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Java Icon.getMinU方法代碼示例

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


在下文中一共展示了Icon.getMinU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: func_77026_a

import net.minecraft.util.Icon; //導入方法依賴的package包/類
private void func_77026_a(Tessellator par1Tessellator, Icon par2Icon)
{
    float f = par2Icon.getMinU();
    float f1 = par2Icon.getMaxU();
    float f2 = par2Icon.getMinV();
    float f3 = par2Icon.getMaxV();
    float f4 = 1.0F;
    float f5 = 0.5F;
    float f6 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    par1Tessellator.startDrawingQuads();
    par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
    par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);
    par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);
    par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);
    par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);
    par1Tessellator.draw();
}
 
開發者ID:marcus8448,項目名稱:IceMod,代碼行數:20,代碼來源:RenderHunkOIce.java

示例2: renderPistonRodEW

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render piston rod east/west
 */
public void renderPistonRodEW(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par3, par5, par9, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par1, par7, par11, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:24,代碼來源:RenderBlocks.java

示例3: func_77026_a

import net.minecraft.util.Icon; //導入方法依賴的package包/類
private void func_77026_a(Tessellator model, Icon image)
{
    float f = image.getMinU();
    float f1 = image.getMaxU();
    float f2 = image.getMinV();
    float f3 = image.getMaxV();
    float f4 = 1.0F;
    float f5 = 0.5F;
    float f6 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    model.startDrawingQuads();
    model.setNormal(0.0F, 1.0F, 0.0F);
    model.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);
    model.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);
    model.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);
    model.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);
    model.draw();
}
 
開發者ID:TheAwesomeGem,項目名稱:MineFantasy,代碼行數:20,代碼來源:RenderBomb.java

示例4: renderPistonRodUD

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render piston rod up/down
 */
public void renderPistonRodUD(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par1, par7, par9, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par3, par5, par11, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:24,代碼來源:RenderBlocks.java

示例5: renderPistonRodSN

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render piston rod south/north
 */
public void renderPistonRodSN(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
{
    Icon icon = BlockPistonBase.getPistonBaseIcon("piston_side");

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    Tessellator tessellator = Tessellator.instance;
    double d7 = (double)icon.getMinU();
    double d8 = (double)icon.getMinV();
    double d9 = (double)icon.getInterpolatedU(par14);
    double d10 = (double)icon.getInterpolatedV(4.0D);
    tessellator.setColorOpaque_F(par13, par13, par13);
    tessellator.addVertexWithUV(par1, par5, par11, d9, d8);
    tessellator.addVertexWithUV(par1, par5, par9, d7, d8);
    tessellator.addVertexWithUV(par3, par7, par9, d7, d10);
    tessellator.addVertexWithUV(par3, par7, par11, d9, d10);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:24,代碼來源:RenderBlocks.java

示例6: doRenderFireball

import net.minecraft.util.Icon; //導入方法依賴的package包/類
public void doRenderFireball(EntityFlamingPoisonball par1EntityFireball, double par2, double par4, double par6, float par8, float par9)
{
    GL11.glPushMatrix();
    this.bindEntityTexture(par1EntityFireball);
    GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    float f2 = this.field_77002_a;
    GL11.glScalef(f2 / 1.0F, f2 / 1.0F, f2 / 1.0F);
    Icon icon = ModItems.FPoisonball.getIconFromDamage(0);
    Tessellator tessellator = Tessellator.instance;
    float f3 = icon.getMinU();
    float f4 = icon.getMaxU();
    float f5 = icon.getMinV();
    float f6 = icon.getMaxV();
    float f7 = 1.0F;
    float f8 = 0.5F;
    float f9 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
    tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
    tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
    tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);
    tessellator.draw();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
開發者ID:NovaViper,項目名稱:ZeroQuest,代碼行數:30,代碼來源:RenderFPoisonball.java

示例7: renderPositiveXFace

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Renders the face on the positive x side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param height
 * The faces height.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderPositiveXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(1f, 0f, 0f);
	
	double x = xBaseCoord + xOffset * scale;

	// bottom right
	double zBr = zBaseCoord + zOffset * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double zTr = zBaseCoord + zOffset * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double zTl = zBaseCoord + (zOffset + depth) * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	// bottom left
	double zBl = zBaseCoord + (zOffset + depth) * scale;
	double yBl = yBaseCoord + yOffset * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom right
	tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(x, yTl, zTl, minU, minV);
	// bottom left
	tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
}
 
開發者ID:BraynStorm,項目名稱:FlowCraft,代碼行數:62,代碼來源:TessellationManager.java

示例8: renderNegativeXFace

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Renders the face on the negative x side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param height
 * The faces height.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderNegativeXFace(double xOffset, double yOffset, double zOffset, double height, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(-1f, 0f, 0f);

	double x = xBaseCoord + xOffset * scale;
	
	// bottom left
	double zBl = zBaseCoord + zOffset * scale;
	double yBl = yBaseCoord + yOffset * scale;

	// bottom right
	double zBr = zBaseCoord + (zOffset + depth) * scale;
	double yBr = yBaseCoord + yOffset * scale;

	// top right
	double zTr = zBaseCoord + (zOffset + depth) * scale;
	double yTr = yBaseCoord + (yOffset + height) * scale;

	// top left
	double zTl = zBaseCoord + zOffset * scale;
	double yTl = yBaseCoord + (yOffset + height) * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom left
	tr.addVertexWithUV(x, yBl, zBl, minU, maxV);
	// bottom right
	tr.addVertexWithUV(x, yBr, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(x, yTr, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(x, yTl, zTl, minU, minV);
}
 
開發者ID:BraynStorm,項目名稱:FlowCraft,代碼行數:62,代碼來源:TessellationManager.java

示例9: renderPositiveYFace

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Renders the face on the positive y side with optional texture offsets.
 * @param xOffset
 * The offset on the x-axis.
 * @param yOffset
 * The offset on the y-axis.
 * @param zOffset
 * The offset on the z-axis.
 * @param width
 * The faces width.
 * @param depth
 * The faces depth.
 * @param uOffset
 * The texture offset on the u-axis.
 * @param vOffset
 * The texture offset on the v-axis.
 * @param uMaxOffset
 * The max texture offset on the u-axis.
 * @param vMaxOffset
 * The max texture offset on the v-axis.
 * @param icon
 * The faces texture.
 * @param scale
 * The value to scale the offsets with.
 */
public static void renderPositiveYFace(double xOffset, double yOffset, double zOffset, double width, double depth, double uOffset, double vOffset, double uMaxOffset, double vMaxOffset, Icon icon, double scale)
{
	tr.setNormal(0f, 1f, 0f);
	
	double y = yBaseCoord + yOffset * scale;

	// bottom right
	double xBr = xBaseCoord + xOffset * scale;
	double zBr = zBaseCoord + zOffset * scale;

	// top right
	double xTr = xBaseCoord + xOffset * scale;
	double zTr = zBaseCoord + (zOffset + depth) * scale;
	
	// top left
	double xTl = xBaseCoord + (xOffset + width) * scale;
	double zTl = zBaseCoord + (zOffset + depth) * scale;
	
	// bottom left
	double xBl = xBaseCoord + (xOffset + width) * scale;
	double zBl = zBaseCoord + zOffset * scale;
	
	double minU = (uOffset > 0 && uOffset < 16) ? icon.getMinU() + (icon.getInterpolatedU(uOffset) - icon.getMinU()) : icon.getMinU();
	double maxU = (uMaxOffset > 0 && uMaxOffset < 16) ? icon.getMaxU() - (icon.getMaxU() - icon.getInterpolatedU(uMaxOffset)) : icon.getMaxU();
	double minV = (vOffset > 0 && vOffset < 16) ? icon.getMinV() + (icon.getInterpolatedV(vOffset) - icon.getMinV()) : icon.getMinV();
	double maxV = (vMaxOffset > 0 && vMaxOffset < 16) ? icon.getMaxV() - (icon.getMaxV() - icon.getInterpolatedV(vMaxOffset)) : icon.getMaxV();
	
	// bottom right
	tr.addVertexWithUV(xBr, y, zBr, maxU, maxV);
	// top right
	tr.addVertexWithUV(xTr, y, zTr, maxU, minV);
	// top left
	tr.addVertexWithUV(xTl, y, zTl, minU, minV);
	// bottom left
	tr.addVertexWithUV(xBl, y, zBl, minU, maxV);
}
 
開發者ID:BraynStorm,項目名稱:FlowCraft,代碼行數:62,代碼來源:TessellationManager.java

示例10: renderBlockStemSmall

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render block stem small
 */
public void renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9)
{
    Tessellator tessellator = Tessellator.instance;
    Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par2);

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    double d4 = (double)icon.getMinU();
    double d5 = (double)icon.getMinV();
    double d6 = (double)icon.getMaxU();
    double d7 = (double)icon.getInterpolatedV(par3 * 16.0D);
    double d8 = par5 + 0.5D - 0.44999998807907104D;
    double d9 = par5 + 0.5D + 0.44999998807907104D;
    double d10 = par9 + 0.5D - 0.44999998807907104D;
    double d11 = par9 + 0.5D + 0.44999998807907104D;
    tessellator.addVertexWithUV(d8, par7 + par3, d10, d4, d5);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d4, d7);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d6, d7);
    tessellator.addVertexWithUV(d9, par7 + par3, d11, d6, d5);
    tessellator.addVertexWithUV(d9, par7 + par3, d11, d4, d5);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d11, d4, d7);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d10, d6, d7);
    tessellator.addVertexWithUV(d8, par7 + par3, d10, d6, d5);
    tessellator.addVertexWithUV(d8, par7 + par3, d11, d4, d5);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d4, d7);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d6, d7);
    tessellator.addVertexWithUV(d9, par7 + par3, d10, d6, d5);
    tessellator.addVertexWithUV(d9, par7 + par3, d10, d4, d5);
    tessellator.addVertexWithUV(d9, par7 + 0.0D, d10, d4, d7);
    tessellator.addVertexWithUV(d8, par7 + 0.0D, d11, d6, d7);
    tessellator.addVertexWithUV(d8, par7 + par3, d11, d6, d5);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:39,代碼來源:RenderBlocks.java

示例11: renderFireInFirstPerson

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Renders the fire on the screen for first person mode. Arg: partialTickTime
 */
private void renderFireInFirstPerson(float par1)
{
    Tessellator tessellator = Tessellator.instance;
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    float f1 = 1.0F;

    for (int i = 0; i < 2; ++i)
    {
        GL11.glPushMatrix();
        Icon icon = Block.fire.getFireIcon(1);
        this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
        float f2 = icon.getMinU();
        float f3 = icon.getMaxU();
        float f4 = icon.getMinV();
        float f5 = icon.getMaxV();
        float f6 = (0.0F - f1) / 2.0F;
        float f7 = f6 + f1;
        float f8 = 0.0F - f1 / 2.0F;
        float f9 = f8 + f1;
        float f10 = -0.5F;
        GL11.glTranslatef((float)(-(i * 2 - 1)) * 0.24F, -0.3F, 0.0F);
        GL11.glRotatef((float)(i * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV((double)f6, (double)f8, (double)f10, (double)f3, (double)f5);
        tessellator.addVertexWithUV((double)f7, (double)f8, (double)f10, (double)f2, (double)f5);
        tessellator.addVertexWithUV((double)f7, (double)f9, (double)f10, (double)f2, (double)f4);
        tessellator.addVertexWithUV((double)f6, (double)f9, (double)f10, (double)f3, (double)f4);
        tessellator.draw();
        GL11.glPopMatrix();
    }

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(GL11.GL_BLEND);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:40,代碼來源:ItemRenderer.java

示例12: doRenderFireball

import net.minecraft.util.Icon; //導入方法依賴的package包/類
public void doRenderFireball(EntityFireball par1EntityFireball, double par2, double par4, double par6, float par8, float par9)
{
    GL11.glPushMatrix();
    this.bindEntityTexture(par1EntityFireball);
    GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    float f2 = this.field_77002_a;
    GL11.glScalef(f2 / 1.0F, f2 / 1.0F, f2 / 1.0F);
    Icon icon = Item.fireballCharge.getIconFromDamage(0);
    Tessellator tessellator = Tessellator.instance;
    float f3 = icon.getMinU();
    float f4 = icon.getMaxU();
    float f5 = icon.getMinV();
    float f6 = icon.getMaxV();
    float f7 = 1.0F;
    float f8 = 0.5F;
    float f9 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
    tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
    tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
    tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);
    tessellator.draw();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:30,代碼來源:RenderFireball.java

示例13: renderItemIn3D

import net.minecraft.util.Icon; //導入方法依賴的package包/類
private void renderItemIn3D(ItemStack stack, Icon icon, int colour, boolean held) {
    GL11.glPushMatrix();
    
    float red = (float)(colour >> 16 & 255) / 255.0F;
    float green = (float)(colour >> 8 & 255) / 255.0F;
    float blue = (float)(colour & 255) / 255.0F;
    
    GL11.glColor4f(red, green, blue, 1.0F);
    
    ItemStack item = stack;
	if(ItemHotItem.getItem(stack) != null)
	{
		item = ItemHotItem.getItem(stack);
	}
	
	float scale = 1.0F;
    Minecraft mc = FMLClientHandler.instance().getClient();
    mc.renderEngine.bindTexture(TextureMap.locationItemsTexture);
    Tessellator tessellator = Tessellator.instance;
    float x1 = icon.getMinU();
    float x2 = icon.getMaxU();
    float y1 = icon.getMinV();
    float y2 = icon.getMaxV();
    
    float xOffset = 0.15F+(0.5F * (scale - 1));
    float yOffset = 0.15F-(0.5F * (scale - 1));
    
    if(held)
    {
    	xOffset += 0.5F;
    }
    float xPos = 0.0F+xOffset-yOffset;
    float yPos = 0.3F-xOffset-yOffset;
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glTranslatef(-xPos, -yPos, 0.0F);
    GL11.glScalef(scale, scale, 1);
    ItemRenderer.renderItemIn2D(tessellator, x2, y1, x1, y2, icon.getIconWidth(), icon.getIconHeight(), 0.0625F);

    if (item != null && item.isItemEnchanted()) {
        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);
        mc.renderEngine.bindTexture(TextureHelperMF.ITEM_GLINT);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        float var13 = 0.76F;
        GL11.glColor4f(0.5F * var13, 0.25F * var13, 0.8F * var13, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        float var14 = 0.125F;
        GL11.glScalef(var14, var14, var14);
        float var15 = (float) (System.currentTimeMillis() % 3000L) / 3000.0F * 8.0F;
        GL11.glTranslatef(var15, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, x2, y1, x1, y2, icon.getIconWidth(), icon.getIconHeight(), 0.0625F);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(var14, var14, var14);
        var15 = (float) (System.currentTimeMillis() % 4873L) / 4873.0F * 8.0F;
        GL11.glTranslatef(-var15, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, x2, y1, x1, y2, icon.getIconWidth(), icon.getIconHeight(), 0.0625F);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);

    GL11.glPopMatrix();

}
 
開發者ID:TheAwesomeGem,項目名稱:MineFantasy,代碼行數:73,代碼來源:RenderTongs.java

示例14: renderBlockStemBig

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render block stem big
 */
public void renderBlockStemBig(BlockStem par1BlockStem, int par2, int par3, double par4, double par6, double par8, double par10)
{
    Tessellator tessellator = Tessellator.instance;
    Icon icon = par1BlockStem.getStemIcon();

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    double d4 = (double)icon.getMinU();
    double d5 = (double)icon.getMinV();
    double d6 = (double)icon.getMaxU();
    double d7 = (double)icon.getMaxV();
    double d8 = par6 + 0.5D - 0.5D;
    double d9 = par6 + 0.5D + 0.5D;
    double d10 = par10 + 0.5D - 0.5D;
    double d11 = par10 + 0.5D + 0.5D;
    double d12 = par6 + 0.5D;
    double d13 = par10 + 0.5D;

    if ((par3 + 1) / 2 % 2 == 1)
    {
        double d14 = d6;
        d6 = d4;
        d4 = d14;
    }

    if (par3 < 2)
    {
        tessellator.addVertexWithUV(d8, par8 + par4, d13, d4, d5);
        tessellator.addVertexWithUV(d8, par8 + 0.0D, d13, d4, d7);
        tessellator.addVertexWithUV(d9, par8 + 0.0D, d13, d6, d7);
        tessellator.addVertexWithUV(d9, par8 + par4, d13, d6, d5);
        tessellator.addVertexWithUV(d9, par8 + par4, d13, d6, d5);
        tessellator.addVertexWithUV(d9, par8 + 0.0D, d13, d6, d7);
        tessellator.addVertexWithUV(d8, par8 + 0.0D, d13, d4, d7);
        tessellator.addVertexWithUV(d8, par8 + par4, d13, d4, d5);
    }
    else
    {
        tessellator.addVertexWithUV(d12, par8 + par4, d11, d4, d5);
        tessellator.addVertexWithUV(d12, par8 + 0.0D, d11, d4, d7);
        tessellator.addVertexWithUV(d12, par8 + 0.0D, d10, d6, d7);
        tessellator.addVertexWithUV(d12, par8 + par4, d10, d6, d5);
        tessellator.addVertexWithUV(d12, par8 + par4, d10, d6, d5);
        tessellator.addVertexWithUV(d12, par8 + 0.0D, d10, d6, d7);
        tessellator.addVertexWithUV(d12, par8 + 0.0D, d11, d4, d7);
        tessellator.addVertexWithUV(d12, par8 + par4, d11, d4, d5);
    }
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:55,代碼來源:RenderBlocks.java

示例15: renderBlockCropsImpl

import net.minecraft.util.Icon; //導入方法依賴的package包/類
/**
 * Render block crops implementation
 */
public void renderBlockCropsImpl(Block par1Block, int par2, double par3, double par5, double par7)
{
    Tessellator tessellator = Tessellator.instance;
    Icon icon = this.getBlockIconFromSideAndMetadata(par1Block, 0, par2);

    if (this.hasOverrideBlockTexture())
    {
        icon = this.overrideBlockTexture;
    }

    double d3 = (double)icon.getMinU();
    double d4 = (double)icon.getMinV();
    double d5 = (double)icon.getMaxU();
    double d6 = (double)icon.getMaxV();
    double d7 = par3 + 0.5D - 0.25D;
    double d8 = par3 + 0.5D + 0.25D;
    double d9 = par7 + 0.5D - 0.5D;
    double d10 = par7 + 0.5D + 0.5D;
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d9, d3, d4);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d9, d3, d6);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d10, d5, d6);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d10, d5, d4);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d10, d3, d4);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d10, d3, d6);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d9, d5, d6);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d9, d5, d4);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d10, d3, d4);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d10, d3, d6);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d9, d5, d6);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d9, d5, d4);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d9, d3, d4);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d9, d3, d6);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d10, d5, d6);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d10, d5, d4);
    d7 = par3 + 0.5D - 0.5D;
    d8 = par3 + 0.5D + 0.5D;
    d9 = par7 + 0.5D - 0.25D;
    d10 = par7 + 0.5D + 0.25D;
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d9, d3, d4);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d9, d3, d6);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d9, d5, d6);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d9, d5, d4);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d9, d3, d4);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d9, d3, d6);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d9, d5, d6);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d9, d5, d4);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d10, d3, d4);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d10, d3, d6);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d10, d5, d6);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d10, d5, d4);
    tessellator.addVertexWithUV(d7, par5 + 1.0D, d10, d3, d4);
    tessellator.addVertexWithUV(d7, par5 + 0.0D, d10, d3, d6);
    tessellator.addVertexWithUV(d8, par5 + 0.0D, d10, d5, d6);
    tessellator.addVertexWithUV(d8, par5 + 1.0D, d10, d5, d4);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:59,代碼來源:RenderBlocks.java


注:本文中的net.minecraft.util.Icon.getMinU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。