本文整理匯總了Java中net.minecraft.client.renderer.GLAllocation.createDirectFloatBuffer方法的典型用法代碼示例。如果您正苦於以下問題:Java GLAllocation.createDirectFloatBuffer方法的具體用法?Java GLAllocation.createDirectFloatBuffer怎麽用?Java GLAllocation.createDirectFloatBuffer使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類net.minecraft.client.renderer.GLAllocation
的用法示例。
在下文中一共展示了GLAllocation.createDirectFloatBuffer方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: project2D
import net.minecraft.client.renderer.GLAllocation; //導入方法依賴的package包/類
/**
* Converts a Minecraft world coordinate to a screen coordinate
*
* The world coordinate is the absolute location of a 3d vector
* in the Minecraft world relative to the world origin.
* <p>
* Note that the return value will be scaled to match the current
* GUI resolution of Minecraft.
*
* @param x X coordinate in the Minecraft world
* @param y Y coordinate in the Minecraft world
* @param z Z coordinate in the Minecraft world
* @return Returns a {@link Vector2f} representing a 2D location on the screen,
* or null if the vector fails to be converted.
*/
public static Vector2f project2D(final float x, final float y, final float z)
{
/**
* Buffer that will hold the screen coordinates
*/
FloatBuffer screen_coords = GLAllocation.createDirectFloatBuffer(3);
/**
* Buffer that holds the transformation matrix of the view port
*/
IntBuffer viewport = GLAllocation.createDirectIntBuffer(16);
/**
* Buffer that holds the transformation matrix of the model view
*/
FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
/**
* Buffer that holds the transformation matrix of the projection
*/
FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
/**
* the return value of the gluProject call
*/
boolean ret;
screen_coords.clear();
modelview.clear();
projection.clear();
viewport.clear();
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
ret = GLU.gluProject(x, y, z, modelview, projection, viewport, screen_coords);
if (ret)
{
return new Vector2f(screen_coords.get(0), screen_coords.get(1));
}
return null;
}
示例2: renderLast
import net.minecraft.client.renderer.GLAllocation; //導入方法依賴的package包/類
@SubscribeEvent
@SideOnly(Side.CLIENT)
public void renderLast(RenderWorldLastEvent evt) {
if (EntityCamera.isActive()) {
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelviewF);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projectionF);
GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
float x = Mouse.getX();
float y = Mouse.getY();
FloatBuffer winZ = GLAllocation.createDirectFloatBuffer(1);
GL11.glReadPixels((int) x, (int) y, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, winZ);
GLU.gluUnProject(x, y, 0F, modelviewF, projectionF, viewport, posClose);
GLU.gluUnProject(x, y, 1F, modelviewF, projectionF, viewport, posFar);
close = Vec3.createVectorHelper(posClose.get(0), posClose.get(1), posClose.get(2));
far = Vec3.createVectorHelper(posFar.get(0), posFar.get(1), posFar.get(2));
// Draw selection box
if (EntityCamera.mouseover != null) {
drawBlockBounds(EntityCamera.activeCamera, EntityCamera.mouseover);
}
}
//TODO Render selected minion movement target
}
示例3: project2D
import net.minecraft.client.renderer.GLAllocation; //導入方法依賴的package包/類
/**
* Converts a Minecraft world coordinate to a screen coordinate
*
* The world coordinate is the absolute location of a 3d vector
* in the Minecraft world relative to the world origin.
* <p>
* Note that the return value will be scaled to match the current
* GUI resolution of Minecraft.
*
* @param x X coordinate in the Minecraft world
* @param y Y coordinate in the Minecraft world
* @param z Z coordinate in the Minecraft world
* @return Returns a {@link Vector2f} representing a 2D location on the screen,
* or null if the vector fails to be converted.
*/
public static Vector2f project2D(float x, float y, float z)
{
/**
* Buffer that will hold the screen coordinates
*/
FloatBuffer screen_coords = GLAllocation.createDirectFloatBuffer(3);
/**
* Buffer that holds the transformation matrix of the view port
*/
IntBuffer viewport = GLAllocation.createDirectIntBuffer(16);
/**
* Buffer that holds the transformation matrix of the model view
*/
FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
/**
* Buffer that holds the transformation matrix of the projection
*/
FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
/**
* the return value of the gluProject call
*/
boolean ret;
screen_coords.clear();
modelview.clear();
projection.clear();
viewport.clear();
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
ret = GLU.gluProject(x, y, z, modelview, projection, viewport, screen_coords);
if (ret)
{
return new Vector2f(screen_coords.get(0), screen_coords.get(1));
}
return null;
}
示例4: onKeypress
import net.minecraft.client.renderer.GLAllocation; //導入方法依賴的package包/類
@Override
public void onKeypress() {
Minecraft minecraft = FMLClientHandler.instance().getClient();
if(minecraft.thePlayer != null) {
ItemStack current = minecraft.thePlayer.getCurrentEquippedItem();
if(current != null && current.getItem() != null) {
fbo.begin();
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.ortho(0, 16, 16, 0, -100000.0, 100000.0);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
FloatBuffer matrix = GLAllocation.createDirectFloatBuffer(16);
matrix.clear();
matrix.put(new float[] {
1f, 0f, 0f, 0f,
0f, 1f, 0f, 0f,
0f, 0f, -1f, 0f,
0f, 0f, 0f, 1f});
matrix.rewind();
//GlStateManager.multMatrix(matrix);
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.enableRescaleNormal();
GlStateManager.enableColorMaterial();
GlStateManager.enableLighting();
itemRenderer.func_175042_a(current, 0, 0);
GlStateManager.disableLighting();
RenderHelper.disableStandardItemLighting();
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.popMatrix();
fbo.end();
fbo.saveToFile(new File(minecraft.mcDataDir,
String.format("rendered/item_%s_%d%s.png", GameData.getItemRegistry().getNameForObject(current.getItem()).toString().replace(':', '_'), current.getItemDamage(),
filenameSuffix)));
fbo.restoreTexture();
}
}
}
示例5: directFloatBuffer
import net.minecraft.client.renderer.GLAllocation; //導入方法依賴的package包/類
/**
* Asks for a new directly backed FloatBuffer
*
* @param size
* the number of buffer elements (floats)
* @return a new direct float buffer
*/
public static FloatBuffer directFloatBuffer(int size) {
return GLAllocation.createDirectFloatBuffer(size);
}