本文整理汇总了Java中net.minecraft.client.renderer.Tessellator.draw方法的典型用法代码示例。如果您正苦于以下问题:Java Tessellator.draw方法的具体用法?Java Tessellator.draw怎么用?Java Tessellator.draw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.Tessellator
的用法示例。
在下文中一共展示了Tessellator.draw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: drawSprite
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Draws a sprite from assets/textures/gui/container/stats_icons.png
*/
private void drawSprite(int p_146527_1_, int p_146527_2_, int p_146527_3_, int p_146527_4_)
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.getTextureManager().bindTexture(STAT_ICONS);
float f = 0.0078125F;
float f1 = 0.0078125F;
int i = 18;
int j = 18;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos((double)(p_146527_1_ + 0), (double)(p_146527_2_ + 18), (double)this.zLevel).tex((double)((float)(p_146527_3_ + 0) * 0.0078125F), (double)((float)(p_146527_4_ + 18) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(p_146527_1_ + 18), (double)(p_146527_2_ + 18), (double)this.zLevel).tex((double)((float)(p_146527_3_ + 18) * 0.0078125F), (double)((float)(p_146527_4_ + 18) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(p_146527_1_ + 18), (double)(p_146527_2_ + 0), (double)this.zLevel).tex((double)((float)(p_146527_3_ + 18) * 0.0078125F), (double)((float)(p_146527_4_ + 0) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(p_146527_1_ + 0), (double)(p_146527_2_ + 0), (double)this.zLevel).tex((double)((float)(p_146527_3_ + 0) * 0.0078125F), (double)((float)(p_146527_4_ + 0) * 0.0078125F)).endVertex();
tessellator.draw();
}
示例2: overlayBackground
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Overlays the background to hide scrolled items
*/
protected void overlayBackground(int startY, int endY, int startAlpha, int endAlpha)
{
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
this.mc.getTextureManager().bindTexture(Gui.OPTIONS_BACKGROUND);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f = 32.0F;
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)this.left, (double)endY, 0.0D).tex(0.0D, (double)((float)endY / 32.0F)).color(64, 64, 64, endAlpha).endVertex();
vertexbuffer.pos((double)(this.left + this.width), (double)endY, 0.0D).tex((double)((float)this.width / 32.0F), (double)((float)endY / 32.0F)).color(64, 64, 64, endAlpha).endVertex();
vertexbuffer.pos((double)(this.left + this.width), (double)startY, 0.0D).tex((double)((float)this.width / 32.0F), (double)((float)startY / 32.0F)).color(64, 64, 64, startAlpha).endVertex();
vertexbuffer.pos((double)this.left, (double)startY, 0.0D).tex(0.0D, (double)((float)startY / 32.0F)).color(64, 64, 64, startAlpha).endVertex();
tessellator.draw();
}
示例3: drawNameplate
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public static void drawNameplate(FontRenderer fontRendererIn, String str, float x, float y, float z, int verticalShift, float viewerYaw, float viewerPitch, boolean isThirdPersonFrontal)
{
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.glNormal3f(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-viewerYaw, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float)(isThirdPersonFrontal ? -1 : 1) * viewerPitch, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(-0.025F, -0.025F, 0.025F);
GlStateManager.disableLighting();
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
int i = fontRendererIn.getStringWidth(str) / 2;
GlStateManager.disableTexture2D();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos((double)(-i - 1), (double)(-1 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(-i - 1), (double)(8 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(i + 1), (double)(8 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
vertexbuffer.pos((double)(i + 1), (double)(-1 + verticalShift), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.depthMask(true);
fontRendererIn.drawString(str, -fontRendererIn.getStringWidth(str) / 2, verticalShift, -1);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
示例4: doRender
import net.minecraft.client.renderer.Tessellator; //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(EntityFireball entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
this.bindEntityTexture(entity);
GlStateManager.translate((float)x, (float)y, (float)z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(this.scale, this.scale, this.scale);
TextureAtlasSprite textureatlassprite = Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getParticleIcon(Items.fire_charge);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
float f = textureatlassprite.getMinU();
float f1 = textureatlassprite.getMaxU();
float f2 = textureatlassprite.getMinV();
float f3 = textureatlassprite.getMaxV();
float f4 = 1.0F;
float f5 = 0.5F;
float f6 = 0.25F;
GlStateManager.rotate(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
worldrenderer.pos(-0.5D, -0.25D, 0.0D).tex((double)f, (double)f3).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(0.5D, -0.25D, 0.0D).tex((double)f1, (double)f3).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(0.5D, 0.75D, 0.0D).tex((double)f1, (double)f2).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(-0.5D, 0.75D, 0.0D).tex((double)f, (double)f2).normal(0.0F, 1.0F, 0.0F).endVertex();
tessellator.draw();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例5: drawRect
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Draws a solid color rectangle with the specified coordinates and color.
*/
public static void drawRect(int left, int top, int right, int bottom, int color)
{
if (left < right)
{
int i = left;
left = right;
right = i;
}
if (top < bottom)
{
int j = top;
top = bottom;
bottom = j;
}
float f3 = (float)(color >> 24 & 255) / 255.0F;
float f = (float)(color >> 16 & 255) / 255.0F;
float f1 = (float)(color >> 8 & 255) / 255.0F;
float f2 = (float)(color & 255) / 255.0F;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(f, f1, f2, f3);
vertexbuffer.begin(7, DefaultVertexFormats.POSITION);
vertexbuffer.pos((double)left, (double)bottom, 0.0D).endVertex();
vertexbuffer.pos((double)right, (double)bottom, 0.0D).endVertex();
vertexbuffer.pos((double)right, (double)top, 0.0D).endVertex();
vertexbuffer.pos((double)left, (double)top, 0.0D).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例6: drawLine
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public static void drawLine(Vec3d startPos, Vec3d endPos, int color, boolean smooth, float width) {
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder BufferBuilder = tessellator.getBuffer();
Vec3d endVecPos = endPos.subtract(startPos);
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;
if(smooth)
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(width);
GlStateManager.pushMatrix();
GlStateManager.translate(startPos.x, startPos.y, startPos.z);
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);
BufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
BufferBuilder.pos(0, 0, 0).color(r, g, b, a).endVertex();
BufferBuilder.pos(endVecPos.x, endVecPos.y, endVecPos.z).color(r, g, b, a).endVertex();
tessellator.draw();
if(smooth)
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例7: renderCrystalBeams
import net.minecraft.client.renderer.Tessellator; //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8: rectGradient
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public static void rectGradient(double left, double top, double right, double bottom, int color[]) {
float[] r = new float[color.length];
float[] g = new float[color.length];
float[] b = new float[color.length];
float[] a = new float[color.length];
int i = 0;
while (i < color.length) {
r[i] = (float)(color[i] >> 16 & 255) / 255.0f;
g[i] = (float)(color[i] >> 8 & 255) / 255.0f;
b[i] = (float)(color[i] & 255) / 255.0f;
a[i] = (float)(color[i] >> 24 & 255) / 255.0f;
++i;
}
Tessellator var9 = Tessellator.getInstance();
WorldRenderer var10 = var9.getWorldRenderer();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
var10.begin(7, DefaultVertexFormats.POSITION);
GlStateManager.color(r[0], g[0], b[0], a[0]);
var10.pos(left, bottom, 0.0D).endVertex();;
GlStateManager.color(r[1], g[1], b[1], a[1]);
var10.pos(right, bottom, 0.0D).endVertex();;
GlStateManager.color(r[2], g[2], b[2], a[2]);
var10.pos(right, top, 0.0D).endVertex();;
GlStateManager.color(r[2], g[3], b[3], a[3]);
var10.pos(left, top, 0.0D).endVertex();;
var9.draw();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
示例9: drawScreen
import net.minecraft.client.renderer.Tessellator; //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)
{
this.drawDefaultBackground();
this.field_175349_r.drawScreen(mouseX, mouseY, partialTicks);
this.drawCenteredString(this.fontRendererObj, this.field_175341_a, this.width / 2, 2, 16777215);
this.drawCenteredString(this.fontRendererObj, this.field_175333_f, this.width / 2, 12, 16777215);
this.drawCenteredString(this.fontRendererObj, this.field_175335_g, this.width / 2, 22, 16777215);
super.drawScreen(mouseX, mouseY, partialTicks);
if (this.field_175339_B != 0)
{
drawRect(0, 0, this.width, this.height, Integer.MIN_VALUE);
this.drawHorizontalLine(this.width / 2 - 91, this.width / 2 + 90, 99, -2039584);
this.drawHorizontalLine(this.width / 2 - 91, this.width / 2 + 90, 185, -6250336);
this.drawVerticalLine(this.width / 2 - 91, 99, 185, -2039584);
this.drawVerticalLine(this.width / 2 + 90, 99, 185, -6250336);
float f = 85.0F;
float f1 = 180.0F;
GlStateManager.disableLighting();
GlStateManager.disableFog();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.mc.getTextureManager().bindTexture(optionsBackground);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f2 = 32.0F;
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)(this.width / 2 - 90), 185.0D, 0.0D).tex(0.0D, 2.65625D).color(64, 64, 64, 64).endVertex();
worldrenderer.pos((double)(this.width / 2 + 90), 185.0D, 0.0D).tex(5.625D, 2.65625D).color(64, 64, 64, 64).endVertex();
worldrenderer.pos((double)(this.width / 2 + 90), 100.0D, 0.0D).tex(5.625D, 0.0D).color(64, 64, 64, 64).endVertex();
worldrenderer.pos((double)(this.width / 2 - 90), 100.0D, 0.0D).tex(0.0D, 0.0D).color(64, 64, 64, 64).endVertex();
tessellator.draw();
this.drawCenteredString(this.fontRendererObj, I18n.format("createWorld.customize.custom.confirmTitle", new Object[0]), this.width / 2, 105, 16777215);
this.drawCenteredString(this.fontRendererObj, I18n.format("createWorld.customize.custom.confirm1", new Object[0]), this.width / 2, 125, 16777215);
this.drawCenteredString(this.fontRendererObj, I18n.format("createWorld.customize.custom.confirm2", new Object[0]), this.width / 2, 135, 16777215);
this.field_175352_x.drawButton(this.mc, mouseX, mouseY);
this.field_175351_y.drawButton(this.mc, mouseX, mouseY);
}
}
示例10: render
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
default void render(int x, int y, net.minecraft.client.Minecraft mc, int index) {
mc.renderEngine.bindTexture(ResourceLocations.BREW_TEXTURES);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder buf = tessellator.getBuffer();
GlStateManager.color(1F, 1F, 1F, 1F);
final float f = 0.00390625F;
buf.begin(7, DefaultVertexFormats.POSITION_TEX);
buf.pos(x, y + 20, 0).tex(236 * f, (236 + 20) * f).endVertex();
buf.pos(x + 20, y + 20, 0).tex((236 + 20) * f, (236 + 20) * f).endVertex();
buf.pos(x + 20, y, 0).tex((236 + 20) * f, 236 * f).endVertex();
buf.pos(x, y, 0).tex(236 * f, 236 * f).endVertex();
tessellator.draw();
int textureX = index % 14 * 18;
int textureY = index / 14 * 18;
x += 1;
y += 1;
buf.begin(7, DefaultVertexFormats.POSITION_TEX);
buf.pos(x, y + 18, 0).tex(textureX * f, (textureY + 18) * f).endVertex();
buf.pos(x + 18, y + 18, 0).tex((textureX + 18) * f, (textureY + 18) * f).endVertex();
buf.pos(x + 18, y, 0).tex((textureX + 18) * f, textureY * f).endVertex();
buf.pos(x, y, 0).tex(textureX * f, textureY * f).endVertex();
tessellator.draw();
}
示例11: renderName
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
protected void renderName(EntityItemFrame entity, double x, double y, double z)
{
if (Minecraft.isGuiEnabled() && entity.getDisplayedItem() != null && entity.getDisplayedItem().hasDisplayName() && this.renderManager.pointedEntity == entity)
{
float f = 1.6F;
float f1 = 0.016666668F * f;
double d0 = entity.getDistanceSqToEntity(this.renderManager.livingPlayer);
float f2 = entity.isSneaking() ? 32.0F : 64.0F;
if (d0 < (double)(f2 * f2))
{
String s = entity.getDisplayedItem().getDisplayName();
if (entity.isSneaking())
{
FontRenderer fontrenderer = this.getFontRendererFromRenderManager();
GlStateManager.pushMatrix();
GlStateManager.translate((float)x + 0.0F, (float)y + entity.height + 0.5F, (float)z);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(-f1, -f1, f1);
GlStateManager.disableLighting();
GlStateManager.translate(0.0F, 0.25F / f1, 0.0F);
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
int i = fontrenderer.getStringWidth(s) / 2;
GlStateManager.disableTexture2D();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
worldrenderer.pos((double)(-i - 1), -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(-i - 1), 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(i + 1), 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(i + 1), -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.depthMask(true);
fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, 0, 553648127);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
else
{
this.renderLivingLabel(entity, s, x, y, z, 64);
}
}
}
}
示例12: doRender_Arrow
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public void doRender_Arrow(_ProjectileBase shot, double x, double y, double z, float par8, float par9)
{
this.bindEntityTexture(shot);
GL11.glPushMatrix();
GL11.glTranslatef((float)x, (float)y, (float)z);
GL11.glRotatef(shot.prevRotationYaw + (shot.rotationYaw - shot.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(shot.prevRotationPitch + (shot.rotationPitch - shot.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
float f2 = 0.0F;
float f3 = 0.5F;
float f4 = (float)(0 + b0 * 10) / 32.0F;
float f5 = (float)(5 + b0 * 10) / 32.0F;
float f6 = 0.0F;
float f7 = 0.15625F;
float f8 = (float)(5 + b0 * 10) / 32.0F;
float f9 = (float)(10 + b0 * 10) / 32.0F;
float f10 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float f11 = (float) shot.arrowShake - par9;
if (f11 > 0.0F)
{
float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
}
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(f10, f10, f10);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
GL11.glNormal3f(-f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
for (int i = 0; i < 4; ++i)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f10);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
tessellator.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
示例13: renderGuiFluid
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public static void renderGuiFluid(FluidStack fluid, float fill, int x, int y, int width, int maxHeight)
{
if (fluid != null && fluid.getFluid() != null && fluid.amount > 0)
{
TextureAtlasSprite sprite = getStillTexture(fluid);
if (sprite != null)
{
int rendHeight = (int) Math.max(Math.min((float) maxHeight, (float) maxHeight * fill), 1.0F);
int yPos = y + maxHeight - rendHeight;
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
int fluidColor = fluid.getFluid().getColor(fluid);
GL11.glColor3ub((byte) (fluidColor >> 16 & 255), (byte) (fluidColor >> 8 & 255), (byte) (fluidColor & 255));
GlStateManager.enableBlend();
for (int i = 0; i < width; i += 16)
{
for (int j = 0; j < rendHeight; j += 16)
{
int dwt = Math.min(width - i, 16);
int dht = Math.min(rendHeight - j, 16);
int dx = x + i;
int dy = yPos + j;
double minU = (double) sprite.getMinU();
double maxU = (double) sprite.getMaxU();
double minV = (double) sprite.getMinV();
double maxV = (double) sprite.getMaxV();
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder tes = tessellator.getBuffer();
tes.begin(7, DefaultVertexFormats.POSITION_TEX);
tes.pos((double) dx, (double) (dy + dht), 0.0D).tex(minU, minV + (maxV - minV) * (double) dht / 16.0D).endVertex();
tes.pos((double) (dx + dwt), (double) (dy + dht), 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV + (maxV - minV) * (double) dht / 16.0D).endVertex();
tes.pos((double) (dx + dwt), (double) dy, 0.0D).tex(minU + (maxU - minU) * (double) dwt / 16.0D, minV).endVertex();
tes.pos((double) dx, (double) dy, 0.0D).tex(minU, minV).endVertex();
tessellator.draw();
}
}
GlStateManager.disableBlend();
}
}
}
示例14: doRender
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityFallingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.getBlock() != null)
{
IBlockState iblockstate = entity.getBlock();
if (iblockstate.getRenderType() == EnumBlockRenderType.MODEL)
{
World world = entity.getWorldObj();
if (iblockstate != world.getBlockState(new BlockPos(entity)) && iblockstate.getRenderType() != EnumBlockRenderType.INVISIBLE)
{
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
GlStateManager.pushMatrix();
GlStateManager.disableLighting();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
if (this.renderOutlines)
{
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
vertexbuffer.begin(7, DefaultVertexFormats.BLOCK);
BlockPos blockpos = new BlockPos(entity.posX, entity.getEntityBoundingBox().maxY, entity.posZ);
GlStateManager.translate((float)(x - (double)blockpos.getX() - 0.5D), (float)(y - (double)blockpos.getY()), (float)(z - (double)blockpos.getZ() - 0.5D));
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
blockrendererdispatcher.getBlockModelRenderer().renderModel(world, blockrendererdispatcher.getModelForState(iblockstate), iblockstate, blockpos, vertexbuffer, false, MathHelper.getPositionRandom(entity.getOrigin()));
tessellator.draw();
if (this.renderOutlines)
{
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.enableLighting();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
}
}
示例15: SkyProviderTrappistOneB
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public SkyProviderTrappistOneB()
{
int displayLists = GLAllocation.generateDisplayLists(3);
this.starList = displayLists;
this.glSkyList = displayLists + 1;
this.glSkyList2 = displayLists + 2;
// Bind stars to display list
GL11.glPushMatrix();
GL11.glNewList(this.starList, GL11.GL_COMPILE);
this.renderStars();
GL11.glEndList();
GL11.glPopMatrix();
final Tessellator tessellator = Tessellator.instance;
GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
final byte byte2 = 64;
final int i = 256 / byte2 + 2;
float f = 16F;
for (int j = -byte2 * i; j <= byte2 * i; j += byte2)
{
for (int l = -byte2 * i; l <= byte2 * i; l += byte2)
{
tessellator.startDrawingQuads();
tessellator.addVertex(j + 0, f, l + 0);
tessellator.addVertex(j + byte2, f, l + 0);
tessellator.addVertex(j + byte2, f, l + byte2);
tessellator.addVertex(j + 0, f, l + byte2);
tessellator.draw();
}
}
GL11.glEndList();
GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE);
f = -16F;
tessellator.startDrawingQuads();
for (int k = -byte2 * i; k <= byte2 * i; k += byte2)
{
for (int i1 = -byte2 * i; i1 <= byte2 * i; i1 += byte2)
{
tessellator.addVertex(k + byte2, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + 0);
tessellator.addVertex(k + 0, f, i1 + byte2);
tessellator.addVertex(k + byte2, f, i1 + byte2);
}
}
tessellator.draw();
GL11.glEndList();
}