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Java GlStateManager.glTexEnv方法代碼示例

本文整理匯總了Java中net.minecraft.client.renderer.GlStateManager.glTexEnv方法的典型用法代碼示例。如果您正苦於以下問題:Java GlStateManager.glTexEnv方法的具體用法?Java GlStateManager.glTexEnv怎麽用?Java GlStateManager.glTexEnv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net.minecraft.client.renderer.GlStateManager的用法示例。


在下文中一共展示了GlStateManager.glTexEnv方法的1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: setBrightness

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected boolean setBrightness(T entitylivingbaseIn, float partialTicks, boolean combineTextures)
{
    float f = entitylivingbaseIn.getBrightness(partialTicks);
    int i = this.getColorMultiplier(entitylivingbaseIn, f, partialTicks);
    boolean flag = (i >> 24 & 255) > 0;
    boolean flag1 = entitylivingbaseIn.hurtTime > 0 || entitylivingbaseIn.deathTime > 0;

    if (!flag && !flag1)
    {
        return false;
    }
    else if (!flag && !combineTextures)
    {
        return false;
    }
    else
    {
        GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
        GlStateManager.enableTexture2D();
        GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.defaultTexUnit);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PRIMARY_COLOR);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 7681);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
        GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
        GlStateManager.enableTexture2D();
        GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, OpenGlHelper.GL_INTERPOLATE);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.GL_CONSTANT);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE2_RGB, OpenGlHelper.GL_CONSTANT);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND2_RGB, 770);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 7681);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.GL_PREVIOUS);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
        this.brightnessBuffer.position(0);

        if (flag1)
        {
            this.brightnessBuffer.put(1.0F);
            this.brightnessBuffer.put(0.0F);
            this.brightnessBuffer.put(0.0F);
            this.brightnessBuffer.put(0.3F);
        }
        else
        {
            float f1 = (float)(i >> 24 & 255) / 255.0F;
            float f2 = (float)(i >> 16 & 255) / 255.0F;
            float f3 = (float)(i >> 8 & 255) / 255.0F;
            float f4 = (float)(i & 255) / 255.0F;
            this.brightnessBuffer.put(f2);
            this.brightnessBuffer.put(f3);
            this.brightnessBuffer.put(f4);
            this.brightnessBuffer.put(1.0F - f1);
        }

        this.brightnessBuffer.flip();
        GlStateManager.glTexEnv(8960, 8705, this.brightnessBuffer);
        GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
        GlStateManager.enableTexture2D();
        GlStateManager.bindTexture(TEXTURE_BRIGHTNESS.getGlTextureId());
        GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, OpenGlHelper.GL_PREVIOUS);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.lightmapTexUnit);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 7681);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.GL_PREVIOUS);
        GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
        GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
        return true;
    }
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:81,代碼來源:RenderLivingBase.java


注:本文中的net.minecraft.client.renderer.GlStateManager.glTexEnv方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。