本文整理汇总了Java中net.minecraft.client.renderer.Tessellator.setColorRGBA_I方法的典型用法代码示例。如果您正苦于以下问题:Java Tessellator.setColorRGBA_I方法的具体用法?Java Tessellator.setColorRGBA_I怎么用?Java Tessellator.setColorRGBA_I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.setColorRGBA_I方法的3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: overlayBackground
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
private void overlayBackground(int p_22239_1_, int p_22239_2_, int p_22239_3_, int p_22239_4_)
{
Tessellator var5 = Tessellator.instance;
this.client.renderEngine.bindTexture(Gui.optionsBackground);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float var6 = 32.0F;
var5.startDrawingQuads();
var5.setColorRGBA_I(4210752, p_22239_4_);
var5.addVertexWithUV(0.0D, (double)p_22239_2_, 0.0D, 0.0D, (double)((float)p_22239_2_ / var6));
var5.addVertexWithUV((double)this.listWidth + 30, (double)p_22239_2_, 0.0D, (double)((float)(this.listWidth + 30) / var6), (double)((float)p_22239_2_ / var6));
var5.setColorRGBA_I(4210752, p_22239_3_);
var5.addVertexWithUV((double)this.listWidth + 30, (double)p_22239_1_, 0.0D, (double)((float)(this.listWidth + 30) / var6), (double)((float)p_22239_1_ / var6));
var5.addVertexWithUV(0.0D, (double)p_22239_1_, 0.0D, 0.0D, (double)((float)p_22239_1_ / var6));
var5.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: draw
import net.minecraft.client.renderer.Tessellator; //导入方法依赖的package包/类
public void draw(ShopGUI g, int page, int mouseX, int mouseY, float partialTicks, DrawType dt ) {
super.draw(g, page, mouseX, mouseY, partialTicks, dt);
if ( dt == DrawType.BG ) {
g . drawGradientRect(30, (int) (g . getScaledResolution ( ).getScaledHeight() * 0.1) + 19 + 20, g . getScaledResolution ( ).getScaledWidth() - 30, (int) ((g . getScaledResolution ( ).getScaledHeight()) - (g . getScaledResolution ( ).getScaledHeight() * 0.1)) - 5, -1072689136, -804253680);
} else if ( dt == DrawType . POST ) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glDisable(GL11.GL_TEXTURE_2D);
//
Tessellator var18 = Tessellator.instance;
byte var20 = 12;
var18.startDrawingQuads();
var18.setColorRGBA_I(0, 0);
var18.addVertexWithUV((double) 30, (double) ((int) (g . getScaledResolution ( ).getScaledHeight() * 0.1) + 19 + 20 + var20), 0.0D, 0.0D, 1.0D);
var18.addVertexWithUV((double) (int) g . getScaledResolution ( ).getScaledWidth() - 30, (double) ((g . getScaledResolution ( ).getScaledHeight() * 0.1) + 19 + 20 + var20), 0.0D, 1.0D, 1.0D);
var18.setColorRGBA_I(0, 105);
var18.addVertexWithUV((double) g . getScaledResolution ( ).getScaledWidth() - 30, (double) (int) (g . getScaledResolution ( ).getScaledHeight() * 0.1) + 19 + 20, 0.0D, 1.0D, 0.0D);
var18.addVertexWithUV((double) 30, (double) (int) (g . getScaledResolution ( ).getScaledHeight() * 0.1) + 19 + 20, 0.0D, 0.0D, 0.0D);
var18.draw();
var18.startDrawingQuads();
var18.setColorRGBA_I(0, 105);
var18.addVertexWithUV((double) 30, (double) ((g . getScaledResolution ( ).getScaledHeight()) - (g . getScaledResolution ( ).getScaledHeight() * 0.1)) - 5, 0.0D, 0.0D, 1.0D);
var18.addVertexWithUV((double) g . getScaledResolution ( ).getScaledWidth() - 30, (double) ((g . getScaledResolution ( ).getScaledHeight()) - (g . getScaledResolution ( ).getScaledHeight() * 0.1)) - 5, 0.0D, 1.0D, 1.0D);
var18.setColorRGBA_I(0, 0);
var18.addVertexWithUV((double) g . getScaledResolution ( ).getScaledWidth() - 30, (double) (((g . getScaledResolution ( ).getScaledHeight()) - (g . getScaledResolution ( ).getScaledHeight() * 0.1)) - 5 - var20), 0.0D, 1.0D, 0.0D);
var18.addVertexWithUV((double) 30, (double) (((g . getScaledResolution ( ).getScaledHeight()) - (g . getScaledResolution ( ).getScaledHeight() * 0.1)) - 5 - var20), 0.0D, 0.0D, 0.0D);
var18.draw();
//
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glDisable(GL11.GL_BLEND);
}
}