Java Code Examples for net.minecraft.client.renderer.GlStateManager#disableFog()
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net.minecraft.client.renderer.GlStateManager#disableFog() .
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Example 1
Source File: MixinGuiSlot.java From LiquidBounce with GNU General Public License v3.0 | 4 votes |
/** * @author CCBlueX */ @Overwrite public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_) { if(this.field_178041_q) { this.mouseX = mouseXIn; this.mouseY = mouseYIn; this.drawBackground(); int i = this.getScrollBarX(); int j = i + 6; this.bindAmountScrolled(); GlStateManager.disableLighting(); GlStateManager.disableFog(); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2; int l = this.top + 4 - (int) this.amountScrolled; if (this.hasListHeader) { this.drawListHeader(k, l, tessellator); } RenderUtils.makeScissorBox(left, top, right, bottom); GL11.glEnable(GL11.GL_SCISSOR_TEST); this.drawSelectionBox(k, l + 2, mouseXIn, mouseYIn + 2); GL11.glDisable(GL11.GL_SCISSOR_TEST); GlStateManager.disableDepth(); int i1 = 4; // ClientCode ScaledResolution scaledResolution = new ScaledResolution(mc); Gui.drawRect(0, 0, scaledResolution.getScaledWidth(), this.top, Integer.MIN_VALUE); Gui.drawRect(0, this.bottom, scaledResolution.getScaledWidth(), this.height, Integer.MIN_VALUE); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1); GlStateManager.disableAlpha(); GlStateManager.shadeModel(7425); GlStateManager.disableTexture2D(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(this.left, this.top + i1, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos(this.right, this.top + i1, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos(this.right, this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(this.left, this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(this.left, this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(this.right, this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(this.right, this.bottom - i1, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos(this.left, this.bottom - i1, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 0).endVertex(); tessellator.draw(); int j1 = this.func_148135_f(); if (j1 > 0) { int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight(); k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8); int l1 = (int) this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top; if (l1 < this.top) { l1 = this.top; } worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(i, this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(j, this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(j, this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos(i, this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(i, l1 + k1, 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos(j, l1 + k1, 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos(j, l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos(i, l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(i, l1 + k1 - 1, 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos(j - 1, l1 + k1 - 1, 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos(j - 1, l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos(i, l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex(); tessellator.draw(); } this.func_148142_b(mouseXIn, mouseYIn); GlStateManager.enableTexture2D(); GlStateManager.shadeModel(7424); GlStateManager.enableAlpha(); GlStateManager.disableBlend(); } }
Example 2
Source File: MixinGuiSlot.java From LiquidBounce with GNU General Public License v3.0 | 4 votes |
/** * @author CCBlueX */ @Overwrite public void drawScreen(int mouseXIn, int mouseYIn, float p_148128_3_) { if(this.field_178041_q) { this.mouseX = mouseXIn; this.mouseY = mouseYIn; this.drawBackground(); int i = this.getScrollBarX(); int j = i + 6; this.bindAmountScrolled(); GlStateManager.disableLighting(); GlStateManager.disableFog(); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); int k = this.left + this.width / 2 - this.getListWidth() / 2 + 2; int l = this.top + 4 - (int) this.amountScrolled; if(this.hasListHeader) { this.drawListHeader(k, l, tessellator); } this.drawSelectionBox(k, l + 2, mouseXIn, mouseYIn + 2); GlStateManager.disableDepth(); int i1 = 4; // ClientCode ScaledResolution scaledResolution = new ScaledResolution(mc); Gui.drawRect(0, 0, scaledResolution.getScaledWidth(), this.top, Integer.MIN_VALUE); Gui.drawRect(0, this.bottom, scaledResolution.getScaledWidth(), this.height, Integer.MIN_VALUE); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1); GlStateManager.disableAlpha(); GlStateManager.shadeModel(7425); GlStateManager.disableTexture2D(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos((double) this.left, (double) (this.top + i1), 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos((double) this.right, (double) (this.top + i1), 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos((double) this.right, (double) this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) this.left, (double) this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos((double) this.left, (double) this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) this.right, (double) this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) this.right, (double) (this.bottom - i1), 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 0).endVertex(); worldrenderer.pos((double) this.left, (double) (this.bottom - i1), 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 0).endVertex(); tessellator.draw(); int j1 = this.func_148135_f(); if(j1 > 0) { int k1 = (this.bottom - this.top) * (this.bottom - this.top) / this.getContentHeight(); k1 = MathHelper.clamp_int(k1, 32, this.bottom - this.top - 8); int l1 = (int) this.amountScrolled * (this.bottom - this.top - k1) / j1 + this.top; if(l1 < this.top) { l1 = this.top; } worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos((double) i, (double) this.bottom, 0.0D).tex(0.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) j, (double) this.bottom, 0.0D).tex(1.0D, 1.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) j, (double) this.top, 0.0D).tex(1.0D, 0.0D).color(0, 0, 0, 255).endVertex(); worldrenderer.pos((double) i, (double) this.top, 0.0D).tex(0.0D, 0.0D).color(0, 0, 0, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos((double) i, (double) (l1 + k1), 0.0D).tex(0.0D, 1.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos((double) j, (double) (l1 + k1), 0.0D).tex(1.0D, 1.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos((double) j, (double) l1, 0.0D).tex(1.0D, 0.0D).color(128, 128, 128, 255).endVertex(); worldrenderer.pos((double) i, (double) l1, 0.0D).tex(0.0D, 0.0D).color(128, 128, 128, 255).endVertex(); tessellator.draw(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos((double) i, (double) (l1 + k1 - 1), 0.0D).tex(0.0D, 1.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos((double) (j - 1), (double) (l1 + k1 - 1), 0.0D).tex(1.0D, 1.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos((double) (j - 1), (double) l1, 0.0D).tex(1.0D, 0.0D).color(192, 192, 192, 255).endVertex(); worldrenderer.pos((double) i, (double) l1, 0.0D).tex(0.0D, 0.0D).color(192, 192, 192, 255).endVertex(); tessellator.draw(); } this.func_148142_b(mouseXIn, mouseYIn); GlStateManager.enableTexture2D(); GlStateManager.shadeModel(7424); GlStateManager.enableAlpha(); GlStateManager.disableBlend(); } }
Example 3
Source File: WrapperGlStateManager.java From ClientBase with MIT License | 4 votes |
public static void disableFog() { GlStateManager.disableFog(); }
Example 4
Source File: WorldProviderUnderWorld.java From Wizardry with GNU Lesser General Public License v3.0 | 4 votes |
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { EntityPlayer p = Minecraft.getMinecraft().player; if (p != null) { if (p.getEntityWorld().provider instanceof WorldProviderUnderWorld) { ResourceLocation sides = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky.png"); ResourceLocation top = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky_top.png"); ResourceLocation bottom = new ResourceLocation(Wizardry.MODID, "textures/misc/underworld_sky_bottom.png"); Minecraft.getMinecraft().renderEngine.bindTexture(sides); GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.disableFog(); GlStateManager.disableLighting(); GlStateManager.depthMask(false); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder vertexbuffer = tessellator.getBuffer(); for (int i = 0; i < 6; ++i) { GlStateManager.pushMatrix(); Minecraft.getMinecraft().renderEngine.bindTexture(bottom); if (i == 3) { Minecraft.getMinecraft().renderEngine.bindTexture(top); GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F); } if (i == 1) { Minecraft.getMinecraft().renderEngine.bindTexture(sides); GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); } if (i == 2) { Minecraft.getMinecraft().renderEngine.bindTexture(sides); GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F); GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F); } if (i == 4) { Minecraft.getMinecraft().renderEngine.bindTexture(sides); GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F); } if (i == 5) { Minecraft.getMinecraft().renderEngine.bindTexture(sides); GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(-270.0F, 0.0F, 1.0F, 0.0F); } vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos(-100.0D, -100.0D, -100.0D).tex(0.0D, 0.0D).endVertex(); vertexbuffer.pos(-100.0D, -100.0D, 100.0D).tex(0.0D, 1.0D).endVertex(); vertexbuffer.pos(100.0D, -100.0D, 100.0D).tex(1.0D, 1.0D).endVertex(); vertexbuffer.pos(100.0D, -100.0D, -100.0D).tex(1.0D, 0.0D).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); } GlStateManager.depthMask(true); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.enableCull(); GlStateManager.enableLighting(); GlStateManager.disableAlpha(); GlStateManager.enableFog(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } }
Example 5
Source File: WorldProviderTorikki.java From Wizardry with GNU Lesser General Public License v3.0 | 4 votes |
@Override public void render(float partialTicks, WorldClient world, Minecraft mc) { EntityPlayer p = Minecraft.getMinecraft().player; if (p != null) { if (p.getEntityWorld().provider instanceof WorldProviderTorikki) { ResourceLocation img = new ResourceLocation(Wizardry.MODID, "textures/misc/torikki_sky.png"); Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.disableFog(); GlStateManager.disableLighting(); GlStateManager.depthMask(false); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder vertexbuffer = tessellator.getBuffer(); for (int i = 0; i < 6; ++i) { GlStateManager.pushMatrix(); Minecraft.getMinecraft().renderEngine.bindTexture(img); if (i == 3) { Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F); } if (i == 1) { Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); } if (i == 2) { Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F); GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F); } if (i == 4) { Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F); } if (i == 5) { Minecraft.getMinecraft().renderEngine.bindTexture(img); GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(-270.0F, 0.0F, 1.0F, 0.0F); } vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos(-100.0D, -100.0D, -100.0D).tex(0.0D, 0.0D).endVertex(); vertexbuffer.pos(-100.0D, -100.0D, 100.0D).tex(0.0D, 1.0D).endVertex(); vertexbuffer.pos(100.0D, -100.0D, 100.0D).tex(1.0D, 1.0D).endVertex(); vertexbuffer.pos(100.0D, -100.0D, -100.0D).tex(1.0D, 0.0D).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); } GlStateManager.depthMask(true); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.enableCull(); GlStateManager.enableLighting(); GlStateManager.disableAlpha(); GlStateManager.enableFog(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } }
Example 6
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 7
Source File: TileEntityRendererEnergyBridge.java From enderutilities with GNU Lesser General Public License v3.0 | 4 votes |
public void renderBeamVertical(double x, double y, double z, double yMin, double yMax, double radius, double rot, double flowSpeed, boolean powered) { Tessellator tessellator = Tessellator.getInstance(); BufferBuilder vertexBuffer = tessellator.getBuffer(); double tx1 = 0.0d, tx2 = 0.0d; double tz1 = 0.0d, tz2 = 0.0d; double angle = 0.0d; double vScale = yMax - yMin; double v1 = -rot * flowSpeed; double v2 = (vScale * 2.0d) + v1; int r_i = (powered ? 160 : 255); int g_i = (powered ? 255 : 160); int b_i = (powered ? 230 : 160); int r_o = (powered ? 210 : 255); int g_o = (powered ? 255 : 160); int b_o = (powered ? 230 : 160); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); this.bindTexture(TEXTURE); GlStateManager.disableFog(); GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497); GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497); GlStateManager.disableLighting(); GlStateManager.disableCull(); GlStateManager.disableBlend(); GlStateManager.depthMask(true); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); // Beam (inner part) vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR); for (int i = 0; i < 8; ++i) { tx1 = Math.sin(rot + angle) * radius; tz1 = Math.cos(rot + angle) * radius; angle += Math.PI / 4.0d; tx2 = Math.sin(rot + angle) * radius; tz2 = Math.cos(rot + angle) * radius; vertexBuffer.pos(tx1, yMin, tz1).tex(0.125, v1).color(r_i, g_i, b_i, 200).endVertex(); vertexBuffer.pos(tx1, yMax, tz1).tex(0.125, v2).color(r_i, g_i, b_i, 200).endVertex(); vertexBuffer.pos(tx2, yMax, tz2).tex(0.875, v2).color(r_i, g_i, b_i, 200).endVertex(); vertexBuffer.pos(tx2, yMin, tz2).tex(0.875, v1).color(r_i, g_i, b_i, 200).endVertex(); } tessellator.draw(); // Glow (outer part) GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.depthMask(false); v1 = -rot * flowSpeed * 3.0d; v2 = (vScale * 2.0d) + v1; radius *= 2.0d; rot = Math.PI / 8.0d; vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR); for (int i = 0; i < 8; ++i) { tx1 = Math.sin(rot + angle) * radius; tz1 = Math.cos(rot + angle) * radius; angle += Math.PI / 4.0d; tx2 = Math.sin(rot + angle) * radius; tz2 = Math.cos(rot + angle) * radius; vertexBuffer.pos(tx1, yMin, tz1).tex(0.125, v1).color(r_o, g_o, b_o, 80).endVertex(); vertexBuffer.pos(tx1, yMax, tz1).tex(0.125, v2).color(r_o, g_o, b_o, 80).endVertex(); vertexBuffer.pos(tx2, yMax, tz2).tex(0.875, v2).color(r_o, g_o, b_o, 80).endVertex(); vertexBuffer.pos(tx2, yMin, tz2).tex(0.875, v1).color(r_o, g_o, b_o, 80).endVertex(); } tessellator.draw(); GlStateManager.enableLighting(); GlStateManager.enableTexture2D(); GlStateManager.depthMask(true); GlStateManager.enableFog(); GlStateManager.popMatrix(); }