本文整理汇总了Java中net.minecraft.client.renderer.vertex.VertexFormat.getNextOffset方法的典型用法代码示例。如果您正苦于以下问题:Java VertexFormat.getNextOffset方法的具体用法?Java VertexFormat.getNextOffset怎么用?Java VertexFormat.getNextOffset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.vertex.VertexFormat
的用法示例。
在下文中一共展示了VertexFormat.getNextOffset方法的10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: endSetVertexFormat
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void endSetVertexFormat(WorldRenderer wrr)
{
SVertexBuilder svertexbuilder = wrr.sVertexBuilder;
VertexFormat vertexformat = wrr.getVertexFormat();
svertexbuilder.vertexSize = vertexformat.getNextOffset() / 4;
svertexbuilder.hasNormal = vertexformat.hasNormal();
svertexbuilder.hasTangent = svertexbuilder.hasNormal;
svertexbuilder.hasUV = vertexformat.hasUvOffset(0);
svertexbuilder.offsetNormal = svertexbuilder.hasNormal ? vertexformat.getNormalOffset() / 4 : 0;
svertexbuilder.offsetUV = svertexbuilder.hasUV ? vertexformat.getUvOffsetById(0) / 4 : 0;
svertexbuilder.offsetUVCenter = 8;
}
示例2: drawArrays
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void drawArrays(int drawMode, int first, int count, WorldRenderer wrr)
{
if (count != 0)
{
VertexFormat vertexformat = wrr.getVertexFormat();
int i = vertexformat.getNextOffset();
if (i == 56)
{
ByteBuffer bytebuffer = wrr.getByteBuffer();
bytebuffer.position(32);
GL20.glVertexAttribPointer(Shaders.midTexCoordAttrib, 2, GL11.GL_FLOAT, false, i, bytebuffer);
bytebuffer.position(40);
GL20.glVertexAttribPointer(Shaders.tangentAttrib, 4, GL11.GL_SHORT, false, i, bytebuffer);
bytebuffer.position(48);
GL20.glVertexAttribPointer(Shaders.entityAttrib, 3, GL11.GL_SHORT, false, i, bytebuffer);
bytebuffer.position(0);
GL20.glEnableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glEnableVertexAttribArray(Shaders.tangentAttrib);
GL20.glEnableVertexAttribArray(Shaders.entityAttrib);
GL11.glDrawArrays(drawMode, first, count);
GL20.glDisableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glDisableVertexAttribArray(Shaders.tangentAttrib);
GL20.glDisableVertexAttribArray(Shaders.entityAttrib);
}
else
{
GL11.glDrawArrays(drawMode, first, count);
}
}
}
示例3: endSetVertexFormat
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void endSetVertexFormat(VertexBuffer wrr)
{
SVertexBuilder svertexbuilder = wrr.sVertexBuilder;
VertexFormat vertexformat = wrr.getVertexFormat();
svertexbuilder.vertexSize = vertexformat.getNextOffset() / 4;
svertexbuilder.hasNormal = vertexformat.hasNormal();
svertexbuilder.hasTangent = svertexbuilder.hasNormal;
svertexbuilder.hasUV = vertexformat.hasUvOffset(0);
svertexbuilder.offsetNormal = svertexbuilder.hasNormal ? vertexformat.getNormalOffset() / 4 : 0;
svertexbuilder.offsetUV = svertexbuilder.hasUV ? vertexformat.getUvOffsetById(0) / 4 : 0;
svertexbuilder.offsetUVCenter = 8;
}
示例4: drawArrays
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void drawArrays(int drawMode, int first, int count, VertexBuffer wrr)
{
if (count != 0)
{
VertexFormat vertexformat = wrr.getVertexFormat();
int i = vertexformat.getNextOffset();
if (i == 56)
{
ByteBuffer bytebuffer = wrr.getByteBuffer();
bytebuffer.position(32);
GL20.glVertexAttribPointer(Shaders.midTexCoordAttrib, 2, GL11.GL_FLOAT, false, i, bytebuffer);
bytebuffer.position(40);
GL20.glVertexAttribPointer(Shaders.tangentAttrib, 4, GL11.GL_SHORT, false, i, bytebuffer);
bytebuffer.position(48);
GL20.glVertexAttribPointer(Shaders.entityAttrib, 3, GL11.GL_SHORT, false, i, bytebuffer);
bytebuffer.position(0);
GL20.glEnableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glEnableVertexAttribArray(Shaders.tangentAttrib);
GL20.glEnableVertexAttribArray(Shaders.entityAttrib);
GL11.glDrawArrays(drawMode, first, count);
GL20.glDisableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glDisableVertexAttribArray(Shaders.tangentAttrib);
GL20.glDisableVertexAttribArray(Shaders.entityAttrib);
}
else
{
GL11.glDrawArrays(drawMode, first, count);
}
}
}
示例5: pack
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void pack(float[] from, int[] to, VertexFormat formatTo, int v, int e)
{
VertexFormatElement element = formatTo.getElement(e);
int vertexStart = v * formatTo.getNextOffset() + formatTo.getOffset(e);
int count = element.getElementCount();
VertexFormatElement.EnumType type = element.getType();
int size = type.getSize();
int mask = (256 << (8 * (size - 1))) - 1;
for(int i = 0; i < 4; i++)
{
if(i < count)
{
int pos = vertexStart + size * i;
int index = pos >> 2;
int offset = pos & 3;
int bits = 0;
float f = i < from.length ? from[i] : 0;
if(type == VertexFormatElement.EnumType.FLOAT)
{
bits = Float.floatToRawIntBits(f);
}
else if(
type == VertexFormatElement.EnumType.UBYTE ||
type == VertexFormatElement.EnumType.USHORT ||
type == VertexFormatElement.EnumType.UINT
)
{
bits = (int)(f * mask);
}
else
{
bits = (int)(f * mask / 2);
}
to[index] &= ~(mask << (offset * 8));
to[index] |= (((bits & mask) << (offset * 8)));
// TODO handle overflow into to[index + 1]
}
}
}
示例6: draw
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
@SuppressWarnings("incomplete-switch")
public void draw(VertexBuffer vertexBufferIn)
{
if (vertexBufferIn.getVertexCount() > 0)
{
VertexFormat vertexformat = vertexBufferIn.getVertexFormat();
int i = vertexformat.getNextOffset();
ByteBuffer bytebuffer = vertexBufferIn.getByteBuffer();
List<VertexFormatElement> list = vertexformat.getElements();
for (int j = 0; j < list.size(); ++j)
{
VertexFormatElement vertexformatelement = (VertexFormatElement)list.get(j);
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int k = vertexformatelement.getType().getGlConstant();
int l = vertexformatelement.getIndex();
bytebuffer.position(vertexformat.getOffset(j));
// moved to VertexFormatElement.preDraw
vertexformatelement.getUsage().preDraw(vertexformat, j, i, bytebuffer);
}
GlStateManager.glDrawArrays(vertexBufferIn.getDrawMode(), 0, vertexBufferIn.getVertexCount());
int i1 = 0;
for (int j1 = list.size(); i1 < j1; ++i1)
{
VertexFormatElement vertexformatelement1 = (VertexFormatElement)list.get(i1);
VertexFormatElement.EnumUsage vertexformatelement$enumusage1 = vertexformatelement1.getUsage();
int k1 = vertexformatelement1.getIndex();
// moved to VertexFormatElement.postDraw
vertexformatelement1.getUsage().postDraw(vertexformat, i1, i, bytebuffer);
}
}
vertexBufferIn.reset();
}
示例7: func_181679_a
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
@SuppressWarnings("incomplete-switch")
public void func_181679_a(WorldRenderer p_181679_1_)
{
if (p_181679_1_.getVertexCount() > 0)
{
VertexFormat vertexformat = p_181679_1_.getVertexFormat();
int i = vertexformat.getNextOffset();
ByteBuffer bytebuffer = p_181679_1_.getByteBuffer();
List<VertexFormatElement> list = vertexformat.getElements();
for (int j = 0; j < list.size(); ++j)
{
VertexFormatElement vertexformatelement = (VertexFormatElement)list.get(j);
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int k = vertexformatelement.getType().getGlConstant();
int l = vertexformatelement.getIndex();
bytebuffer.position(vertexformat.func_181720_d(j));
switch (vertexformatelement$enumusage)
{
case POSITION:
GL11.glVertexPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + l);
GL11.glTexCoordPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glColorPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
break;
case NORMAL:
GL11.glNormalPointer(k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
}
}
GL11.glDrawArrays(p_181679_1_.getDrawMode(), 0, p_181679_1_.getVertexCount());
int i1 = 0;
for (int j1 = list.size(); i1 < j1; ++i1)
{
VertexFormatElement vertexformatelement1 = (VertexFormatElement)list.get(i1);
VertexFormatElement.EnumUsage vertexformatelement$enumusage1 = vertexformatelement1.getUsage();
int k1 = vertexformatelement1.getIndex();
switch (vertexformatelement$enumusage1)
{
case POSITION:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + k1);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
break;
case NORMAL:
GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}
}
}
p_181679_1_.reset();
}
示例8: moreSpecific
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static boolean moreSpecific(VertexFormat first, VertexFormat second)
{
int size = first.getNextOffset();
if(size != second.getNextOffset()) return false;
int padding = 0;
int j = 0;
for(VertexFormatElement firstAttr : first.getElements())
{
while(j < second.getElementCount() && second.getElement(j).getUsage() == EnumUsage.PADDING)
{
padding += second.getElement(j++).getSize();
}
if(j >= second.getElementCount() && padding == 0)
{
// if no padding is left, but there are still elements in first (we're processing one) - it doesn't fit
return false;
}
if(padding == 0)
{
// no padding - attributes have to match
VertexFormatElement secondAttr = second.getElement(j++);
if(
firstAttr.getIndex() != secondAttr.getIndex() ||
firstAttr.getElementCount() != secondAttr.getElementCount() ||
firstAttr.getType() != secondAttr.getType() ||
firstAttr.getUsage() != secondAttr.getUsage())
{
return false;
}
}
else
{
// padding - attribute should fit in it
padding -= firstAttr.getSize();
if(padding < 0) return false;
}
}
if(padding != 0 || j != second.getElementCount()) return false;
return true;
}
示例9: unpack
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public static void unpack(int[] from, float[] to, VertexFormat formatFrom, int v, int e)
{
int length = 4 < to.length ? 4 : to.length;
VertexFormatElement element = formatFrom.getElement(e);
int vertexStart = v * formatFrom.getNextOffset() + formatFrom.getOffset(e);
int count = element.getElementCount();
VertexFormatElement.EnumType type = element.getType();
int size = type.getSize();
int mask = (256 << (8 * (size - 1))) - 1;
for(int i = 0; i < length; i++)
{
if(i < count)
{
int pos = vertexStart + size * i;
int index = pos >> 2;
int offset = pos & 3;
int bits = from[index];
bits = bits >>> (offset * 8);
if((pos + size - 1) / 4 != index)
{
bits |= from[index + 1] << ((4 - offset) * 8);
}
bits &= mask;
if(type == VertexFormatElement.EnumType.FLOAT)
{
to[i] = Float.intBitsToFloat(bits);
}
else if(type == VertexFormatElement.EnumType.UBYTE || type == VertexFormatElement.EnumType.USHORT)
{
to[i] = (float)bits / mask;
}
else if(type == VertexFormatElement.EnumType.UINT)
{
to[i] = (float)((double)(bits & 0xFFFFFFFFL) / 0xFFFFFFFFL);
}
else if(type == VertexFormatElement.EnumType.BYTE)
{
to[i] = ((float)(byte)bits) / mask * 2;
}
else if(type == VertexFormatElement.EnumType.SHORT)
{
to[i] = ((float)(short)bits) / mask * 2;
}
else if(type == VertexFormatElement.EnumType.INT)
{
to[i] = ((float)(bits & 0xFFFFFFFFL)) / 0xFFFFFFFFL * 2;
}
}
else
{
to[i] = 0;
}
}
}
示例10: UnpackedBakedQuad
import net.minecraft.client.renderer.vertex.VertexFormat; //导入方法依赖的package包/类
public UnpackedBakedQuad(float[][][] unpackedData, int tint, EnumFacing orientation, TextureAtlasSprite texture, boolean applyDiffuseLighting, VertexFormat format)
{
super(new int[format.getNextOffset() /* / 4 * 4 */], tint, orientation, texture, applyDiffuseLighting, format);
this.unpackedData = unpackedData;
this.format = format;
}