Java Code Examples for com.mojang.blaze3d.systems.RenderSystem#enableTexture()
The following examples show how to use
com.mojang.blaze3d.systems.RenderSystem#enableTexture() .
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Example 1
Source File: ScreenDrawing.java From LibGui with MIT License | 6 votes |
/** * Draws an untextured rectangle of the specified RGB color. */ public static void coloredRect(int left, int top, int width, int height, int color) { if (width <= 0) width = 1; if (height <= 0) height = 1; float a = (color >> 24 & 255) / 255.0F; float r = (color >> 16 & 255) / 255.0F; float g = (color >> 8 & 255) / 255.0F; float b = (color & 255) / 255.0F; Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); RenderSystem.enableBlend(); RenderSystem.disableTexture(); RenderSystem.blendFuncSeparate(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SrcFactor.ONE, GlStateManager.DstFactor.ZERO); buffer.begin(GL11.GL_QUADS, VertexFormats.POSITION_COLOR); //I thought GL_QUADS was deprecated but okay, sure. buffer.vertex(left, top + height, 0.0D).color(r, g, b, a).next(); buffer.vertex(left + width, top + height, 0.0D).color(r, g, b, a).next(); buffer.vertex(left + width, top, 0.0D).color(r, g, b, a).next(); buffer.vertex(left, top, 0.0D).color(r, g, b, a).next(); tessellator.draw(); RenderSystem.enableTexture(); RenderSystem.disableBlend(); }
Example 2
Source File: WTextField.java From LibGui with MIT License | 6 votes |
@Environment(EnvType.CLIENT) private void invertedRect(int x, int y, int width, int height) { Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); RenderSystem.color4f(0.0F, 0.0F, 255.0F, 255.0F); RenderSystem.disableTexture(); RenderSystem.enableColorLogicOp(); RenderSystem.logicOp(GlStateManager.LogicOp.OR_REVERSE); bufferBuilder_1.begin(GL11.GL_QUADS, VertexFormats.POSITION); bufferBuilder_1.vertex(x, y+height, 0.0D).next(); bufferBuilder_1.vertex(x+width, y+height, 0.0D).next(); bufferBuilder_1.vertex(x+width, y, 0.0D).next(); bufferBuilder_1.vertex(x, y, 0.0D).next(); tessellator_1.draw(); RenderSystem.disableColorLogicOp(); RenderSystem.enableTexture(); }
Example 3
Source File: ToggleButton.java From MiningGadgets with MIT License | 6 votes |
@Override public void renderButton(int p_renderButton_1_, int p_renderButton_2_, float p_renderButton_3_) { Color activeColor = this.enabled ? Color.GREEN : Color.RED; RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA.param, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA.param, GlStateManager.SourceFactor.ONE.param, GlStateManager.DestFactor.ZERO.param); RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA.param, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA.param); RenderSystem.disableTexture(); RenderSystem.color4f(activeColor.getRed() / 255f, activeColor.getGreen() / 255f, activeColor.getBlue() / 255f, this.enabled ? .4f : .6f); blit(this.x, this.y, 0, 0, this.width, this.height); RenderSystem.enableTexture(); RenderSystem.color4f(1f, 1f, 1f, 1f); Minecraft.getInstance().getTextureManager().bindTexture(texture); blit(this.x +2, this.y + 5, 0, 0, 16, 16, 16, 16); }
Example 4
Source File: GuiAddBlock.java From XRay-Mod with GNU General Public License v3.0 | 6 votes |
static void renderPreview(int x, int y, float r, float g, float b) { Tessellator tessellator = Tessellator.getInstance(); BufferBuilder tessellate = tessellator.getBuffer(); RenderSystem.enableBlend(); RenderSystem.disableTexture(); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); RenderSystem.color4f(r/255, g/255, b/255, 1); tessellate.begin(7, DefaultVertexFormats.POSITION); tessellate.pos(x, y, 0.0D).endVertex(); tessellate.pos(x, y + 45, 0.0D).endVertex(); tessellate.pos(x + 202, y + 45, 0.0D).endVertex(); tessellate.pos(x + 202, y, 0.0D).endVertex(); tessellator.draw(); RenderSystem.enableTexture(); RenderSystem.disableBlend(); }
Example 5
Source File: SpaceRaceScreen.java From Galacticraft-Rewoven with MIT License | 5 votes |
private static void fillSolid(Matrix4f matrix, int x1, int y1, int x2, int y2, int color) { int j; if (x1 < x2) { j = x1; x1 = x2; x2 = j; } if (y1 < y2) { j = y1; y1 = y2; y2 = j; } float f = (float) (color >> 24 & 255) / 255.0F; float g = (float) (color >> 16 & 255) / 255.0F; float h = (float) (color >> 8 & 255) / 255.0F; float k = (float) (color & 255) / 255.0F; BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); RenderSystem.disableBlend(); RenderSystem.disableTexture(); RenderSystem.defaultBlendFunc(); bufferBuilder.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder.vertex(matrix, (float) x1, (float) y2, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x2, (float) y2, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x2, (float) y1, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x1, (float) y1, 0.0F).color(g, h, k, f).next(); bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); RenderSystem.enableTexture(); }
Example 6
Source File: MiningSettingScreen.java From MiningGadgets with MIT License | 5 votes |
@Override public void renderButton(int p_renderButton_1_, int p_renderButton_2_, float p_renderButton_3_) { RenderSystem.disableTexture(); RenderSystem.color4f(.4f, .4f, .4f, 1f); this.blit(this.x, this.y, 0, 0, this.width, this.height); if( this.isWhitelist ) RenderSystem.color4f(1f, 1f, 1f, 1f); else RenderSystem.color4f(0f, 0f, 0f, 1f); this.blit(this.x + 2, this.y + 2, 0, 0, this.width-4, this.height-4); RenderSystem.enableTexture(); }
Example 7
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 8
Source File: ListWidget.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
protected void renderList(MatrixStack matrixStack, int i, int j, int k, int l, float f) { int m = getItemCount(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); for(int n = 0; n < m; ++n) { int o = j + n * itemHeight + headerHeight; int p = itemHeight - 4; if(o > bottom || o + p < top) updateItemPosition(n, i, o, f); if(renderSelection && isSelectedItem(n)) { int q = left + width / 2 - getRowWidth() / 2; int r = left + width / 2 + getRowWidth() / 2; RenderSystem.disableTexture(); float g = isFocused() ? 1.0F : 0.5F; RenderSystem.color4f(g, g, g, 1.0F); bufferBuilder.begin(7, VertexFormats.POSITION); bufferBuilder.vertex(q, o + p + 2, 0.0D).next(); bufferBuilder.vertex(r, o + p + 2, 0.0D).next(); bufferBuilder.vertex(r, o - 2, 0.0D).next(); bufferBuilder.vertex(q, o - 2, 0.0D).next(); tessellator.draw(); RenderSystem.color4f(0.0F, 0.0F, 0.0F, 1.0F); bufferBuilder.begin(7, VertexFormats.POSITION); bufferBuilder.vertex(q + 1, o + p + 1, 0.0D).next(); bufferBuilder.vertex(r - 1, o + p + 1, 0.0D).next(); bufferBuilder.vertex(r - 1, o - 1, 0.0D).next(); bufferBuilder.vertex(q + 1, o - 1, 0.0D).next(); tessellator.draw(); RenderSystem.enableTexture(); } renderItem(matrixStack, n, i, o, p, k, l, f); } }
Example 9
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 10
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(); }