Java Code Examples for com.mojang.blaze3d.systems.RenderSystem#enableDepthTest()
The following examples show how to use
com.mojang.blaze3d.systems.RenderSystem#enableDepthTest() .
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Example 1
Source File: WItem.java From LibGui with MIT License | 5 votes |
@Environment(EnvType.CLIENT) @Override public void paint(MatrixStack matrices, int x, int y, int mouseX, int mouseY) { RenderSystem.enableDepthTest(); MinecraftClient mc = MinecraftClient.getInstance(); ItemRenderer renderer = mc.getItemRenderer(); renderer.zOffset = 100f; renderer.renderInGui(items.get(current), x + getWidth() / 2 - 9, y + getHeight() / 2 - 9); renderer.zOffset = 0f; }
Example 2
Source File: Render.java From XRay-Mod with GNU General Public License v3.0 | 5 votes |
@Override public void clean() { RenderSystem.polygonMode( GL_FRONT_AND_BACK, GL_FILL ); RenderSystem.disableBlend(); RenderSystem.enableDepthTest(); RenderSystem.depthMask( true ); RenderSystem.enableTexture(); }
Example 3
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 4 votes |
public void render(Camera camera, float partialTick) { IWorld iWorld = this.client.world; DimensionType dimensionType = iWorld.getDimension().getType(); if (shapes.get(dimensionType) == null || shapes.get(dimensionType).isEmpty()) return; long currentTime = client.world.getTime(); RenderSystem.disableTexture(); RenderSystem.enableDepthTest(); RenderSystem.depthFunc(515); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); //RenderSystem.blendFuncSeparate(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE, GlStateManager.SrcFactor.ONE, GlStateManager.DstFactor.ZERO); //RenderSystem.shadeModel(7425); RenderSystem.shadeModel(GL11.GL_FLAT); RenderSystem.enableAlphaTest(); RenderSystem.alphaFunc(GL11.GL_GREATER, 0.003f); RenderSystem.disableCull(); RenderSystem.disableLighting(); RenderSystem.depthMask(false); //RenderSystem.polygonOffset(-3f, -3f); //RenderSystem.enablePolygonOffset(); //Entity entity = this.client.gameRenderer.getCamera().getFocusedEntity(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); // render double cameraX = camera.getPos().x; double cameraY = camera.getPos().y; double cameraZ = camera.getPos().z; synchronized (shapes) { shapes.get(dimensionType).long2ObjectEntrySet().removeIf( entry -> entry.getValue().isExpired(currentTime) ); shapes.get(dimensionType).values().forEach( s -> { if ( s.shouldRender(dimensionType)) s.renderFaces(tessellator, bufferBuilder, cameraX, cameraY, cameraZ, partialTick); } ); //lines shapes.get(dimensionType).values().forEach( s -> { if ( s.shouldRender(dimensionType)) s.renderLines(tessellator, bufferBuilder, cameraX, cameraY, cameraZ, partialTick); } ); } RenderSystem.enableCull(); RenderSystem.depthMask(true); RenderSystem.lineWidth(1.0F); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.enableTexture(); RenderSystem.shadeModel(7424); }
Example 4
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 5
Source File: ScreenDrawing.java From LibGui with MIT License | 3 votes |
public static void maskedRect(Identifier mask, Identifier texture, int left, int top, int width, int height) { texturedRect(left, top, width, height, mask, 0, 0, 1, 1, 0xFFFFFFFF); //TODO: 7 Z RenderSystem.enableDepthTest(); RenderSystem.depthFunc(GL11.GL_EQUAL); texturedRect(left, top, width, height, texture, 0, 0, 1, 1, 0xFFFFFFFF); //, 7); RenderSystem.depthFunc(GL11.GL_LESS); RenderSystem.disableDepthTest(); }