本文整理汇总了Java中net.minecraft.client.renderer.VertexBuffer.begin方法的典型用法代码示例。如果您正苦于以下问题:Java VertexBuffer.begin方法的具体用法?Java VertexBuffer.begin怎么用?Java VertexBuffer.begin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.VertexBuffer
的用法示例。
在下文中一共展示了VertexBuffer.begin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: blitIcon
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
private void blitIcon(int p_178051_1_, int p_178051_2_, ResourceLocation p_178051_3_)
{
int i = p_178051_1_ + 5;
GuiScreenCustomizePresets.this.drawHorizontalLine(i - 1, i + 32, p_178051_2_ - 1, -2039584);
GuiScreenCustomizePresets.this.drawHorizontalLine(i - 1, i + 32, p_178051_2_ + 32, -6250336);
GuiScreenCustomizePresets.this.drawVerticalLine(i - 1, p_178051_2_ - 1, p_178051_2_ + 32, -2039584);
GuiScreenCustomizePresets.this.drawVerticalLine(i + 32, p_178051_2_ - 1, p_178051_2_ + 32, -6250336);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.getTextureManager().bindTexture(p_178051_3_);
int j = 32;
int k = 32;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos((double)(i + 0), (double)(p_178051_2_ + 32), 0.0D).tex(0.0D, 1.0D).endVertex();
vertexbuffer.pos((double)(i + 32), (double)(p_178051_2_ + 32), 0.0D).tex(1.0D, 1.0D).endVertex();
vertexbuffer.pos((double)(i + 32), (double)(p_178051_2_ + 0), 0.0D).tex(1.0D, 0.0D).endVertex();
vertexbuffer.pos((double)(i + 0), (double)(p_178051_2_ + 0), 0.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
}
示例2: drawItemBackground
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
/**
* Draws the background icon for an item, using a texture from stats.png with the given coords
*/
private void drawItemBackground(int x, int z, int textureX, int textureY)
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.getTextureManager().bindTexture(Gui.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)(x + 0), (double)(z + 18), (double)GuiCreateFlatWorld.this.zLevel).tex((double)((float)(textureX + 0) * 0.0078125F), (double)((float)(textureY + 18) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(x + 18), (double)(z + 18), (double)GuiCreateFlatWorld.this.zLevel).tex((double)((float)(textureX + 18) * 0.0078125F), (double)((float)(textureY + 18) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(x + 18), (double)(z + 0), (double)GuiCreateFlatWorld.this.zLevel).tex((double)((float)(textureX + 18) * 0.0078125F), (double)((float)(textureY + 0) * 0.0078125F)).endVertex();
vertexbuffer.pos((double)(x + 0), (double)(z + 0), (double)GuiCreateFlatWorld.this.zLevel).tex((double)((float)(textureX + 0) * 0.0078125F), (double)((float)(textureY + 0) * 0.0078125F)).endVertex();
tessellator.draw();
}
示例3: renderBoxOutline
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
private static void renderBoxOutline(BlockPos pos) {
net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting();
Minecraft.getMinecraft().entityRenderer.disableLightmap();
GlStateManager.disableTexture2D();
GlStateManager.disableBlend();
GlStateManager.disableLighting();
GlStateManager.disableAlpha();
GlStateManager.glLineWidth(2);
GlStateManager.color(1, 1, 1);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer buffer = tessellator.getBuffer();
float mx = pos.getX();
float my = pos.getY();
float mz = pos.getZ();
buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
RenderHelper.renderHighLightedBlocksOutline(buffer, mx, my, mz, .9f, .7f, 0, 1);
tessellator.draw();
Minecraft.getMinecraft().entityRenderer.enableLightmap();
GlStateManager.enableTexture2D();
}
示例4: renderPortal
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
protected void renderPortal(float timeInPortal, ScaledResolution scaledRes)
{
if (timeInPortal < 1.0F)
{
timeInPortal = timeInPortal * timeInPortal;
timeInPortal = timeInPortal * timeInPortal;
timeInPortal = timeInPortal * 0.8F + 0.2F;
}
GlStateManager.disableAlpha();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(1.0F, 1.0F, 1.0F, timeInPortal);
this.mc.getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(Blocks.PORTAL.getDefaultState());
float f = textureatlassprite.getMinU();
float f1 = textureatlassprite.getMinV();
float f2 = textureatlassprite.getMaxU();
float f3 = textureatlassprite.getMaxV();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f, (double)f3).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex((double)f2, (double)f3).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex((double)f2, (double)f1).endVertex();
vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex((double)f, (double)f1).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.enableAlpha();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例5: renderOverlay
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
/**
* Utility method for rendering a texture as the front-side overlay
* over a specified horizontal area.
*
* @param texture the texture to use to render the overlay.
* @param u0 the lower end of the vertical area to render at.
* @param u1 the upper end of the vertical area to render at.
*/
public void renderOverlay(final ResourceLocation texture, final float u0, final float u1) {
Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
final Tessellator t = Tessellator.getInstance();
final VertexBuffer r = t.getBuffer();
r.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
r.pos(u0, v1, 0).tex(u0, v1).endVertex();
r.pos(u1, v1, 0).tex(u1, v1).endVertex();
r.pos(u1, v0, 0).tex(u1, v0).endVertex();
r.pos(u0, v0, 0).tex(u0, v0).endVertex();
t.draw();
}
示例6: drawTexturedModalRect
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
public static void drawTexturedModalRect(int x, int y, int u, int v, int width, int height, float zLevel)
{
float uScale = 1f / 0x100;
float vScale = 1f / 0x100;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer wr = tessellator.getBuffer();
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
wr.pos(x , y + height, zLevel).tex( u * uScale, ((v + height) * vScale)).endVertex();
wr.pos(x + width, y + height, zLevel).tex((u + width) * uScale, ((v + height) * vScale)).endVertex();
wr.pos(x + width, y , zLevel).tex((u + width) * uScale, ( v * vScale)).endVertex();
wr.pos(x , y , zLevel).tex( u * uScale, ( v * vScale)).endVertex();
tessellator.draw();
}
示例7: renderSkybox
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
/**
* Renders the skybox in the main menu
*/
private void renderSkybox(int mouseX, int mouseY, float partialTicks) {
this.mc.getFramebuffer().unbindFramebuffer();
GlStateManager.viewport(0, 0, 256, 256);
this.drawPanorama(mouseX, mouseY, partialTicks);
this.rotateAndBlurSkybox(partialTicks);
int i = 3;
CustomPanoramaProperties custompanoramaproperties = CustomPanorama.getCustomPanoramaProperties();
if (custompanoramaproperties != null) {
i = custompanoramaproperties.getBlur3();
}
for (int j = 0; j < i; ++j) {
this.rotateAndBlurSkybox(partialTicks);
this.rotateAndBlurSkybox(partialTicks);
}
this.mc.getFramebuffer().bindFramebuffer(true);
GlStateManager.viewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);
float f2 = 120.0F / (float) (this.width > this.height ? this.width : this.height);
float f = (float) this.height * f2 / 256.0F;
float f1 = (float) this.width * f2 / 256.0F;
int k = this.width;
int l = this.height;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos(0.0D, (double) l, (double) this.zLevel).tex((double) (0.5F - f), (double) (0.5F + f1))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
vertexbuffer.pos((double) k, (double) l, (double) this.zLevel).tex((double) (0.5F - f), (double) (0.5F - f1))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
vertexbuffer.pos((double) k, 0.0D, (double) this.zLevel).tex((double) (0.5F + f), (double) (0.5F - f1))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
vertexbuffer.pos(0.0D, 0.0D, (double) this.zLevel).tex((double) (0.5F + f), (double) (0.5F + f1))
.color(1.0F, 1.0F, 1.0F, 1.0F).endVertex();
tessellator.draw();
}
示例8: drawScaledCustomSizeModalRect
import net.minecraft.client.renderer.VertexBuffer; //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();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos((double)x, (double)(y + height), 0.0D).tex((double)(u * f), (double)((v + (float)vHeight) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)(y + height), 0.0D).tex((double)((u + (float)uWidth) * f), (double)((v + (float)vHeight) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)y, 0.0D).tex((double)((u + (float)uWidth) * f), (double)(v * f1)).endVertex();
vertexbuffer.pos((double)x, (double)y, 0.0D).tex((double)(u * f), (double)(v * f1)).endVertex();
tessellator.draw();
}
示例9: drawModalRectWithCustomSizedTexture
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
/**
* Draws a textured rectangle at z = 0. Args: x, y, u, v, width, height, textureWidth, textureHeight
*/
public static void drawModalRectWithCustomSizedTexture(int x, int y, float u, float v, int width, int height, float textureWidth, float textureHeight)
{
float f = 1.0F / textureWidth;
float f1 = 1.0F / textureHeight;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos((double)x, (double)(y + height), 0.0D).tex((double)(u * f), (double)((v + (float)height) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)(y + height), 0.0D).tex((double)((u + (float)width) * f), (double)((v + (float)height) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)y, 0.0D).tex((double)((u + (float)width) * f), (double)(v * f1)).endVertex();
vertexbuffer.pos((double)x, (double)y, 0.0D).tex((double)(u * f), (double)(v * f1)).endVertex();
tessellator.draw();
}
示例10: loadShader
import net.minecraft.client.renderer.VertexBuffer; //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();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR);
vertexbuffer.pos(0.0D, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, (double)f1, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, 0.0D, 500.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.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11: drawSplashScreen
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
private void drawSplashScreen(TextureManager textureManagerInstance) throws LWJGLException
{
ScaledResolution scaledresolution = new ScaledResolution(this);
int i = scaledresolution.getScaleFactor();
Framebuffer framebuffer = new Framebuffer(scaledresolution.getScaledWidth() * i, scaledresolution.getScaledHeight() * i, true);
framebuffer.bindFramebuffer(false);
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)scaledresolution.getScaledWidth(), (double)scaledresolution.getScaledHeight(), 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.disableLighting();
GlStateManager.disableFog();
GlStateManager.disableDepth();
GlStateManager.enableTexture2D();
InputStream inputstream = null;
try
{
inputstream = this.mcDefaultResourcePack.getInputStream(LOCATION_MOJANG_PNG);
this.mojangLogo = textureManagerInstance.getDynamicTextureLocation("logo", new DynamicTexture(ImageIO.read(inputstream)));
textureManagerInstance.bindTexture(this.mojangLogo);
}
catch (IOException ioexception)
{
LOGGER.error("Unable to load logo: {}", new Object[] {LOCATION_MOJANG_PNG, ioexception});
}
finally
{
IOUtils.closeQuietly(inputstream);
}
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos(0.0D, (double)this.displayHeight, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)this.displayWidth, (double)this.displayHeight, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)this.displayWidth, 0.0D, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
int j = 256;
int k = 256;
this.draw((scaledresolution.getScaledWidth() - 256) / 2, (scaledresolution.getScaledHeight() - 256) / 2, 0, 0, 256, 256, 255, 255, 255, 255);
GlStateManager.disableLighting();
GlStateManager.disableFog();
framebuffer.unbindFramebuffer();
framebuffer.framebufferRender(scaledresolution.getScaledWidth() * i, scaledresolution.getScaledHeight() * i);
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, 0.1F);
this.updateDisplay();
}
示例12: framebufferRenderExt
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
public void framebufferRenderExt(int width, int height, boolean p_178038_3_)
{
if (OpenGlHelper.isFramebufferEnabled())
{
GlStateManager.colorMask(true, true, true, false);
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)width, (double)height, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.viewport(0, 0, width, height);
GlStateManager.enableTexture2D();
GlStateManager.disableLighting();
GlStateManager.disableAlpha();
if (p_178038_3_)
{
GlStateManager.disableBlend();
GlStateManager.enableColorMaterial();
}
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.bindFramebufferTexture();
float f = (float)width;
float f1 = (float)height;
float f2 = (float)this.framebufferWidth / (float)this.framebufferTextureWidth;
float f3 = (float)this.framebufferHeight / (float)this.framebufferTextureHeight;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos(0.0D, (double)f1, 0.0D).tex(0.0D, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, (double)f1, 0.0D).tex((double)f2, 0.0D).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos((double)f, 0.0D, 0.0D).tex((double)f2, (double)f3).color(255, 255, 255, 255).endVertex();
vertexbuffer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, (double)f3).color(255, 255, 255, 255).endVertex();
tessellator.draw();
this.unbindFramebufferTexture();
GlStateManager.depthMask(true);
GlStateManager.colorMask(true, true, true, true);
}
}
示例13: renderVignette
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
/**
* Renders a Vignette arount the entire screen that changes with light level.
*/
protected void renderVignette(float lightLevel, ScaledResolution scaledRes)
{
lightLevel = 1.0F - lightLevel;
lightLevel = MathHelper.clamp_float(lightLevel, 0.0F, 1.0F);
WorldBorder worldborder = this.mc.theWorld.getWorldBorder();
float f = (float)worldborder.getClosestDistance(this.mc.thePlayer);
double d0 = Math.min(worldborder.getResizeSpeed() * (double)worldborder.getWarningTime() * 1000.0D, Math.abs(worldborder.getTargetSize() - worldborder.getDiameter()));
double d1 = Math.max((double)worldborder.getWarningDistance(), d0);
if ((double)f < d1)
{
f = 1.0F - (float)((double)f / d1);
}
else
{
f = 0.0F;
}
this.prevVignetteBrightness = (float)((double)this.prevVignetteBrightness + (double)(lightLevel - this.prevVignetteBrightness) * 0.01D);
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
if (f > 0.0F)
{
GlStateManager.color(0.0F, f, f, 1.0F);
}
else
{
GlStateManager.color(this.prevVignetteBrightness, this.prevVignetteBrightness, this.prevVignetteBrightness, 1.0F);
}
this.mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
}
示例14: doRender
import net.minecraft.client.renderer.VertexBuffer; //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: drawScreen
import net.minecraft.client.renderer.VertexBuffer; //导入方法依赖的package包/类
public void drawScreen(int mouseXIn, int mouseYIn, float partialTicks)
{
if (this.visible)
{
this.mouseX = mouseXIn;
this.mouseY = mouseYIn;
this.drawBackground();
int i = this.getScrollBarX();
int j = i + 6;
this.bindAmountScrolled();
GlStateManager.disableLighting();
GlStateManager.disableFog();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2;
int l = this.top + 4 - (int)this.amountScrolled;
if (this.hasListHeader)
{
this.drawListHeader(k, l, tessellator);
}
this.drawSelectionBox(k, l, mouseXIn, mouseYIn);
GlStateManager.disableDepth();
this.overlayBackground(0, this.top, 255, 255);
this.overlayBackground(this.bottom, this.height, 255, 255);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE);
GlStateManager.disableAlpha();
GlStateManager.shadeModel(7425);
GlStateManager.disableTexture2D();
int i1 = this.getMaxScroll();
if (i1 > 0)
{
int j1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight();
j1 = MathHelper.clamp_int(j1, 32, this.bottom - this.top - 8);
int k1 = (int)this.amountScrolled * (this.bottom - this.top - j1) / i1 + this.top;
if (k1 < this.top)
{
k1 = this.top;
}
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)j, (double)this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)j, (double)this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex();
vertexbuffer.pos((double)i, (double)this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex();
tessellator.draw();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)(k1 + j1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)j, (double)(k1 + j1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)j, (double)k1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex();
vertexbuffer.pos((double)i, (double)k1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex();
tessellator.draw();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
vertexbuffer.pos((double)i, (double)(k1 + j1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)(j - 1), (double)(k1 + j1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)(j - 1), (double)k1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex();
vertexbuffer.pos((double)i, (double)k1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex();
tessellator.draw();
}
this.renderDecorations(mouseXIn, mouseYIn);
GlStateManager.enableTexture2D();
GlStateManager.shadeModel(7424);
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
}
}