net.minecraft.client.renderer.vertex.VertexBuffer Java Examples

The following examples show how to use net.minecraft.client.renderer.vertex.VertexBuffer. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: RenderChunkSchematicVbo.java    From litematica with GNU Lesser General Public License v3.0 6 votes vote down vote up
public RenderChunkSchematicVbo(World worldIn, RenderGlobal renderGlobalIn, int indexIn)
{
    super(worldIn, renderGlobalIn, indexIn);

    this.renderGlobal = (RenderGlobalSchematic) renderGlobalIn;
    this.chunkRenderDataLock = new ReentrantLock();
    this.schematicChunkRenderData = CompiledChunkSchematic.EMPTY;

    if (OpenGlHelper.useVbo())
    {
        for (int i = 0; i < OverlayRenderType.values().length; ++i)
        {
            this.vertexBufferOverlay[i] = new VertexBuffer(DefaultVertexFormats.POSITION_COLOR);
        }
    }
}
 
Example #2
Source File: VboRenderListSchematic.java    From litematica with GNU Lesser General Public License v3.0 5 votes vote down vote up
private void renderBlocks(VertexBuffer vertexBuffer, RenderChunk renderChunk)
{
    GlStateManager.pushMatrix();

    this.preRenderChunk(renderChunk);
    //renderChunk.multModelviewMatrix();
    vertexBuffer.bindBuffer();
    this.setupArrayPointersBlocks();
    vertexBuffer.drawArrays(GL11.GL_QUADS);

    GlStateManager.popMatrix();
}
 
Example #3
Source File: VboRenderListSchematic.java    From litematica with GNU Lesser General Public License v3.0 5 votes vote down vote up
private void renderOverlay(VertexBuffer vertexBuffer, RenderChunk renderChunk, int glMode)
{
    GlStateManager.pushMatrix();

    this.preRenderChunk(renderChunk);
    //renderChunk.multModelviewMatrix();
    vertexBuffer.bindBuffer();
    this.setupArrayPointersOverlay();
    vertexBuffer.drawArrays(glMode);

    GlStateManager.popMatrix();
}
 
Example #4
Source File: RenderChunkSchematicVbo.java    From litematica with GNU Lesser General Public License v3.0 4 votes vote down vote up
public VertexBuffer getOverlayVertexBuffer(OverlayRenderType type)
{
    //if (GuiBase.isCtrlDown()) System.out.printf("getOverlayVertexBuffer: type: %s, buf: %s\n", type, this.vertexBufferOverlay[type.ordinal()]);
    return this.vertexBufferOverlay[type.ordinal()];
}
 
Example #5
Source File: ChunkRenderDispatcherLitematica.java    From litematica with GNU Lesser General Public License v3.0 4 votes vote down vote up
private void uploadVertexBuffer(BufferBuilder bufferBuilder, VertexBuffer vertexBufferIn)
{
    this.vertexBufferUploader.setVertexBuffer(vertexBufferIn);
    this.vertexBufferUploader.draw(bufferBuilder);
}
 
Example #6
Source File: RenderUploader.java    From ForgeHax with MIT License 4 votes vote down vote up
public RenderUploader(Uploaders<E> parent, VertexFormat format) {
  this.parent = parent;
  vertexBuffer = new VertexBuffer(format);
}
 
Example #7
Source File: RenderUploader.java    From ForgeHax with MIT License 4 votes vote down vote up
/**
 * Get the vertex buffer used to upload
 */
public VertexBuffer getVertexBuffer() {
  return vertexBuffer;
}
 
Example #8
Source File: FastBlockModelRenderer.java    From Valkyrien-Skies with Apache License 2.0 4 votes vote down vote up
public static void renderVertexBuffer(VertexBuffer vertexBuffer) {
    // Check if optifine shaders are currently loaded.
    final boolean areOptifineShadersEnabled = GibsModelRegistry.isOptifineShadersEnabled();

    GlStateManager.pushMatrix();
    GlStateManager.resetColor();

    GlStateManager.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    GlStateManager.glEnableClientState(GL11.GL_COLOR_ARRAY);

    // Extra OpenGL states that must be enabled when shaders are enabled.
    if (areOptifineShadersEnabled) {
        GL11.glEnableClientState(32885);
        GL20.glEnableVertexAttribArray(11);
        GL20.glEnableVertexAttribArray(12);
        GL20.glEnableVertexAttribArray(10);
    }

    GlStateManager.pushMatrix();
    vertexBuffer.bindBuffer();

    // Even more OpenGL states that must be enabled when shaders are enabled.
    if (areOptifineShadersEnabled) {
        int vertexSizeI = 14;
        GL11.glVertexPointer(3, 5126, 56, 0L);
        GL11.glColorPointer(4, 5121, 56, 12L);
        GL11.glTexCoordPointer(2, 5126, 56, 16L);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
        GL11.glTexCoordPointer(2, 5122, 56, 24L);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
        GL11.glNormalPointer(5120, 56, 28L);
        GL20.glVertexAttribPointer(11, 2, 5126, false, 56, 32L);
        GL20.glVertexAttribPointer(12, 4, 5122, false, 56, 40L);
        GL20.glVertexAttribPointer(10, 3, 5122, false, 56, 48L);
    } else {

        GlStateManager.glVertexPointer(3, 5126, 28, 0);
        GlStateManager.glColorPointer(4, 5121, 28, 12);
        GlStateManager.glTexCoordPointer(2, 5126, 28, 16);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
        GlStateManager.glTexCoordPointer(2, 5122, 28, 24);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
    }

    vertexBuffer.drawArrays(7);
    GlStateManager.popMatrix();
    vertexBuffer.unbindBuffer();
    GlStateManager.resetColor();

    for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements()) {
        VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement
            .getUsage();
        int i = vertexformatelement.getIndex();

        switch (vertexformatelement$enumusage) {
            case POSITION:
                GlStateManager.glDisableClientState(32884);
                break;
            case UV:
                OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + i);
                GlStateManager.glDisableClientState(32888);
                OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
                break;
            case COLOR:
                GlStateManager.glDisableClientState(32886);
                GlStateManager.resetColor();
        }
    }

    OpenGlHelper.glBindBuffer(OpenGlHelper.GL_ARRAY_BUFFER, 0);

    // Finally disable some of those extra OpenGL states that were be enabled due to shaders.
    if (areOptifineShadersEnabled) {
        GL11.glDisableClientState(32885);
        GL20.glDisableVertexAttribArray(11);
        GL20.glDisableVertexAttribArray(12);
        GL20.glDisableVertexAttribArray(10);
    }

    GlStateManager.resetColor();
    GlStateManager.popMatrix();
}