)Math.PI / 180.0F) * (distance * 0.08);
//double adjustmentX = MathHelper.sin((entity.shootingEntity.rotationYaw) * (float)Math.PI / 180.0F) * (distance * 0.08);
// Start drawing (i think)
GL11.glTranslated((float) x, (float) y, (float) z); // Adjusted with distance to shooter
GL11.glRotatef((float) (-Math.atan2((double) zPosEnd, (double) xPosEnd)) * 180.0F / (float) Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef((float) (-Math.atan2((double) f7, (double) yPosEnd)) * 180.0F / (float) Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator tessellator = Tessellator.instance;
//Makes the beam look nice
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL11.GL_CULL_FACE);
//Shading?
GL11.glShadeModel(GL11.GL_SMOOTH);
//from what i can tell f9 and f10 make the beam change (looks like its rotating or whatnot)
float f9 = 0.0F - ((float) entity.ticksExisted + tick) * 0.01F;
float f10 = MathHelper.sqrt_float(xPosEnd * xPosEnd + yPosEnd * yPosEnd + zPosEnd * zPosEnd) / 32.0F - ((float) entity.ticksExisted + tick) * 0.01F;
// change draw mode
tessellator.startDrawing(5);
byte b0 = 8; // how many sides the circle has?
//float beamWidth = 0.15f;
for (int i = 0; i <= b0; ++i) // makes one side circular(fancy math stuff)
{
float f11 = MathHelper.sin((float) (i % b0) * (float) Math.PI * 2.0F / (float) b0) * beamWidth; // "changing the 2 or .75 should change size of circle"
float f12 = MathHelper.cos((float) (i % b0) * (float) Math.PI * 2.0F / (float) b0) * beamWidth; // The 2 seems to be there to describe a full circle
float f13 = (float) (i % b0) * 1.0F / (float) b0; // 1 makes it a half circle
tessellator.setColorOpaque_I(0);
tessellator.addVertexWithUV((double) (f11 * 0.2F), (double) (f12 * 0.2F), 0.0D, (double) f13, (double) f10); // Now how do I shorten the beam slightly
tessellator.setColorOpaque_I(16777215); // so it doesn't appear from the center of the shooter
tessellator.addVertexWithUV((double) f11, (double) f12, (double) f8, (double) f13, (double) f9);
}
tessellator.draw(); // draw added vertices
// reset openGl stuff?
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_FLAT);
RenderHelper.enableStandardItemLighting();
GL11.glPopMatrix();
}
示例11: renderPapers
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
private void renderPapers(ItemStack stack, int slot, TileEntityWritingDesk te)
{
if (stack != null && !stack.isEmpty())
{
RenderHelper.enableStandardItemLighting();
GlStateManager.enableLighting();
GlStateManager.pushMatrix();
GlStateManager.translate(0.75, .8, 0.5);
GlStateManager.scale(.5f, .5f, .5f);
GlStateManager.disableLighting();
GlStateManager.disableCull();
Minecraft.getMinecraft().getTextureManager()
.bindTexture(new ResourceLocation(ArcaneMagic.MODID, "textures/misc/parchment.png"));
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
GlStateManager.translate(-0.5F, -0.5F, 0.0F);
//GlStateManager.rotate(te.getAge(), 0,1,0);
bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
bufferbuilder.pos(0, 0, -0.4).tex(0.0D, 1.0D).endVertex();
bufferbuilder.pos(0, 0, 0.4).tex(1.0D, 1.0D).endVertex();
bufferbuilder.pos(0, 0.8, 0.4).tex(1.0D, 0.0D).endVertex();
bufferbuilder.pos(0, 0.8, -0.4).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
GlStateManager.rotate(180, 0, 0, 1);
GlStateManager.rotate(90, 0, 1, 0);
GlStateManager.translate(0, -0.59, 0);
GlStateManager.translate(0, 0, -0.0005);
for (int side = 0; side < 2; side++)
{
if (side == 1)
{
GlStateManager.translate(0, 0, 0.001);
GlStateManager.rotate(180, 0, 1, 0);
//GlStateManager.rotate(180,0,0,1);
}
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.scale(0.008, 0.008, 0.008);
GLHelper.drawCenteredSplitString(Minecraft.getMinecraft().fontRenderer, "Manipulation Magic", 0, -15,
100, 0x000000);
GlStateManager.popAttrib();
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.scale(0.005, 0.005, 0.005);
GLHelper.drawCenteredSplitString(Minecraft.getMinecraft().fontRenderer,
"Manipulating Anima directly would be a powerful ability, if only you could obtain the right items to learn how.\n\nLuckily, your new discoveries should aid you greatly in this process.",
0, 0, 130, 0x000000);
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
}
}
示例12: doRenderLayer
import net.minecraft.client.renderer.RenderHelper; //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13: renderTileEntityAt
import net.minecraft.client.renderer.RenderHelper; //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: drawScreen
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
/**
* Draws the screen and all the components in it. Args : mouseX, mouseY, renderPartialTicks
*/
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
super.drawScreen(mouseX, mouseY, partialTicks);
MerchantRecipeList merchantrecipelist = this.merchant.getRecipes(this.mc.thePlayer);
if (merchantrecipelist != null && !merchantrecipelist.isEmpty())
{
int i = (this.width - this.xSize) / 2;
int j = (this.height - this.ySize) / 2;
int k = this.selectedMerchantRecipe;
MerchantRecipe merchantrecipe = (MerchantRecipe)merchantrecipelist.get(k);
ItemStack itemstack = merchantrecipe.getItemToBuy();
ItemStack itemstack1 = merchantrecipe.getSecondItemToBuy();
ItemStack itemstack2 = merchantrecipe.getItemToSell();
GlStateManager.pushMatrix();
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.disableLighting();
GlStateManager.enableRescaleNormal();
GlStateManager.enableColorMaterial();
GlStateManager.enableLighting();
this.itemRender.zLevel = 100.0F;
this.itemRender.renderItemAndEffectIntoGUI(itemstack, i + 36, j + 24);
this.itemRender.renderItemOverlays(this.fontRendererObj, itemstack, i + 36, j + 24);
if (itemstack1 != null)
{
this.itemRender.renderItemAndEffectIntoGUI(itemstack1, i + 62, j + 24);
this.itemRender.renderItemOverlays(this.fontRendererObj, itemstack1, i + 62, j + 24);
}
this.itemRender.renderItemAndEffectIntoGUI(itemstack2, i + 120, j + 24);
this.itemRender.renderItemOverlays(this.fontRendererObj, itemstack2, i + 120, j + 24);
this.itemRender.zLevel = 0.0F;
GlStateManager.disableLighting();
if (this.isPointInRegion(36, 24, 16, 16, mouseX, mouseY) && itemstack != null)
{
this.renderToolTip(itemstack, mouseX, mouseY);
}
else if (itemstack1 != null && this.isPointInRegion(62, 24, 16, 16, mouseX, mouseY) && itemstack1 != null)
{
this.renderToolTip(itemstack1, mouseX, mouseY);
}
else if (itemstack2 != null && this.isPointInRegion(120, 24, 16, 16, mouseX, mouseY) && itemstack2 != null)
{
this.renderToolTip(itemstack2, mouseX, mouseY);
}
else if (merchantrecipe.isRecipeDisabled() && (this.isPointInRegion(83, 21, 28, 21, mouseX, mouseY) || this.isPointInRegion(83, 51, 28, 21, mouseX, mouseY)))
{
this.drawCreativeTabHoveringText(I18n.format("merchant.deprecated", new Object[0]), mouseX, mouseY);
}
GlStateManager.popMatrix();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
RenderHelper.enableStandardItemLighting();
}
}
示例15: drawHoveringText
import net.minecraft.client.renderer.RenderHelper; //导入方法依赖的package包/类
/**
* Draws a List of strings as a tooltip. Every entry is drawn on a seperate line.
*/
protected void drawHoveringText(List<String> textLines, int x, int y)
{
if (!textLines.isEmpty())
{
GlStateManager.disableRescaleNormal();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableLighting();
GlStateManager.disableDepth();
int i = 0;
for (String s : textLines)
{
int j = this.fontRendererObj.getStringWidth(s);
if (j > i)
{
i = j;
}
}
int l1 = x + 12;
int i2 = y - 12;
int k = 8;
if (textLines.size() > 1)
{
k += 2 + (textLines.size() - 1) * 10;
}
if (l1 + i > this.width)
{
l1 -= 28 + i;
}
if (i2 + k + 6 > this.height)
{
i2 = this.height - k - 6;
}
this.zLevel = 300.0F;
this.itemRender.zLevel = 300.0F;
int l = -267386864;
this.drawGradientRect(l1 - 3, i2 - 4, l1 + i + 3, i2 - 3, l, l);
this.drawGradientRect(l1 - 3, i2 + k + 3, l1 + i + 3, i2 + k + 4, l, l);
this.drawGradientRect(l1 - 3, i2 - 3, l1 + i + 3, i2 + k + 3, l, l);
this.drawGradientRect(l1 - 4, i2 - 3, l1 - 3, i2 + k + 3, l, l);
this.drawGradientRect(l1 + i + 3, i2 - 3, l1 + i + 4, i2 + k + 3, l, l);
int i1 = 1347420415;
int j1 = (i1 & 16711422) >> 1 | i1 & -16777216;
this.drawGradientRect(l1 - 3, i2 - 3 + 1, l1 - 3 + 1, i2 + k + 3 - 1, i1, j1);
this.drawGradientRect(l1 + i + 2, i2 - 3 + 1, l1 + i + 3, i2 + k + 3 - 1, i1, j1);
this.drawGradientRect(l1 - 3, i2 - 3, l1 + i + 3, i2 - 3 + 1, i1, i1);
this.drawGradientRect(l1 - 3, i2 + k + 2, l1 + i + 3, i2 + k + 3, j1, j1);
for (int k1 = 0; k1 < textLines.size(); ++k1)
{
String s1 = (String)textLines.get(k1);
this.fontRendererObj.drawStringWithShadow(s1, (float)l1, (float)i2, -1);
if (k1 == 0)
{
i2 += 2;
}
i2 += 10;
}
this.zLevel = 0.0F;
this.itemRender.zLevel = 0.0F;
GlStateManager.enableLighting();
GlStateManager.enableDepth();
RenderHelper.enableStandardItemLighting();
GlStateManager.enableRescaleNormal();
}
}