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Java GlStateManager.setActiveTexture方法代碼示例

本文整理匯總了Java中net.minecraft.client.renderer.GlStateManager.setActiveTexture方法的典型用法代碼示例。如果您正苦於以下問題:Java GlStateManager.setActiveTexture方法的具體用法?Java GlStateManager.setActiveTexture怎麽用?Java GlStateManager.setActiveTexture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.setActiveTexture方法的15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: endShader

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public void endShader()
{
    OpenGlHelper.glUseProgram(0);
    currentProgram = -1;
    staticShaderManager = null;
    lastCull = true;

    for (int i = 0; i < this.shaderSamplerLocations.size(); ++i)
    {
        if (this.shaderSamplers.get(this.samplerNames.get(i)) != null)
        {
            GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit + i);
            GlStateManager.bindTexture(0);
        }
    }
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:17,代碼來源:ShaderManager.java

示例2: bindTextures

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void bindTextures(MultiTexID multiTex)
{
    boundTex = multiTex;

    if (Shaders.isRenderingWorld && GlStateManager.getActiveTextureUnit() == 33984)
    {
        if (Shaders.configNormalMap)
        {
            GlStateManager.setActiveTexture(33986);
            GlStateManager.bindTexture(multiTex.norm);
        }

        if (Shaders.configSpecularMap)
        {
            GlStateManager.setActiveTexture(33987);
            GlStateManager.bindTexture(multiTex.spec);
        }

        GlStateManager.setActiveTexture(33984);
    }

    GlStateManager.bindTexture(multiTex.base);
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:24,代碼來源:ShadersTex.java

示例3: beginWeather

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void beginWeather()
{
    if (!isShadowPass)
    {
        if (usedDepthBuffers >= 3)
        {
            GlStateManager.setActiveTexture(33996);
            GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, renderWidth, renderHeight);
            GlStateManager.setActiveTexture(33984);
        }

        GlStateManager.enableDepth();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(770, 771);
        GlStateManager.enableAlpha();
        useProgram(20);
    }
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:19,代碼來源:Shaders.java

示例4: endShader

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public void endShader()
{
    OpenGlHelper.glUseProgram(0);
    currentProgram = -1;
    staticShaderManager = null;
    field_148000_e = true;

    for (int i = 0; i < this.shaderSamplerLocations.size(); ++i)
    {
        if (this.shaderSamplers.get(this.samplerNames.get(i)) != null)
        {
            GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit + i);
            GlStateManager.bindTexture(0);
        }
    }
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:17,代碼來源:ShaderManager.java

示例5: beginTranslucent

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void beginTranslucent()
{
    if (Shaders.isRenderingWorld)
    {
        if (Shaders.usedDepthBuffers >= 2)
        {
            GlStateManager.setActiveTexture(33995);
            Shaders.checkGLError("pre copy depth");
            GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, Shaders.renderWidth, Shaders.renderHeight);
            Shaders.checkGLError("copy depth");
            GlStateManager.setActiveTexture(33984);
        }

        Shaders.useProgram(12);
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:17,代碼來源:ShadersRender.java

示例6: unsetBrightness

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected void unsetBrightness()
{
    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, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_ALPHA, OpenGlHelper.GL_PRIMARY_COLOR);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_ALPHA, 770);
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
    GlStateManager.disableTexture2D();
    GlStateManager.bindTexture(0);
    GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:41,代碼來源:RenderLivingBase.java

示例7: drawEntityOnScreen

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void drawEntityOnScreen(int posX, int posY, int scale, EntityLivingBase ent) {
	GlStateManager.enableColorMaterial();
	GlStateManager.pushMatrix();
	GlStateManager.translate(posX, posY, 50.0F);
	GlStateManager.scale((-scale), scale, scale);
	GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
	float f = ent.renderYawOffset;
	float f1 = ent.rotationYaw;
	float f2 = ent.rotationPitch;
	float f3 = ent.prevRotationYawHead;
	float f4 = ent.rotationYawHead;
	GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
	RenderHelper.enableStandardItemLighting();
	GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
	ent.renderYawOffset = 0;
	ent.rotationYaw = 0;
	ent.rotationPitch = 0;
	ent.rotationYawHead = ent.rotationYaw;
	ent.prevRotationYawHead = ent.rotationYaw;
	GlStateManager.translate(0.0F, 0.0F, 0.0F);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
	rendermanager.setPlayerViewY(180.0F);
	rendermanager.setRenderShadow(false);
	rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
	rendermanager.setRenderShadow(true);
	ent.renderYawOffset = f;
	ent.rotationYaw = f1;
	ent.rotationPitch = f2;
	ent.prevRotationYawHead = f3;
	ent.rotationYawHead = f4;
	GlStateManager.popMatrix();
	RenderHelper.disableStandardItemLighting();
	GlStateManager.disableRescaleNormal();
	GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GlStateManager.disableTexture2D();
	GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
開發者ID:rafradek,項目名稱:Mods,代碼行數:38,代碼來源:GuiDisguiseKit.java

示例8: bindNSTextures

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void bindNSTextures(int normTex, int specTex)
{
    if (Shaders.isRenderingWorld && GlStateManager.getActiveTextureUnit() == 33984)
    {
        GlStateManager.setActiveTexture(33986);
        GlStateManager.bindTexture(normTex);
        GlStateManager.setActiveTexture(33987);
        GlStateManager.bindTexture(specTex);
        GlStateManager.setActiveTexture(33984);
    }
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:12,代碼來源:ShadersTex.java

示例9: unsetScoreTeamColor

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected void unsetScoreTeamColor()
{
    GlStateManager.enableLighting();
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
    GlStateManager.enableTexture2D();
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.enableTexture2D();
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:10,代碼來源:RendererLivingEntity.java

示例10: setScoreTeamColor

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected boolean setScoreTeamColor(T entityLivingBaseIn)
{
    GlStateManager.disableLighting();
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.disableTexture2D();
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
    return true;
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:9,代碼來源:RenderLivingBase.java

示例11: 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

示例12: unsetBrightness

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
protected void unsetBrightness()
{
    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, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, OpenGlHelper.defaultTexUnit);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_ALPHA, OpenGlHelper.GL_PRIMARY_COLOR);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_ALPHA, 770);
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.setActiveTexture(OpenGlHelper.GL_TEXTURE2);
    GlStateManager.disableTexture2D();
    GlStateManager.bindTexture(0);
    GlStateManager.glTexEnvi(8960, 8704, OpenGlHelper.GL_COMBINE);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_RGB, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND1_RGB, 768);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_RGB, 5890);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE1_RGB, OpenGlHelper.GL_PREVIOUS);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_COMBINE_ALPHA, 8448);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_OPERAND0_ALPHA, 770);
    GlStateManager.glTexEnvi(8960, OpenGlHelper.GL_SOURCE0_ALPHA, 5890);
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);

    if (Config.isShaders())
    {
        Shaders.setEntityColor(0.0F, 0.0F, 0.0F, 0.0F);
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:46,代碼來源:RenderLivingBase.java

示例13: updateSubImage

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void updateSubImage(MultiTexID multiTex, int[] src, int width, int height, int posX, int posY, boolean linear, boolean clamp)
{
    int i = width * height;
    IntBuffer intbuffer = getIntBuffer(i);
    intbuffer.clear();
    intbuffer.put(src, 0, i);
    intbuffer.position(0).limit(i);
    GlStateManager.bindTexture(multiTex.base);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, posX, posY, width, height, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)intbuffer);

    if (src.length == i * 3)
    {
        intbuffer.clear();
        intbuffer.put(src, i, i).position(0);
        intbuffer.position(0).limit(i);
    }

    GlStateManager.bindTexture(multiTex.norm);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, posX, posY, width, height, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)intbuffer);

    if (src.length == i * 3)
    {
        intbuffer.clear();
        intbuffer.put(src, i * 2, i);
        intbuffer.position(0).limit(i);
    }

    GlStateManager.bindTexture(multiTex.spec);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, posX, posY, width, height, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)intbuffer);
    GlStateManager.setActiveTexture(33984);
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:44,代碼來源:ShadersTex.java

示例14: glDraw

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
private void glDraw() {
	GlStateManager.enableColorMaterial();
	GlStateManager.pushMatrix();

	GlStateManager.translate(entityX, entityY, 50.0F);

	//GlStateManager.translate((float)x, (float)y, 50.0F);


	GlStateManager.scale((float) (-scale), (float) scale, (float) scale);
	GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
	GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
	//GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);


	GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);
	//GlStateManager.rotate(-((float)Math.atan((double)(-mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);


	//RenderHelper.enableStandardItemLighting();



	entity.renderYawOffset = (float)Math.atan((double)(-mouseX / 40.0F)) * 40.0F;
	entity.rotationYaw = (float)Math.atan((double)(-mouseX / 40.0F)) * 40.0F;
	entity.rotationPitch = -((float)Math.atan((double)(-mouseY / 40.0F))) * 40.0F;

	entity.rotationPitch = reduce(entity.rotationPitch);
	entity.rotationYaw = reduce(entity.rotationYaw);
	entity.renderYawOffset = reduce(entity.renderYawOffset);

	entity.rotationYawHead = entity.rotationYaw;
	entity.prevRotationYawHead = entity.rotationYaw;
	

	GlStateManager.translate(0.0F, 0.0F, 0.0F);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
	rendermanager.setPlayerViewY(180.0F);
	rendermanager.setRenderShadow(false);

	GlStateManager.enableLighting();
	for(int i = 0; i < 8; i++){
		GlStateManager.disableLight(i);
	}

	rendermanager.doRenderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
	rendermanager.setRenderShadow(true);

	GlStateManager.popMatrix();
	RenderHelper.disableStandardItemLighting();
	GlStateManager.disableRescaleNormal();
	GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GlStateManager.disableTexture2D();
	GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
開發者ID:ToroCraft,項目名稱:NemesisSystem,代碼行數:57,代碼來源:EntityDisplay.java

示例15: useShader

import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public void useShader()
{
    this.isDirty = false;
    staticShaderManager = this;
    this.field_148016_p.func_148109_a();

    if (this.program != currentProgram)
    {
        OpenGlHelper.glUseProgram(this.program);
        currentProgram = this.program;
    }

    if (this.useFaceCulling)
    {
        GlStateManager.enableCull();
    }
    else
    {
        GlStateManager.disableCull();
    }

    for (int i = 0; i < this.shaderSamplerLocations.size(); ++i)
    {
        if (this.shaderSamplers.get(this.samplerNames.get(i)) != null)
        {
            GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit + i);
            GlStateManager.enableTexture2D();
            Object object = this.shaderSamplers.get(this.samplerNames.get(i));
            int j = -1;

            if (object instanceof Framebuffer)
            {
                j = ((Framebuffer)object).framebufferTexture;
            }
            else if (object instanceof ITextureObject)
            {
                j = ((ITextureObject)object).getGlTextureId();
            }
            else if (object instanceof Integer)
            {
                j = ((Integer)object).intValue();
            }

            if (j != -1)
            {
                GlStateManager.bindTexture(j);
                OpenGlHelper.glUniform1i(OpenGlHelper.glGetUniformLocation(this.program, (CharSequence)this.samplerNames.get(i)), i);
            }
        }
    }

    for (ShaderUniform shaderuniform : this.shaderUniforms)
    {
        shaderuniform.upload();
    }
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:57,代碼來源:ShaderManager.java


注:本文中的net.minecraft.client.renderer.GlStateManager.setActiveTexture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。