Java Code Examples for net.minecraft.client.renderer.GlStateManager#enableTexture2D()
The following examples show how to use
net.minecraft.client.renderer.GlStateManager#enableTexture2D() .
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Example 1
Source File: CustomCrosshairGraphics.java From Hyperium with GNU Lesser General Public License v3.0 | 6 votes |
public static void drawLine(final int x1, final int y1, final int x2, final int y2, final Color colour) { final Tessellator tessellator = Tessellator.getInstance(); final WorldRenderer worldrenderer = tessellator.getWorldRenderer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GlStateManager .color(colour.getRed() / 255.0f, colour.getGreen() / 255.0f, colour.getBlue() / 255.0f, colour.getAlpha() / 255.0f); worldrenderer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION); worldrenderer.pos(x1, y1, 0.0).endVertex(); worldrenderer.pos(x2, y2, 0.0).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 2
Source File: GuiItemHandlerDestination.java From Signals with GNU General Public License v3.0 | 6 votes |
private static void drawRedCross(int x, int y){ int size = 16; Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); GlStateManager.disableTexture2D(); GlStateManager.disableDepth(); GlStateManager.color(1, 0, 0); bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); bufferBuilder.pos(x, y + 1, 0.0D).endVertex(); bufferBuilder.pos(x + size - 1, y + size, 0.0D).endVertex(); bufferBuilder.pos(x + size, y + size - 1, 0.0D).endVertex(); bufferBuilder.pos(x + 1, y, 0.0D).endVertex(); bufferBuilder.pos(x, y + size - 1, 0.0D).endVertex(); bufferBuilder.pos(x + 1, y + size, 0.0D).endVertex(); bufferBuilder.pos(x + size, y + 1, 0.0D).endVertex(); bufferBuilder.pos(x + size - 1, y, 0.0D).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.enableDepth(); }
Example 3
Source File: GuiSurgery.java From Cyberware with MIT License | 6 votes |
public void renderModel(ModelBase model, float x, float y, float scale, float rotation) { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, 120F); GlStateManager.scale(-scale, scale, scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(10.0F, 1.0F, 0.0F, 0.0F); GlStateManager.rotate(rotation, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); float f1 = 0.7F; GlStateManager.glLightModel(2899, RenderHelper.setColorBuffer(f1, f1, f1, 1.0F)); model.render(null, 0, 0, 0, 0, 0, .0625f); GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.disableTexture2D(); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); GlStateManager.enableTexture2D(); }
Example 4
Source File: GuiScrollable.java From WearableBackpacks with MIT License | 6 votes |
@Override public void draw(int mouseX, int mouseY, float partialTicks) { if (!isVisible() || (getMaxScroll(direction) == 0)) return; int sliderSize = getSliderSize(); int sliderPosition = (int)(getSliderRaw() * (getSize(direction) - sliderSize)); int x, y, w, h; if (direction == Direction.HORIZONTAL) { x = sliderPosition; y = 0; w = sliderSize; h = getHeight(); } else { x = 0; y = sliderPosition; w = getWidth(); h = sliderSize; } GlStateManager.disableTexture2D(); drawColoredRectRGB(0, 0, getWidth(), getHeight(), Color.BLACK); drawColoredRectRGB(x, y, w, h, 0x808080); drawColoredRectRGB(x, y, w - 1, h - 1, 0xC0C0C0); GlStateManager.enableTexture2D(); }
Example 5
Source File: AboveHeadRenderer.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
private void renderName(RenderPlayerEvent event, LevelheadTag tag, EntityPlayer player, double x, double y, double z) { FontRenderer fontrenderer = event.getRenderManager().getFontRenderer(); float f = (float) (1.6F * Levelhead.getInstance().getDisplayManager().getMasterConfig().getFontSize()); float f1 = 0.016666668F * f; GlStateManager.pushMatrix(); GlStateManager.translate((float) x + 0.0F, (float) y + player.height + 0.5F, (float) z); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GlStateManager.rotate(-event.getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(event.getRenderManager().playerViewX, 1.0F, 0.0F, 0.0F); GlStateManager.scale(-f1, -f1, f1); GlStateManager.disableLighting(); GlStateManager.depthMask(false); GlStateManager.disableDepth(); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); int i = 0; int j = fontrenderer.getStringWidth(tag.getString()) / 2; GlStateManager.disableTexture2D(); worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); worldrenderer.pos(-j - 1, -1 + i, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(-j - 1, 8 + i, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(j + 1, 8 + i, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(j + 1, -1 + i, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); renderString(fontrenderer, tag); GlStateManager.enableLighting(); GlStateManager.disableBlend(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.popMatrix(); }
Example 6
Source File: Notification.java From ClientBase with MIT License | 5 votes |
public static void drawRect(double left, double top, double right, double bottom, int color) { if (left < right) { double i = left; left = right; right = i; } if (top < bottom) { double j = top; top = bottom; bottom = j; } float f3 = (float) (color >> 24 & 255) / 255.0F; float f = (float) (color >> 16 & 255) / 255.0F; float f1 = (float) (color >> 8 & 255) / 255.0F; float f2 = (float) (color & 255) / 255.0F; Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.color(f, f1, f2, f3); worldrenderer.begin(7, DefaultVertexFormats.POSITION); worldrenderer.pos(left, bottom, 0.0D).endVertex(); worldrenderer.pos(right, bottom, 0.0D).endVertex(); worldrenderer.pos(right, top, 0.0D).endVertex(); worldrenderer.pos(left, top, 0.0D).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 7
Source File: TabGui.java From ClientBase with MIT License | 5 votes |
public static void drawRect(int glFlag, int left, int top, int right, int bottom, int color) { if (left < right) { int i = left; left = right; right = i; } if (top < bottom) { int j = top; top = bottom; bottom = j; } float f3 = (float) (color >> 24 & 255) / 255.0F; float f = (float) (color >> 16 & 255) / 255.0F; float f1 = (float) (color >> 8 & 255) / 255.0F; float f2 = (float) (color & 255) / 255.0F; Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.color(f, f1, f2, f3); worldrenderer.begin(glFlag, DefaultVertexFormats.POSITION); worldrenderer.pos((double) left, (double) bottom, 0.0D).endVertex(); worldrenderer.pos((double) right, (double) bottom, 0.0D).endVertex(); worldrenderer.pos((double) right, (double) top, 0.0D).endVertex(); worldrenderer.pos((double) left, (double) top, 0.0D).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 8
Source File: LitematicaRenderer.java From litematica with GNU Lesser General Public License v3.0 | 5 votes |
public void renderSchematicOverlay() { boolean invert = Hotkeys.INVERT_OVERLAY_RENDER_STATE.getKeybind().isKeybindHeld(); if (Configs.Visuals.ENABLE_SCHEMATIC_OVERLAY.getBooleanValue() != invert) { boolean renderThrough = Configs.Visuals.SCHEMATIC_OVERLAY_RENDER_THROUGH.getBooleanValue() || Hotkeys.RENDER_OVERLAY_THROUGH_BLOCKS.getKeybind().isKeybindHeld(); float lineWidth = (float) (renderThrough ? Configs.Visuals.SCHEMATIC_OVERLAY_OUTLINE_WIDTH_THROUGH.getDoubleValue() : Configs.Visuals.SCHEMATIC_OVERLAY_OUTLINE_WIDTH.getDoubleValue()); GlStateManager.pushMatrix(); GlStateManager.disableTexture2D(); GlStateManager.disableCull(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.001F); GlStateManager.enablePolygonOffset(); GlStateManager.doPolygonOffset(-0.4f, -0.8f); fi.dy.masa.malilib.render.RenderUtils.setupBlend(); GlStateManager.glLineWidth(lineWidth); fi.dy.masa.malilib.render.RenderUtils.color(1f, 1f, 1f, 1f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240); if (renderThrough) { GlStateManager.disableDepth(); } this.getWorldRenderer().renderBlockOverlays(); GlStateManager.enableDepth(); GlStateManager.doPolygonOffset(0f, 0f); GlStateManager.disablePolygonOffset(); GlStateManager.enableTexture2D(); GlStateManager.popMatrix(); } }
Example 9
Source File: MaterialListHudRenderer.java From litematica with GNU Lesser General Public License v3.0 | 5 votes |
public static void renderSlotHilights(GuiContainer gui) { MaterialListBase materialList = DataManager.getMaterialList(); if (materialList != null) { materialList.getHudRenderer().refreshList(2000L); List<MaterialListEntry> list = materialList.getMaterialsMissingOnly(false); if (list.isEmpty() == false) { HashMap<ItemType, MaterialListEntry> map = new HashMap<>(); list.forEach((entry) -> map.put(entry.getItemType(), entry)); List<Pair<Slot, Color4f>> hilightedSlots = getHilightedSlots(gui, map); if (hilightedSlots.isEmpty() == false) { GlStateManager.disableTexture2D(); RenderUtils.setupBlend(); int guiX = InventoryScreenUtils.getGuiPosX(gui); int guiY = InventoryScreenUtils.getGuiPosY(gui); for (Pair<Slot, Color4f> pair : hilightedSlots) { Slot slot = pair.getLeft(); Color4f color = pair.getRight(); RenderUtils.drawOutlinedBox(guiX + slot.xPos, guiY + slot.yPos, 16, 16, color.intValue, color.intValue | 0xFF000000, 1f); } GlStateManager.enableTexture2D(); } } } }
Example 10
Source File: CustomCrosshairGraphics.java From Hyperium with GNU Lesser General Public License v3.0 | 5 votes |
public static void drawFilledRectangle(int x1, int y1, int x2, int y2, final Color colour) { if (x1 < x2) { final int tempX = x1; x1 = x2; x2 = tempX; } if (y1 < y2) { final int tempY = y1; y1 = y2; y2 = tempY; } final Tessellator tessellator = Tessellator.getInstance(); final WorldRenderer worldrenderer = tessellator.getWorldRenderer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GlStateManager .color(colour.getRed() / 255.0f, colour.getGreen() / 255.0f, colour.getBlue() / 255.0f, colour.getAlpha() / 255.0f); worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); worldrenderer.pos(x1, y2, 0.0).endVertex(); worldrenderer.pos(x2, y2, 0.0).endVertex(); worldrenderer.pos(x2, y1, 0.0).endVertex(); worldrenderer.pos(x1, y1, 0.0).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 11
Source File: RenderEventService.java From ForgeHax with MIT License | 5 votes |
@SubscribeEvent public void onRenderWorld(RenderWorldLastEvent event) { GlStateManager.pushMatrix(); GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.disableDepth(); GlStateManager.glLineWidth(1.f); Vec3d renderPos = EntityUtils.getInterpolatedPos(getRenderEntity(), event.getPartialTicks()); RenderEvent e = new RenderEvent(TESSELLATOR, renderPos, event.getPartialTicks()); e.resetTranslation(); MinecraftForge.EVENT_BUS.post(e); GlStateManager.glLineWidth(1.f); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableDepth(); GlStateManager.enableCull(); GlStateManager.popMatrix(); }
Example 12
Source File: Utils.java From SkyblockAddons with MIT License | 5 votes |
/** * Draws a solid color rectangle with the specified coordinates and color (ARGB format). Args: x1, y1, x2, y2, color */ public void drawRect(double left, double top, double right, double bottom, int color) { if (left < right) { double i = left; left = right; right = i; } if (top < bottom) { double j = top; top = bottom; bottom = j; } float f3 = (float)(color >> 24 & 255) / 255.0F; float f = (float)(color >> 16 & 255) / 255.0F; float f1 = (float)(color >> 8 & 255) / 255.0F; float f2 = (float)(color & 255) / 255.0F; Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.color(f, f1, f2, f3); worldrenderer.begin(7, DefaultVertexFormats.POSITION); worldrenderer.pos(left, bottom, 0.0D).endVertex(); worldrenderer.pos(right, bottom, 0.0D).endVertex(); worldrenderer.pos(right, top, 0.0D).endVertex(); worldrenderer.pos(left, top, 0.0D).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); }
Example 13
Source File: ClientEventHandler.java From Signals with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onWorldRender(RenderWorldLastEvent event){ Tessellator t = Tessellator.getInstance(); BufferBuilder b = t.getBuffer(); EntityPlayer player = Minecraft.getMinecraft().player; if(!shouldRender()) return; double playerX = player.prevPosX + (player.posX - player.prevPosX) * event.getPartialTicks(); double playerY = player.prevPosY + (player.posY - player.prevPosY) * event.getPartialTicks(); double playerZ = player.prevPosZ + (player.posZ - player.prevPosZ) * event.getPartialTicks(); int dimensionID = player.world.provider.getDimension(); GL11.glPushMatrix(); GL11.glTranslated(-playerX, -playerY, -playerZ); GL11.glPointSize(10); GlStateManager.disableTexture2D(); GlStateManager.disableLighting(); b.setTranslation(0, 0, 0); NetworkVisualizationSettings visualizationSettings = player.isSneaking() ? SignalsConfig.client.networkVisualization.sneaking : SignalsConfig.client.networkVisualization.notSneaking; switch(visualizationSettings.renderType){ case EDGES: edgeRenderer.render(dimensionID, b); break; case PATHS: pathRenderer.render(dimensionID, b); break; case SECTION: blockSectionRenderer.render(dimensionID, b); break; } //claimRenderer.render(b); if(visualizationSettings.renderDirectionality) { directionalityRenderer.render(dimensionID, b); } b.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR); List<NetworkStation<MCPos>> stations = RailNetworkManager.getClientInstance().getNetwork().railObjects.getStations(); for(int i = 0; i < stations.size(); i++) { NetworkStation<MCPos> station1 = stations.get(i); if(station1.getPos().getDimID() != dimensionID) continue; for(int j = 0; j < i; j++) { NetworkStation<MCPos> station2 = stations.get(j); if(station2.getPos().getDimID() != dimensionID) continue; if(station1.stationName.equals(station2.stationName) && station1.getPos().getDimID() == station2.getPos().getDimID()) { drawBetween(b, station1.getPos().getPos(), station2.getPos().getPos(), 1, 0, 1, 0, 1); } } } t.draw(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GL11.glPopMatrix(); }
Example 14
Source File: RenderUtils.java From ForgeHax with MIT License | 4 votes |
public static void drawBox( Vec3d startPos, Vec3d endPos, int color, float width, boolean ignoreZ) { Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); Vec3d renderPos = EntityUtils.getInterpolatedPos(getLocalPlayer(), MC.getRenderPartialTicks()); Vec3d min = startPos.subtract(renderPos); Vec3d max = endPos.subtract(renderPos); double minX = min.x, minY = min.y, minZ = min.z; double maxX = max.x, maxY = max.y, maxZ = max.z; float r = (float) (color >> 16 & 255) / 255.0F; float g = (float) (color >> 8 & 255) / 255.0F; float b = (float) (color & 255) / 255.0F; float a = (float) (color >> 24 & 255) / 255.0F; GlStateManager.pushMatrix(); GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.glLineWidth(width); if (ignoreZ) { GlStateManager.disableDepth(); } GlStateManager.color(r, g, b, a); // GlStateManager.translate(startPos.xCoord, startPos.yCoord, startPos.zCoord); buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION); buffer.pos(minX, minY, minZ).endVertex(); buffer.pos(maxX, minY, minZ).endVertex(); buffer.pos(maxX, minY, maxZ).endVertex(); buffer.pos(minX, minY, maxZ).endVertex(); buffer.pos(minX, minY, minZ).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION); buffer.pos(minX, maxY, minZ).endVertex(); buffer.pos(maxX, maxY, minZ).endVertex(); buffer.pos(maxX, maxY, maxZ).endVertex(); buffer.pos(minX, maxY, maxZ).endVertex(); buffer.pos(minX, maxY, minZ).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION); buffer.pos(minX, minY, minZ).endVertex(); buffer.pos(minX, maxY, minZ).endVertex(); buffer.pos(maxX, minY, minZ).endVertex(); buffer.pos(maxX, maxY, minZ).endVertex(); buffer.pos(maxX, minY, maxZ).endVertex(); buffer.pos(maxX, maxY, maxZ).endVertex(); buffer.pos(minX, minY, maxZ).endVertex(); buffer.pos(minX, maxY, maxZ).endVertex(); tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableDepth(); GlStateManager.enableCull(); GlStateManager.popMatrix(); }
Example 15
Source File: TextureHelper.java From malmo with MIT License | 4 votes |
public void render(float partialTicks, WorldClient world, Minecraft mc) { // Adapted from the End sky renderer - just fill with solid colour. GlStateManager.disableFog(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); RenderHelper.disableStandardItemLighting(); GlStateManager.depthMask(false); GlStateManager.disableTexture2D(); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); for (int i = 0; i < 6; ++i) { GlStateManager.pushMatrix(); if (i == 1) { GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); } if (i == 2) { GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F); } if (i == 3) { GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F); } if (i == 4) { GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F); } if (i == 5) { GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F); } vertexbuffer.begin(7, DefaultVertexFormats.POSITION_COLOR); vertexbuffer.pos(-100.0D, -100.0D, -100.0D).color(this.r, this.g, this.b, 255).endVertex(); vertexbuffer.pos(-100.0D, -100.0D, 100.0D).color(this.r, this.g, this.b, 255).endVertex(); vertexbuffer.pos(100.0D, -100.0D, 100.0D).color(this.r, this.g, this.b, 255).endVertex(); vertexbuffer.pos(100.0D, -100.0D, -100.0D).color(this.r, this.g, this.b, 255).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); } GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); GlStateManager.enableAlpha(); }
Example 16
Source File: Texture.java From seppuku with GNU General Public License v3.0 | 4 votes |
public void render(float x, float y, float width, float height, float u, float v, float t, float s) { this.bind(); GlStateManager.enableTexture2D(); GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f); RenderUtil.drawTexture(x, y, width, height, 0, 0, 1, 1); }
Example 17
Source File: TESRBarrel.java From enderutilities with GNU Lesser General Public License v3.0 | 4 votes |
private void renderFullnessBar(float fullness, double x, double y, double z, EnumFacing side, EnumFacing barrelFront) { GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); if (side == EnumFacing.UP || side == EnumFacing.DOWN) { GlStateManager.rotate(LABEL_ROT_SIDE_Y[barrelFront.getIndex()], 0, 1, 0); GlStateManager.rotate(90f * side.getYOffset(), 1, 0, 0); } else { GlStateManager.rotate(LABEL_ROT_SIDE_Y[side.getIndex()], 0, 1, 0); } GlStateManager.translate(-0.3, -0.43, -0.001); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); int r_b = 0x03; int g_b = 0x03; int b_b = 0x20; buffer.pos( 0, 0, 0).color(r_b, g_b, b_b, 255).endVertex(); buffer.pos( 0, 0.08, 0).color(r_b, g_b, b_b, 255).endVertex(); buffer.pos(0.6, 0.08, 0).color(r_b, g_b, b_b, 255).endVertex(); buffer.pos(0.6, 0, 0).color(r_b, g_b, b_b, 255).endVertex(); int r_f = 0x20; int g_f = 0x90; int b_f = 0xF0; float e = fullness * 0.57f; buffer.pos(0.585 , 0.065, -0.001).color(r_f, g_f, b_f, 255).endVertex(); buffer.pos(0.585 , 0.015, -0.001).color(r_f, g_f, b_f, 255).endVertex(); buffer.pos(0.585 - e, 0.015, -0.001).color(r_f, g_f, b_f, 255).endVertex(); buffer.pos(0.585 - e, 0.065, -0.001).color(r_f, g_f, b_f, 255).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); }
Example 18
Source File: GuiVertTextField.java From pycode-minecraft with MIT License | 4 votes |
/** * Draws the current selection and a vertical line cursor in the text box. */ private void drawCursorVertical(int startX, int startY, int endX, int endY) { if (startX < endX) { int i = startX; startX = endX; endX = i; } if (startY < endY) { int j = startY; startY = endY; endY = j; } if (endX > this.xPosition + this.width) { endX = this.xPosition + this.width; } if (startX > this.xPosition + this.width) { startX = this.xPosition + this.width; } Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F); GlStateManager.disableTexture2D(); GlStateManager.enableColorLogic(); GlStateManager.colorLogicOp(GlStateManager.LogicOp.OR_REVERSE); vertexbuffer.begin(7, DefaultVertexFormats.POSITION); vertexbuffer.pos((double)startX, (double)endY, 0.0D).endVertex(); vertexbuffer.pos((double)endX, (double)endY, 0.0D).endVertex(); vertexbuffer.pos((double)endX, (double)startY, 0.0D).endVertex(); vertexbuffer.pos((double)startX, (double)startY, 0.0D).endVertex(); tessellator.draw(); GlStateManager.disableColorLogic(); GlStateManager.enableTexture2D(); }
Example 19
Source File: RenderCodex.java From Wizardry with GNU Lesser General Public License v3.0 | 4 votes |
public void renderItemStack(ItemStack stack) { GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.enableRescaleNormal(); GlStateManager.pushMatrix(); RenderItem itemRender = Minecraft.getMinecraft().getRenderItem(); itemRender.renderItemAndEffectIntoGUI(stack, 0, 0); GlStateManager.translate(0, 0, 150); FontRenderer font = stack.getItem().getFontRenderer(stack); if (font == null) font = Minecraft.getMinecraft().fontRenderer; if (font != null && stack.getCount() != 1) { GlStateManager.translate(0, 0, 5); GlStateManager.disableLighting(); GlStateManager.disableBlend(); font.drawStringWithShadow(stack.getCount() + "", 17F - font.getStringWidth(stack.getCount() + ""), 9F, 0xFFFFFF); GlStateManager.enableDepth(); GlStateManager.enableBlend(); GlStateManager.translate(0, 0, -5); } if (stack.getItem().showDurabilityBar(stack)) { GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); double health = stack.getItem().getDurabilityForDisplay(stack); int rgbfordisplay = stack.getItem().getRGBDurabilityForDisplay(stack); int i = Math.round(13.0F - (float) health * 13.0F); draw(bufferbuilder, 2, 13, 13, 2, 0, 0, 0, 255); draw(bufferbuilder, 2, 13, i, 1, rgbfordisplay >> 16 & 255, rgbfordisplay >> 8 & 255, rgbfordisplay & 255, 255); GlStateManager.enableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); } EntityPlayerSP entityplayersp = Minecraft.getMinecraft().player; float f3 = entityplayersp == null ? 0.0F : entityplayersp.getCooldownTracker().getCooldown(stack.getItem(), Minecraft.getMinecraft().getRenderPartialTicks()); if (f3 > 0.0F) { GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); Tessellator tessellator1 = Tessellator.getInstance(); BufferBuilder bufferbuilder1 = tessellator1.getBuffer(); this.draw(bufferbuilder1, 0, MathHelper.floor(16.0F * (1.0F - f3)), 16, MathHelper.ceil(16.0F * f3), 255, 255, 255, 127); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); } GlStateManager.popMatrix(); GlStateManager.enableLighting(); GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.disableRescaleNormal(); }
Example 20
Source File: GuiComponentSideSelector.java From OpenModsLib with MIT License | 4 votes |
@Override public void render(int offsetX, int offsetY, int mouseX, int mouseY) { if (isInInitialPosition == false || Mouse.isButtonDown(2)) { final Entity rve = parent.getMinecraft().getRenderViewEntity(); trackball.setTransform(MathUtils.createEntityRotateMatrix(rve)); isInInitialPosition = true; } final int width = getWidth(); final int height = getWidth(); // assumption: block is rendered in (0,0,0) - (1,1,1) coordinates GL11.glPushMatrix(); GL11.glTranslatef(offsetX + x + width / 2, offsetY + y + height / 2, diameter); GL11.glScaled(scale, -scale, scale); trackball.update(mouseX - width, -(mouseY - height)); parent.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.enableTexture2D(); if (te != null) TileEntityRendererDispatcher.instance.render(te, -0.5, -0.5, -0.5, 0.0F); parent.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); if (blockState != null) drawBlock(); SidePicker picker = new SidePicker(0.5); List<Pair<Side, Integer>> selections = Lists.newArrayListWithCapacity(6 + 1); final HitCoord coord = picker.getNearestHit(); if (coord != null) selections.add(Pair.of(coord.side, 0x444444)); if (highlightSelectedSides) { for (EnumFacing dir : selectedSides) selections.add(Pair.of(Side.fromForgeDirection(dir), 0xCC0000)); } if (selections != null) drawHighlight(selections); lastSideHovered = coord == null? null : coord.side.toForgeDirection(); GL11.glPopMatrix(); }