本文整理汇总了Java中net.minecraft.client.renderer.Tessellator.setColorOpaque_I方法的典型用法代码示例。如果您正苦于以下问题:Java Tessellator.setColorOpaque_I方法的具体用法?Java Tessellator.setColorOpaque_I怎么用?Java Tessellator.setColorOpaque_I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.setColorOpaque_I方法的4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: renderQuad
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void renderQuad(Tessellator p_77017_1_, int p_77017_2_, int p_77017_3_, int p_77017_4_, int p_77017_5_, int p_77017_6_)
{
p_77017_1_.startDrawingQuads();
p_77017_1_.setColorOpaque_I(p_77017_6_);
p_77017_1_.addVertex((double)(p_77017_2_ + 0), (double)(p_77017_3_ + 0), 0.0D);
p_77017_1_.addVertex((double)(p_77017_2_ + 0), (double)(p_77017_3_ + p_77017_5_), 0.0D);
p_77017_1_.addVertex((double)(p_77017_2_ + p_77017_4_), (double)(p_77017_3_ + p_77017_5_), 0.0D);
p_77017_1_.addVertex((double)(p_77017_2_ + p_77017_4_), (double)(p_77017_3_ + 0), 0.0D);
p_77017_1_.draw();
}
示例2: drawScreen
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public void drawScreen()
{
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_FOG);
Tessellator tessellator = Tessellator.instance;
this.mc.getTextureManager().bindTexture(Gui.optionsBackground);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float f1 = 32.0F;
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(2105376);
tessellator.addVertexWithUV((double) this.left, (double) this.bottom, 0.0D, (double) ((float) this.left / f1), (double) ((float) this.bottom / f1));
tessellator.addVertexWithUV((double) this.right, (double) this.bottom, 0.0D, (double) ((float) this.right / f1), (double) ((float) this.bottom / f1));
tessellator.addVertexWithUV((double) this.right, (double) this.top, 0.0D, (double) ((float) this.right / f1), (double) ((float) this.top / f1));
tessellator.addVertexWithUV((double) this.left, (double) this.top, 0.0D, (double) ((float) this.left / f1), (double) ((float) this.top / f1));
tessellator.draw();
GL11.glDisable(GL11.GL_DEPTH_TEST);
byte b0 = 4;
GL11.glEnable(GL11.GL_BLEND);
OpenGlHelper.glBlendFunc(770, 771, 0, 1);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glDisable(GL11.GL_TEXTURE_2D);
tessellator.startDrawingQuads();
tessellator.setColorRGBA_I(0, 0);
tessellator.addVertexWithUV((double) this.left, (double) (this.top + b0), 0.0D, 0.0D, 1.0D);
tessellator.addVertexWithUV((double) this.right, (double) (this.top + b0), 0.0D, 1.0D, 1.0D);
tessellator.setColorRGBA_I(0, 255);
tessellator.addVertexWithUV((double) this.right, (double) this.top, 0.0D, 1.0D, 0.0D);
tessellator.addVertexWithUV((double) this.left, (double) this.top, 0.0D, 0.0D, 0.0D);
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorRGBA_I(0, 255);
tessellator.addVertexWithUV((double) this.left, (double) this.bottom, 0.0D, 0.0D, 1.0D);
tessellator.addVertexWithUV((double) this.right, (double) this.bottom, 0.0D, 1.0D, 1.0D);
tessellator.setColorRGBA_I(0, 0);
tessellator.addVertexWithUV((double) this.right, (double) (this.bottom - b0), 0.0D, 1.0D, 0.0D);
tessellator.addVertexWithUV((double) this.left, (double) (this.bottom - b0), 0.0D, 0.0D, 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glDisable(GL11.GL_BLEND);
FontRenderer fontRenderer = Minecraft.getMinecraft().fontRenderer;
int titleWidth = fontRenderer.getStringWidth(title);
fontRenderer.drawStringWithShadow(title, this.left + ((this.right - this.left) / 2) - (titleWidth / 2), this.top + 2, 0xFFFFFF);
int topStart = this.top + 15;
for (String line : lines)
{
if (centeredF)
{
int stringWidth = fontRenderer.getStringWidth(line);
fontRenderer.drawStringWithShadow(line, this.left + ((this.right - this.left) / 2) - (stringWidth / 2), topStart, 0xFFFFFF);
}
else
{
fontRenderer.drawStringWithShadow(line, this.left, topStart, 0xFFFFFF);
}
topStart += 10;
}
}
示例3: doRender_NeutralBeam
import net.minecraft.client.renderer.Tessellator; //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4: draw
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void draw(Tessellator tessellator, IIcon icon, int brightness, int metadata) {
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_LIGHTING);
Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(0, 0, 0, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(0, 1, 0, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(1, 1, 0, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(1, 0, 0, icon.getMinU(), icon.getMaxV());
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(1, 0, 0, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(1, 1, 0, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(1, 1, 1, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(1, 0, 1, icon.getMinU(), icon.getMaxV());
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(1, 0, 1, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(1, 1, 1, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(0, 1, 1, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(0, 0, 1, icon.getMinU(), icon.getMaxV());
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(0, 0, 1, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(0, 1, 1, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(0, 1, 0, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(0, 0, 0, icon.getMinU(), icon.getMaxV());
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(1, 1, 1, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(1, 1, 0, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(0, 1, 0, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(0, 1, 1, icon.getMinU(), icon.getMaxV());
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(BlockCustomOreItem.colors[metadata + 1]);
tessellator.setBrightness(Math.max(brightness, 160));
tessellator.addVertexWithUV(0, 0, 1, icon.getMaxU(), icon.getMaxV());
tessellator.addVertexWithUV(0, 0, 0, icon.getMaxU(), icon.getMinV());
tessellator.addVertexWithUV(1, 0, 0, icon.getMinU(), icon.getMinV());
tessellator.addVertexWithUV(1, 0, 1, icon.getMinU(), icon.getMaxV());
tessellator.draw();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopMatrix();
}