本文整理汇总了Java中net.minecraft.client.renderer.Tessellator.getWorldRenderer方法的典型用法代码示例。如果您正苦于以下问题:Java Tessellator.getWorldRenderer方法的具体用法?Java Tessellator.getWorldRenderer怎么用?Java Tessellator.getWorldRenderer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.Tessellator
的用法示例。
在下文中一共展示了Tessellator.getWorldRenderer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: renderLitParticles
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public void renderLitParticles(Entity entityIn, float p_78872_2_)
{
float f = 0.017453292F;
float f1 = MathHelper.cos(entityIn.rotationYaw * 0.017453292F);
float f2 = MathHelper.sin(entityIn.rotationYaw * 0.017453292F);
float f3 = -f2 * MathHelper.sin(entityIn.rotationPitch * 0.017453292F);
float f4 = f1 * MathHelper.sin(entityIn.rotationPitch * 0.017453292F);
float f5 = MathHelper.cos(entityIn.rotationPitch * 0.017453292F);
for (int i = 0; i < 2; ++i)
{
List list = this.fxLayers[3][i];
if (!list.isEmpty())
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
for (int j = 0; j < list.size(); ++j)
{
EntityFX entityfx = (EntityFX)list.get(j);
entityfx.renderParticle(worldrenderer, entityIn, p_78872_2_, f1, f5, f2, f3, f4);
}
}
}
}
示例2: func_148171_c
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void func_148171_c(int p_148171_1_, int p_148171_2_, int p_148171_3_, int p_148171_4_)
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.getTextureManager().bindTexture(Gui.statIcons);
float f = 0.0078125F;
float f1 = 0.0078125F;
int i = 18;
int j = 18;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos((double)(p_148171_1_ + 0), (double)(p_148171_2_ + 18), (double)GuiFlatPresets.this.zLevel).tex((double)((float)(p_148171_3_ + 0) * 0.0078125F), (double)((float)(p_148171_4_ + 18) * 0.0078125F)).endVertex();
worldrenderer.pos((double)(p_148171_1_ + 18), (double)(p_148171_2_ + 18), (double)GuiFlatPresets.this.zLevel).tex((double)((float)(p_148171_3_ + 18) * 0.0078125F), (double)((float)(p_148171_4_ + 18) * 0.0078125F)).endVertex();
worldrenderer.pos((double)(p_148171_1_ + 18), (double)(p_148171_2_ + 0), (double)GuiFlatPresets.this.zLevel).tex((double)((float)(p_148171_3_ + 18) * 0.0078125F), (double)((float)(p_148171_4_ + 0) * 0.0078125F)).endVertex();
worldrenderer.pos((double)(p_148171_1_ + 0), (double)(p_148171_2_ + 0), (double)GuiFlatPresets.this.zLevel).tex((double)((float)(p_148171_3_ + 0) * 0.0078125F), (double)((float)(p_148171_4_ + 0) * 0.0078125F)).endVertex();
tessellator.draw();
}
示例3: drawSelectionBox
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Draws the selection box around the selected slot element.
*/
protected void drawSelectionBox(int p_148120_1_, int p_148120_2_, int mouseXIn, int mouseYIn)
{
int i = this.getSize();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
for (int j = 0; j < i; ++j)
{
int k = p_148120_2_ + j * this.slotHeight + this.headerPadding;
int l = this.slotHeight - 4;
if (k > this.bottom || k + l < this.top)
{
this.func_178040_a(j, p_148120_1_, k);
}
if (this.showSelectionBox && this.isSelected(j))
{
int i1 = this.left + (this.width / 2 - this.getListWidth() / 2);
int j1 = this.left + this.width / 2 + this.getListWidth() / 2;
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableTexture2D();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos((double)i1, (double)(k + l + 2), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j1, (double)(k + l + 2), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)j1, (double)(k - 2), 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)i1, (double)(k - 2), 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
worldrenderer.pos((double)(i1 + 1), (double)(k + l + 1), 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)(j1 - 1), (double)(k + l + 1), 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)(j1 - 1), (double)(k - 1), 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
worldrenderer.pos((double)(i1 + 1), (double)(k - 1), 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
}
this.drawSlot(j, p_148120_1_, k, l, mouseXIn, mouseYIn);
}
}
示例4: renderSkybox
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void renderSkybox(int p_73971_1_, int p_73971_2_, float p_73971_3_) {
this.mc.getFramebuffer().unbindFramebuffer();
GlStateManager.viewport(0, 0, 256, 256);
this.drawPanorama(p_73971_1_, p_73971_2_, p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.rotateAndBlurSkybox(p_73971_3_);
this.mc.getFramebuffer().bindFramebuffer(true);
GlStateManager.viewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);
float f = this.width > this.height ? 120.0F / (float) this.width : 120.0F / (float) this.height;
float f1 = (float) this.height * f / 256.0F;
float f2 = (float) this.width * f / 256.0F;
int i = this.width;
int j = this.height;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
worldrenderer.pos(0.0D, (double) j, (double) this.zLevel).tex((double) (0.5F - f1), (double) (0.5F + f2))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
worldrenderer.pos((double) i, (double) j, (double) this.zLevel).tex((double) (0.5F - f1), (double) (0.5F - f2))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
worldrenderer.pos((double) i, 0.0D, (double) this.zLevel).tex((double) (0.5F + f1), (double) (0.5F - f2))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
worldrenderer.pos(0.0D, 0.0D, (double) this.zLevel).tex((double) (0.5F + f1), (double) (0.5F + f2))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
tessellator.draw();
}
示例5: drawScaledCustomSizeModalRect
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Draws a scaled, textured, tiled modal rect at z = 0. This method isn't used anywhere in vanilla code.
*/
public static void drawScaledCustomSizeModalRect(int x, int y, float u, float v, int uWidth, int vHeight, int width, int height, float tileWidth, float tileHeight)
{
float f = 1.0F / tileWidth;
float f1 = 1.0F / tileHeight;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos((double)x, (double)(y + height), 0.0D).tex((double)(u * f), (double)((v + (float)vHeight) * f1)).endVertex();
worldrenderer.pos((double)(x + width), (double)(y + height), 0.0D).tex((double)((u + (float)uWidth) * f), (double)((v + (float)vHeight) * f1)).endVertex();
worldrenderer.pos((double)(x + width), (double)y, 0.0D).tex((double)((u + (float)uWidth) * f), (double)(v * f1)).endVertex();
worldrenderer.pos((double)x, (double)y, 0.0D).tex((double)(u * f), (double)(v * f1)).endVertex();
tessellator.draw();
}
示例6: drawTexturedModalRect
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Draws a textured rectangle at the stored z-value. Args: x, y, u, v, width, height
*/
public void drawTexturedModalRect(int x, int y, int textureX, int textureY, int width, int height)
{
float f = 0.00390625F;
float f1 = 0.00390625F;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos((double)(x + 0), (double)(y + height), (double)this.zLevel).tex((double)((float)(textureX + 0) * f), (double)((float)(textureY + height) * f1)).endVertex();
worldrenderer.pos((double)(x + width), (double)(y + height), (double)this.zLevel).tex((double)((float)(textureX + width) * f), (double)((float)(textureY + height) * f1)).endVertex();
worldrenderer.pos((double)(x + width), (double)(y + 0), (double)this.zLevel).tex((double)((float)(textureX + width) * f), (double)((float)(textureY + 0) * f1)).endVertex();
worldrenderer.pos((double)(x + 0), (double)(y + 0), (double)this.zLevel).tex((double)((float)(textureX + 0) * f), (double)((float)(textureY + 0) * f1)).endVertex();
tessellator.draw();
}
示例7: drawGradientRect
import net.minecraft.client.renderer.Tessellator; //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8: 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9: renderModel
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void renderModel(IBakedModel model, int color, ItemStack stack)
{
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.ITEM);
for (EnumFacing enumfacing : EnumFacing.values())
{
this.renderQuads(worldrenderer, model.getFaceQuads(enumfacing), color, stack);
}
this.renderQuads(worldrenderer, model.getGeneralQuads(), color, stack);
tessellator.draw();
}
示例10: renderSide
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void renderSide(Tessellator p_renderSide_1_, int p_renderSide_2_)
{
WorldRenderer worldrenderer = p_renderSide_1_.getWorldRenderer();
double d0 = (double)(p_renderSide_2_ % 3) / 3.0D;
double d1 = (double)(p_renderSide_2_ / 3) / 2.0D;
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(-100.0D, -100.0D, -100.0D).tex(d0, d1).endVertex();
worldrenderer.pos(-100.0D, -100.0D, 100.0D).tex(d0, d1 + 0.5D).endVertex();
worldrenderer.pos(100.0D, -100.0D, 100.0D).tex(d0 + 0.3333333333333333D, d1 + 0.5D).endVertex();
worldrenderer.pos(100.0D, -100.0D, -100.0D).tex(d0 + 0.3333333333333333D, d1).endVertex();
p_renderSide_1_.draw();
}
示例11: showLagometer
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public static void showLagometer(ScaledResolution p_showLagometer_0_)
{
if (gameSettings != null)
{
if (gameSettings.ofLagometer || gameSettings.field_181657_aC)
{
long i = System.nanoTime();
GlStateManager.clear(256);
GlStateManager.matrixMode(5889);
GlStateManager.pushMatrix();
GlStateManager.enableColorMaterial();
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)mc.displayWidth, (double)mc.displayHeight, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GL11.glLineWidth(1.0F);
GlStateManager.disableTexture2D();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(1, DefaultVertexFormats.POSITION_COLOR);
for (int j = 0; j < timesFrame.length; ++j)
{
int k = (j - numRecordedFrameTimes & timesFrame.length - 1) * 100 / timesFrame.length;
k = k + 155;
float f = (float)mc.displayHeight;
long l = 0L;
if (gcs[j])
{
renderTime(j, timesFrame[j], k, k / 2, 0, f, worldrenderer);
}
else
{
renderTime(j, timesFrame[j], k, k, k, f, worldrenderer);
f = f - (float)renderTime(j, timesServer[j], k / 2, k / 2, k / 2, f, worldrenderer);
f = f - (float)renderTime(j, timesTerrain[j], 0, k, 0, f, worldrenderer);
f = f - (float)renderTime(j, timesVisibility[j], k, k, 0, f, worldrenderer);
f = f - (float)renderTime(j, timesChunkUpdate[j], k, 0, 0, f, worldrenderer);
f = f - (float)renderTime(j, timesChunkUpload[j], k, 0, k, f, worldrenderer);
f = f - (float)renderTime(j, timesScheduledExecutables[j], 0, 0, k, f, worldrenderer);
float f2 = f - (float)renderTime(j, timesTick[j], 0, k, k, f, worldrenderer);
}
}
renderTimeDivider(0, timesFrame.length, 33333333L, 196, 196, 196, (float)mc.displayHeight, worldrenderer);
renderTimeDivider(0, timesFrame.length, 16666666L, 196, 196, 196, (float)mc.displayHeight, worldrenderer);
tessellator.draw();
GlStateManager.enableTexture2D();
int j2 = mc.displayHeight - 80;
int k2 = mc.displayHeight - 160;
mc.fontRendererObj.drawString("30", 2, k2 + 1, -8947849);
mc.fontRendererObj.drawString("30", 1, k2, -3881788);
mc.fontRendererObj.drawString("60", 2, j2 + 1, -8947849);
mc.fontRendererObj.drawString("60", 1, j2, -3881788);
GlStateManager.matrixMode(5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.popMatrix();
GlStateManager.enableTexture2D();
float f1 = 1.0F - (float)((double)(System.currentTimeMillis() - memTimeStartMs) / 1000.0D);
f1 = Config.limit(f1, 0.0F, 1.0F);
int l2 = (int)(170.0F + f1 * 85.0F);
int i1 = (int)(100.0F + f1 * 55.0F);
int j1 = (int)(10.0F + f1 * 10.0F);
int k1 = l2 << 16 | i1 << 8 | j1;
int l1 = 512 / p_showLagometer_0_.getScaleFactor() + 2;
int i2 = mc.displayHeight / p_showLagometer_0_.getScaleFactor() - 8;
GuiIngame guiingame = mc.ingameGUI;
GuiIngame.drawRect(l1 - 1, i2 - 1, l1 + 50, i2 + 10, -1605349296);
mc.fontRendererObj.drawString(" " + memMbSec + " MB/s", l1, i2, k1);
renderTimeNano = System.nanoTime() - i;
}
}
}
示例12: renderItemOverlayIntoGUI
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Renders the stack size and/or damage bar for the given ItemStack.
*/
public void renderItemOverlayIntoGUI(FontRenderer fr, ItemStack stack, int xPosition, int yPosition, String text)
{
if (stack != null)
{
if (stack.stackSize != 1 || text != null)
{
String s = text == null ? String.valueOf(stack.stackSize) : text;
if (text == null && stack.stackSize < 1)
{
s = EnumChatFormatting.RED + String.valueOf(stack.stackSize);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableBlend();
fr.drawStringWithShadow(s, (float)(xPosition + 19 - 2 - fr.getStringWidth(s)), (float)(yPosition + 6 + 3), 16777215);
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
boolean flag = stack.isItemDamaged();
if (Reflector.ForgeItem_showDurabilityBar.exists())
{
flag = Reflector.callBoolean(stack.getItem(), Reflector.ForgeItem_showDurabilityBar, new Object[] {stack});
}
if (flag)
{
int i = (int)Math.round(13.0D - (double)stack.getItemDamage() * 13.0D / (double)stack.getMaxDamage());
int j = (int)Math.round(255.0D - (double)stack.getItemDamage() * 255.0D / (double)stack.getMaxDamage());
if (Reflector.ForgeItem_getDurabilityForDisplay.exists())
{
double d0 = Reflector.callDouble(stack.getItem(), Reflector.ForgeItem_getDurabilityForDisplay, new Object[] {stack});
i = (int)Math.round(13.0D - d0 * 13.0D);
j = (int)Math.round(255.0D - d0 * 255.0D);
}
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 13, 2, 0, 0, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, 12, 1, (255 - j) / 4, 64, 0, 255);
this.func_181565_a(worldrenderer, xPosition + 2, yPosition + 13, i, 1, 255 - j, j, 0, 255);
if (!Reflector.ForgeHooksClient.exists())
{
GlStateManager.enableBlend();
}
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
}
}
示例13: renderPainting
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void renderPainting(EntityPainting painting, int width, int height, int textureU, int textureV)
{
float f = (float)(-width) / 2.0F;
float f1 = (float)(-height) / 2.0F;
float f2 = 0.5F;
float f3 = 0.75F;
float f4 = 0.8125F;
float f5 = 0.0F;
float f6 = 0.0625F;
float f7 = 0.75F;
float f8 = 0.8125F;
float f9 = 0.001953125F;
float f10 = 0.001953125F;
float f11 = 0.7519531F;
float f12 = 0.7519531F;
float f13 = 0.0F;
float f14 = 0.0625F;
for (int i = 0; i < width / 16; ++i)
{
for (int j = 0; j < height / 16; ++j)
{
float f15 = f + (float)((i + 1) * 16);
float f16 = f + (float)(i * 16);
float f17 = f1 + (float)((j + 1) * 16);
float f18 = f1 + (float)(j * 16);
this.setLightmap(painting, (f15 + f16) / 2.0F, (f17 + f18) / 2.0F);
float f19 = (float)(textureU + width - i * 16) / 256.0F;
float f20 = (float)(textureU + width - (i + 1) * 16) / 256.0F;
float f21 = (float)(textureV + height - j * 16) / 256.0F;
float f22 = (float)(textureV + height - (j + 1) * 16) / 256.0F;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
worldrenderer.pos((double)f15, (double)f18, (double)(-f2)).tex((double)f20, (double)f21).normal(0.0F, 0.0F, -1.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)(-f2)).tex((double)f19, (double)f21).normal(0.0F, 0.0F, -1.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)(-f2)).tex((double)f19, (double)f22).normal(0.0F, 0.0F, -1.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)(-f2)).tex((double)f20, (double)f22).normal(0.0F, 0.0F, -1.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)f2).tex((double)f3, (double)f5).normal(0.0F, 0.0F, 1.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)f2).tex((double)f4, (double)f5).normal(0.0F, 0.0F, 1.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)f2).tex((double)f4, (double)f6).normal(0.0F, 0.0F, 1.0F).endVertex();
worldrenderer.pos((double)f15, (double)f18, (double)f2).tex((double)f3, (double)f6).normal(0.0F, 0.0F, 1.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)(-f2)).tex((double)f7, (double)f9).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)(-f2)).tex((double)f8, (double)f9).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)f2).tex((double)f8, (double)f10).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)f2).tex((double)f7, (double)f10).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f18, (double)f2).tex((double)f7, (double)f9).normal(0.0F, -1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)f2).tex((double)f8, (double)f9).normal(0.0F, -1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)(-f2)).tex((double)f8, (double)f10).normal(0.0F, -1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f18, (double)(-f2)).tex((double)f7, (double)f10).normal(0.0F, -1.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)f2).tex((double)f12, (double)f13).normal(-1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f18, (double)f2).tex((double)f12, (double)f14).normal(-1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f18, (double)(-f2)).tex((double)f11, (double)f14).normal(-1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f15, (double)f17, (double)(-f2)).tex((double)f11, (double)f13).normal(-1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)(-f2)).tex((double)f12, (double)f13).normal(1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)(-f2)).tex((double)f12, (double)f14).normal(1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f18, (double)f2).tex((double)f11, (double)f14).normal(1.0F, 0.0F, 0.0F).endVertex();
worldrenderer.pos((double)f16, (double)f17, (double)f2).tex((double)f11, (double)f13).normal(1.0F, 0.0F, 0.0F).endVertex();
tessellator.draw();
}
}
}
示例14: loadShader
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public void loadShader(float p_148042_1_)
{
this.preLoadShader();
this.framebufferIn.unbindFramebuffer();
float f = (float)this.framebufferOut.framebufferTextureWidth;
float f1 = (float)this.framebufferOut.framebufferTextureHeight;
GlStateManager.viewport(0, 0, (int)f, (int)f1);
this.manager.addSamplerTexture("DiffuseSampler", this.framebufferIn);
for (int i = 0; i < this.listAuxFramebuffers.size(); ++i)
{
this.manager.addSamplerTexture((String)this.listAuxNames.get(i), this.listAuxFramebuffers.get(i));
this.manager.getShaderUniformOrDefault("AuxSize" + i).set((float)((Integer)this.listAuxWidths.get(i)).intValue(), (float)((Integer)this.listAuxHeights.get(i)).intValue());
}
this.manager.getShaderUniformOrDefault("ProjMat").set(this.projectionMatrix);
this.manager.getShaderUniformOrDefault("InSize").set((float)this.framebufferIn.framebufferTextureWidth, (float)this.framebufferIn.framebufferTextureHeight);
this.manager.getShaderUniformOrDefault("OutSize").set(f, f1);
this.manager.getShaderUniformOrDefault("Time").set(p_148042_1_);
Minecraft minecraft = Minecraft.getMinecraft();
this.manager.getShaderUniformOrDefault("ScreenSize").set((float)minecraft.displayWidth, (float)minecraft.displayHeight);
this.manager.useShader();
this.framebufferOut.framebufferClear();
this.framebufferOut.bindFramebuffer(false);
GlStateManager.depthMask(false);
GlStateManager.colorMask(true, true, true, true);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
worldrenderer.pos(0.0D, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos((double)f, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
worldrenderer.pos(0.0D, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
this.manager.endShader();
this.framebufferOut.unbindFramebuffer();
this.framebufferIn.unbindFramebufferTexture();
for (Object object : this.listAuxFramebuffers)
{
if (object instanceof Framebuffer)
{
((Framebuffer)object).unbindFramebufferTexture();
}
}
}
示例15: renderEntityOnFire
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
/**
* Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
*/
private void renderEntityOnFire(Entity entity, double x, double y, double z, float partialTicks)
{
GlStateManager.disableLighting();
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
TextureAtlasSprite textureatlassprite = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_0");
TextureAtlasSprite textureatlassprite1 = texturemap.getAtlasSprite("minecraft:blocks/fire_layer_1");
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
float f = entity.width * 1.4F;
GlStateManager.scale(f, f, f);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
float f1 = 0.5F;
float f2 = 0.0F;
float f3 = entity.height / f;
float f4 = (float)(entity.posY - entity.getEntityBoundingBox().minY);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.0F, 0.0F, -0.3F + (float)((int)f3) * 0.02F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f5 = 0.0F;
int i = 0;
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
while (f3 > 0.0F)
{
TextureAtlasSprite textureatlassprite2 = i % 2 == 0 ? textureatlassprite : textureatlassprite1;
this.bindTexture(TextureMap.locationBlocksTexture);
float f6 = textureatlassprite2.getMinU();
float f7 = textureatlassprite2.getMinV();
float f8 = textureatlassprite2.getMaxU();
float f9 = textureatlassprite2.getMaxV();
if (i / 2 % 2 == 0)
{
float f10 = f8;
f8 = f6;
f6 = f10;
}
worldrenderer.pos((double)(f1 - f2), (double)(0.0F - f4), (double)f5).tex((double)f8, (double)f9).endVertex();
worldrenderer.pos((double)(-f1 - f2), (double)(0.0F - f4), (double)f5).tex((double)f6, (double)f9).endVertex();
worldrenderer.pos((double)(-f1 - f2), (double)(1.4F - f4), (double)f5).tex((double)f6, (double)f7).endVertex();
worldrenderer.pos((double)(f1 - f2), (double)(1.4F - f4), (double)f5).tex((double)f8, (double)f7).endVertex();
f3 -= 0.45F;
f4 -= 0.45F;
f1 *= 0.9F;
f5 += 0.03F;
++i;
}
tessellator.draw();
GlStateManager.popMatrix();
GlStateManager.enableLighting();
}