Java Code Examples for com.mojang.blaze3d.systems.RenderSystem#popMatrix()
The following examples show how to use
com.mojang.blaze3d.systems.RenderSystem#popMatrix() .
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Example 1
Source File: Render.java From XRay-Mod with GNU General Public License v3.0 | 7 votes |
static void renderBlocks(RenderWorldLastEvent event) { Vector3d view = XRay.mc.gameRenderer.getActiveRenderInfo().getProjectedView(); MatrixStack stack = event.getMatrixStack(); stack.translate(-view.x, -view.y, -view.z); // translate RenderSystem.pushMatrix(); RenderSystem.multMatrix(stack.getLast().getMatrix()); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); Profile.BLOCKS.apply(); // Sets GL state for block drawing syncRenderList.forEach(blockProps -> { buffer.begin( GL_LINES, DefaultVertexFormats.POSITION_COLOR ); renderBlockBounding(buffer, blockProps); tessellator.draw(); } ); Profile.BLOCKS.clean(); RenderSystem.popMatrix(); }
Example 2
Source File: HallowedLoadingScreen.java From the-hallow with MIT License | 6 votes |
@Override public void render(int mouseX, int mouseY, float delta) { renderDirtBackground(0); this.drawCenteredString(font, I18n.translate(message), width / 2, height / 2 - 50, 0xFFFFFF); float scale = 100f; RenderSystem.pushMatrix(); RenderSystem.translatef(width / 2f, height / 2f + 65 + MathHelper.sin(floatingTick / 6.5f) * 25, 500f); RenderSystem.scalef(scale, scale, scale); RenderSystem.rotatef(180, 1, 0, 0); RenderSystem.rotatef(rotation, 0, 1, 0); minecraft.getTextureManager().bindTexture(SpriteAtlasTexture.BLOCK_ATLAS_TEX); minecraft.getItemRenderer().renderGuiItem(pumpkinStack, 0, 0); RenderSystem.popMatrix(); }
Example 3
Source File: GuiBase.java From XRay-Mod with GNU General Public License v3.0 | 6 votes |
public static void drawTexturedQuadFit(double x, double y, double width, double height, int[] color, float alpha) { Tessellator tessellator = Tessellator.getInstance(); BufferBuilder tessellate = tessellator.getBuffer(); RenderSystem.pushMatrix(); tessellate.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); if ( color != null ) RenderSystem.color4f((float) color[0] / 255, (float) color[1] / 255, (float) color[2] / 255, alpha / 255); tessellate.pos(x + 0, y + height, (double) 0).tex( 0,1).endVertex(); tessellate.pos(x + width, y + height, (double) 0).tex( 1, 1).endVertex(); tessellate.pos(x + width, y + 0, (double) 0).tex( 1,0).endVertex(); tessellate.pos(x + 0, y + 0, (double) 0).tex( 0, 0).endVertex(); tessellator.draw(); RenderSystem.popMatrix(); }
Example 4
Source File: RenderCustomEndPortal.java From EnderStorage with MIT License | 5 votes |
@Override @SuppressWarnings ("deprecation") public void setupRenderState() { state.renderStates.forEach(RenderState::setupRenderState); RenderSystem.disableLighting(); RenderSystem.pushMatrix();//Apply stack here. mat.glApply(); RenderSystem.pushMatrix(); GlStateManager.translated(projectedView.x, f11, projectedView.z); GlStateManager.texGenMode(GlStateManager.TexGen.S, GL11.GL_OBJECT_LINEAR); GlStateManager.texGenMode(GlStateManager.TexGen.T, GL11.GL_OBJECT_LINEAR); GlStateManager.texGenMode(GlStateManager.TexGen.R, GL11.GL_OBJECT_LINEAR); GlStateManager.texGenMode(GlStateManager.TexGen.Q, GL11.GL_EYE_LINEAR); GlStateManager.texGenParam(GlStateManager.TexGen.S, GL11.GL_OBJECT_PLANE, bufferTexData(1.0F, 0.0F, 0.0F, 0.0F)); GlStateManager.texGenParam(GlStateManager.TexGen.T, GL11.GL_OBJECT_PLANE, bufferTexData(0.0F, 0.0F, 1.0F, 0.0F)); GlStateManager.texGenParam(GlStateManager.TexGen.R, GL11.GL_OBJECT_PLANE, bufferTexData(0.0F, 0.0F, 0.0F, 1.0F)); GlStateManager.texGenParam(GlStateManager.TexGen.Q, GL11.GL_EYE_PLANE, bufferTexData(0.0F, 1.0F, 0.0F, 0.0F)); GlStateManager.enableTexGen(GlStateManager.TexGen.S); GlStateManager.enableTexGen(GlStateManager.TexGen.T); GlStateManager.enableTexGen(GlStateManager.TexGen.R); GlStateManager.enableTexGen(GlStateManager.TexGen.Q); RenderSystem.popMatrix(); RenderSystem.matrixMode(GL11.GL_TEXTURE); RenderSystem.pushMatrix(); RenderSystem.loadIdentity(); RenderSystem.translatef(0.0F, System.currentTimeMillis() % 700000L / 700000F, 0.0F); RenderSystem.scalef(f6, f6, f6); RenderSystem.translatef(0.5F, 0.5F, 0.0F); RenderSystem.rotatef((idx * idx * 4321 + idx * 9) * 2.0F, 0.0F, 0.0F, 1.0F); RenderSystem.translatef(-0.5F, -0.5F, 0.0F); RenderSystem.translated(-projectedView.x, -projectedView.z, -projectedView.y); float f92 = f8 + (float) projectedView.y; RenderSystem.translated((projectedView.x * f5) / f92, (projectedView.z * f5) / f92, -projectedView.y + 20); }
Example 5
Source File: RenderCustomEndPortal.java From EnderStorage with MIT License | 5 votes |
@Override @SuppressWarnings ("deprecation") public void clearRenderState() { RenderSystem.popMatrix(); RenderSystem.matrixMode(GL11.GL_MODELVIEW); RenderSystem.popMatrix();//Pop stack here. GlStateManager.disableTexGen(GlStateManager.TexGen.S); GlStateManager.disableTexGen(GlStateManager.TexGen.T); GlStateManager.disableTexGen(GlStateManager.TexGen.R); GlStateManager.disableTexGen(GlStateManager.TexGen.Q); state.renderStates.forEach(RenderState::clearRenderState); }
Example 6
Source File: RenderMiningLaser.java From MiningGadgets with MIT License | 4 votes |
private static void drawLasers(RenderWorldLastEvent event, Vec3d from, RayTraceResult trace, double xOffset, double yOffset, double zOffset, float r, float g, float b, float thickness, PlayerEntity player, float ticks, float speedModifier) { Hand activeHand; if (player.getHeldItemMainhand().getItem() instanceof MiningGadget) { activeHand = Hand.MAIN_HAND; } else if (player.getHeldItemOffhand().getItem() instanceof MiningGadget) { activeHand = Hand.OFF_HAND; } else { return; } ItemStack stack = player.getHeldItem(activeHand); double distance = from.subtract(trace.getHitVec()).length(); long gameTime = player.world.getGameTime(); double v = gameTime * speedModifier; float additiveThickness = (thickness * 3.5f) * calculateLaserFlickerModifier(gameTime); BufferBuilder wr = Tessellator.getInstance().getBuffer(); Vec3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); MatrixStack matrix = event.getMatrixStack(); matrix.translate(view.getX(), view.getY(), view.getZ()); if( trace.getType() == RayTraceResult.Type.MISS ) matrix.translate(-from.x, -from.y, -from.z); RenderSystem.pushMatrix(); RenderSystem.multMatrix(matrix.getLast().getMatrix()); RenderSystem.enableColorMaterial(); // This makes it so we don't clip into the world, we're effectively drawing on it RenderSystem.disableDepthTest(); RenderSystem.enableBlend(); //This makes it so multiplayer doesn't matter which side the player is standing on to see someone elses laser RenderSystem.disableCull(); RenderSystem.enableTexture(); RenderSystem.rotatef(MathHelper.lerp(ticks, -player.rotationYaw, -player.prevRotationYaw), 0, 1, 0); RenderSystem.rotatef(MathHelper.lerp(ticks, player.rotationPitch, player.prevRotationPitch), 1, 0, 0); // additive laser beam RenderSystem.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); RenderSystem.color4f(r, g, b, 0.7f); Minecraft.getInstance().getTextureManager().bindTexture(laserBeamGlow); drawBeam(xOffset, yOffset, zOffset, additiveThickness, activeHand, distance, wr, 0.5, 1, ticks); // main laser, colored part RenderSystem.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); RenderSystem.color4f(r, g, b, 1.0f); Minecraft.getInstance().getTextureManager().bindTexture(laserBeam2); drawBeam(xOffset, yOffset, zOffset, thickness, activeHand, distance, wr, v, v + distance * 1.5, ticks); // white core RenderSystem.color4f(MiningProperties.getColor(stack, MiningProperties.COLOR_RED_INNER) / 255f, MiningProperties.getColor(stack, MiningProperties.COLOR_GREEN_INNER) / 255f, MiningProperties.getColor(stack, MiningProperties.COLOR_BLUE_INNER) / 255f, 1.0f); Minecraft.getInstance().getTextureManager().bindTexture(laserBeam); drawBeam(xOffset, yOffset, zOffset, thickness / 2, activeHand, distance, wr, v, v + distance * 1.5, ticks); RenderSystem.enableDepthTest(); RenderSystem.enableCull(); RenderSystem.popMatrix(); }
Example 7
Source File: VBORenderType.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 4 votes |
@Override public void clearRenderState() { RenderSystem.popMatrix(); states.forEach(RenderState::clearRenderState); super.clearRenderState(); }