net.minecraft.client.render.BufferBuilder Java Examples
The following examples show how to use
net.minecraft.client.render.BufferBuilder.
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Example #1
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 6 votes |
public static void drawLine(double x1,double y1,double z1,double x2,double y2,double z2, float r, float g, float b, float t) { gl11Setup(); GL11.glLineWidth(t); Vec3d ren = renderPos(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBufferBuilder(); buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(x1 - ren.x, y1 - ren.y, z1 - ren.z).color(r, g, b, 0.0F).next(); buffer.vertex(x1 - ren.x, y1 - ren.y, z1 - ren.z).color(r, g, b, 1.0F).next(); buffer.vertex(x2 - ren.x, y2 - ren.y, z2 - ren.z).color(r, g, b, 1.0F).next(); tessellator.draw(); gl11Cleanup(); }
Example #2
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 6 votes |
public static void drawText(String str, double x, double y, double z, double scale) { glSetup(x, y, z); GL11.glScaled(-0.025*scale, -0.025*scale, 0.025*scale); int i = mc.textRenderer.getStringWidth(str) / 2; GL11.glDisable(GL11.GL_TEXTURE_2D); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, VertexFormats.POSITION_COLOR); float f = mc.options.getTextBackgroundOpacity(0.25F); bufferbuilder.vertex(-i - 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(-i - 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); mc.textRenderer.draw(str, -i, 0, 553648127); mc.textRenderer.draw(str, -i, 0, -1); glCleanup(); }
Example #3
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 6 votes |
public static void drawText(String str, double x, double y, double z, double scale) { glSetup(x, y, z); GL11.glScaled(-0.025*scale, -0.025*scale, 0.025*scale); int i = mc.textRenderer.getWidth(str) / 2; GL11.glDisable(GL11.GL_TEXTURE_2D); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, VertexFormats.POSITION_COLOR); float f = mc.options.getTextBackgroundOpacity(0.25F); bufferbuilder.vertex(-i - 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(-i - 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); mc.textRenderer.draw(new MatrixStack(), str, -i, 0, 553648127); mc.textRenderer.draw(new MatrixStack(), str, -i, 0, -1); glCleanup(); }
Example #4
Source File: RenderUtilsLiving.java From bleachhack-1.14 with GNU General Public License v3.0 | 6 votes |
public static void drawText(String str, double x, double y, double z, double scale) { glSetup(x, y, z); GL11.glScaled(-0.025*scale, -0.025*scale, 0.025*scale); int i = mc.textRenderer.getStringWidth(str) / 2; GL11.glDisable(GL11.GL_TEXTURE_2D); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBufferBuilder(); bufferbuilder.begin(7, VertexFormats.POSITION_COLOR); float f = mc.options.getTextBackgroundOpacity(0.25F); bufferbuilder.vertex(-i - 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(-i - 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, 8, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); bufferbuilder.vertex(i + 1, -1, 0.0D).color(0.0F, 0.0F, 0.0F, f).next(); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); mc.textRenderer.draw(str, -i, 0, 553648127); mc.textRenderer.draw(str, -i, 0, -1); glCleanup(); }
Example #5
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 #6
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 #7
Source File: ScreenDrawing.java From LibGui with MIT License | 6 votes |
/** * Draws a textured rectangle. * * @param x the x coordinate of the box on-screen * @param y the y coordinate of the box on-screen * @param width the width of the box on-screen * @param height the height of the box on-screen * @param texture the Identifier for the texture * @param u1 the left edge of the texture * @param v1 the top edge of the texture * @param u2 the right edge of the texture * @param v2 the bottom edge of the texture * @param color a color to tint the texture. This can be transparent! Use 0xFF_FFFFFF if you don't want a color tint * @param opacity opacity of the drawn texture. (0f is fully opaque and 1f is fully visible) * @since 2.0.0 */ public static void texturedRect(int x, int y, int width, int height, Identifier texture, float u1, float v1, float u2, float v2, int color, float opacity) { MinecraftClient.getInstance().getTextureManager().bindTexture(texture); //float scale = 0.00390625F; if (width <= 0) width = 1; if (height <= 0) height = 1; 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(); //GlStateManager.disableTexture2D(); 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_TEXTURE); //I thought GL_QUADS was deprecated but okay, sure. buffer.vertex(x, y + height, 0).color(r, g, b, opacity).texture(u1, v2).next(); buffer.vertex(x + width, y + height, 0).color(r, g, b, opacity).texture(u2, v2).next(); buffer.vertex(x + width, y, 0).color(r, g, b, opacity).texture(u2, v1).next(); buffer.vertex(x, y, 0).color(r, g, b, opacity).texture(u1, v1).next(); tessellator.draw(); //GlStateManager.enableTexture2D(); RenderSystem.disableBlend(); }
Example #8
Source File: ListWidget.java From Wurst7 with GNU General Public License v3.0 | 6 votes |
protected void renderHoleBackground(int top, int bottom, int topAlpha, int bottomAlpha) { Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); client.getTextureManager() .bindTexture(DrawableHelper.BACKGROUND_TEXTURE); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); bufferBuilder.begin(7, VertexFormats.POSITION_TEXTURE_COLOR); bufferBuilder.vertex(left, bottom, 0.0D).texture(0.0F, bottom / 32.0F) .color(64, 64, 64, bottomAlpha).next(); bufferBuilder.vertex(left + width, bottom, 0.0D) .texture(width / 32.0F, bottom / 32.0F) .color(64, 64, 64, bottomAlpha).next(); bufferBuilder.vertex(left + width, top, 0.0D) .texture(width / 32.0F, top / 32.0F).color(64, 64, 64, topAlpha) .next(); bufferBuilder.vertex(left, top, 0.0D).texture(0.0F, top / 32.0F) .color(64, 64, 64, topAlpha).next(); tessellator.draw(); }
Example #9
Source File: HallowedLoadingScreen.java From the-hallow with MIT License | 6 votes |
@Override public void renderDirtBackground(int i) { // Copied mostly from renderDirtBackground() RenderSystem.disableLighting(); RenderSystem.disableFog(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder builder = tessellator.getBuffer(); minecraft.getTextureManager().bindTexture(backgroundTexture); int brightness = 130; RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); builder.begin(7, VertexFormats.POSITION_TEXTURE_COLOR); builder.vertex(0, height, 0).texture(0, height / 32.0F + i).color(brightness, brightness, brightness, 255).next(); builder.vertex(width, height, 0).texture(width / 32.0F, height / 32.0F + i).color(brightness, brightness, brightness, 255).next(); builder.vertex(width, 0, 0).texture(width / 32.0F, i).color(brightness, brightness, brightness, 255).next(); builder.vertex(0, 0, 0).texture(0, i).color(brightness, brightness, brightness, 255).next(); tessellator.draw(); }
Example #10
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderFaces(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.fa == 0.0) return; Vec3d vc = shape.relativiseRender(client.world, shape.center, partialTick); RenderSystem.lineWidth(1.0f); double dir = MathHelper.sign(shape.height); drawCylinderFaces(tessellator, bufferBuilder, (float) (vc.x - cx - dir * renderEpsilon), (float) (vc.y - cy - dir * renderEpsilon), (float) (vc.z - cz - dir * renderEpsilon), (float) (shape.radius + renderEpsilon), (float) (shape.height + 2*dir*renderEpsilon), shape.axis, shape.subdivisions, shape.radius == 0, shape.fr, shape.fg, shape.fb, shape.fa); }
Example #11
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderLines(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.a == 0.0) return; Vec3d vc = shape.relativiseRender(client.world, shape.center, partialTick); RenderSystem.lineWidth(shape.lineWidth); double dir = MathHelper.sign(shape.height); drawCylinderWireframe(tessellator, bufferBuilder, (float) (vc.x - cx - dir * renderEpsilon), (float) (vc.y - cy - dir * renderEpsilon), (float) (vc.z - cz - dir * renderEpsilon), (float) (shape.radius + renderEpsilon), (float) (shape.height + 2*dir*renderEpsilon), shape.axis, shape.subdivisions, shape.radius == 0, shape.r, shape.g, shape.b, shape.a); }
Example #12
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
public static void drawSphereFaces(Tessellator tessellator, BufferBuilder builder, float cx, float cy, float cz, float r, int subd, float red, float grn, float blu, float alpha) { float step = (float)Math.PI / (subd/2); int num_steps180 = (int)(Math.PI / step)+1; int num_steps360 = (int)(2*Math.PI / step); for (int i = 0; i <= num_steps360; i++) { float theta = i * step; float thetaprime = theta+step; builder.begin(GL11.GL_QUAD_STRIP, VertexFormats.POSITION_COLOR); for (int j = 0; j <= num_steps180; j++) { float phi = j * step; float x = r * MathHelper.sin(phi) * MathHelper.cos(theta); float z = r * MathHelper.sin(phi) * MathHelper.sin(theta); float y = r * MathHelper.cos(phi); float xp = r * MathHelper.sin(phi) * MathHelper.cos(thetaprime); float zp = r * MathHelper.sin(phi) * MathHelper.sin(thetaprime); builder.vertex(x + cx, y + cy, z + cz).color(red, grn, blu, alpha).next(); builder.vertex(xp + cx, y + cy, zp + cz).color(red, grn, blu, alpha).next(); } tessellator.draw(); } }
Example #13
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderFaces(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.fa == 0.0) return; Vec3d vc = shape.relativiseRender(client.world, shape.center, partialTick); RenderSystem.lineWidth(1.0f); drawSphereFaces(tessellator, bufferBuilder, (float)(vc.x-cx), (float)(vc.y-cy), (float)(vc.z-cz), (float)(shape.radius+renderEpsilon), shape.subdivisions, shape.fr, shape.fg, shape.fb, shape.fa); }
Example #14
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderLines(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.a == 0.0) return; Vec3d vc = shape.relativiseRender(client.world, shape.center, partialTick); RenderSystem.lineWidth(shape.lineWidth); drawSphereWireframe(tessellator, bufferBuilder, (float)(vc.x-cx), (float)(vc.y-cy), (float)(vc.z-cz), (float)(shape.radius+renderEpsilon), shape.subdivisions, shape.r, shape.g, shape.b, shape.a); }
Example #15
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderLines(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { Vec3d v1 = shape.relativiseRender(client.world, shape.from, partialTick); Vec3d v2 = shape.relativiseRender(client.world, shape.to, partialTick); RenderSystem.lineWidth(shape.lineWidth); drawLine(tessellator, bufferBuilder, (float)(v1.x-cx-renderEpsilon), (float)(v1.y-cy-renderEpsilon), (float)(v1.z-cz-renderEpsilon), (float)(v2.x-cx+renderEpsilon), (float)(v2.y-cy+renderEpsilon), (float)(v2.z-cz+renderEpsilon), shape.r, shape.g, shape.b, shape.a ); }
Example #16
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderFaces(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.fa == 0.0) return; Vec3d v1 = shape.relativiseRender(client.world, shape.from, partialTick); Vec3d v2 = shape.relativiseRender(client.world, shape.to, partialTick); RenderSystem.lineWidth(1.0F); drawBoxFaces(tessellator, bufferBuilder, (float)(v1.x-cx-renderEpsilon), (float)(v1.y-cy-renderEpsilon), (float)(v1.z-cz-renderEpsilon), (float)(v2.x-cx+renderEpsilon), (float)(v2.y-cy+renderEpsilon), (float)(v2.z-cz+renderEpsilon), v1.x!=v2.x, v1.y!=v2.y, v1.z!=v2.z, shape.fr, shape.fg, shape.fb, shape.fa ); }
Example #17
Source File: ShapesRenderer.java From fabric-carpet with MIT License | 5 votes |
@Override public void renderLines(Tessellator tessellator, BufferBuilder bufferBuilder, double cx, double cy, double cz, float partialTick) { if (shape.a == 0.0) return; Vec3d v1 = shape.relativiseRender(client.world, shape.from, partialTick); Vec3d v2 = shape.relativiseRender(client.world, shape.to, partialTick); RenderSystem.lineWidth(shape.lineWidth); drawBoxWireGLLines(tessellator, bufferBuilder, (float)(v1.x-cx-renderEpsilon), (float)(v1.y-cy-renderEpsilon), (float)(v1.z-cz-renderEpsilon), (float)(v2.x-cx+renderEpsilon), (float)(v2.y-cy+renderEpsilon), (float)(v2.z-cz+renderEpsilon), v1.x!=v2.x, v1.y!=v2.y, v1.z!=v2.z, shape.r, shape.g, shape.b, shape.a, shape.r, shape.g, shape.b ); }
Example #18
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 #19
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
protected void fillGradient(int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #20
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void drawFilledBox(Box box, float r, float g, float b, float a) { gl11Setup(); // Fill Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(5, VertexFormats.POSITION_COLOR); WorldRenderer.drawBox(buffer, box.x1, box.y1, box.z1, box.x2, box.y2, box.z2, r, g, b, a/2f); tessellator.draw(); // Outline buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(box.x1, box.y1, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y1, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y1, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y1, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y1, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y2, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y2, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y2, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y2, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y2, box.z1).color(r, b, b, a/2f).next(); buffer.vertex(box.x1, box.y1, box.z2).color(r, b, b, 0f).next(); buffer.vertex(box.x1, box.y2, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y1, box.z2).color(r, b, b, 0f).next(); buffer.vertex(box.x2, box.y2, box.z2).color(r, b, b, a/2f).next(); buffer.vertex(box.x2, box.y1, box.z1).color(r, b, b, 0f).next(); buffer.vertex(box.x2, box.y2, box.z1).color(r, b, b, a/2f).next(); tessellator.draw(); gl11Cleanup(); }
Example #21
Source File: RenderUtilImpl.java From Sandbox with GNU Lesser General Public License v3.0 | 5 votes |
@Override public void drawRepeating(int x, int y, int u, int v, int width, int height, float repeatWidth, float repeatHeight, int texWidth, int texHeight) { GlStateManager.disableLighting(); GlStateManager.disableFog(); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR_TEXTURE); bufferBuilder_1.vertex(x, y + height, 0.0D).color(255, 255, 255, 255).texture(u / (float) texWidth, (v + repeatHeight) / (float) texHeight).next(); bufferBuilder_1.vertex(x + width, y + height, 0.0D).color(255, 255, 255, 255).texture((u + repeatWidth) / (float) texWidth, (float) (v + repeatHeight) / (float) texHeight).next(); bufferBuilder_1.vertex(x + width, y, 0.0D).color(255, 255, 255, 255).texture((u + repeatWidth) / (float) texWidth, v / (float) texHeight).next(); bufferBuilder_1.vertex(x, y, 0.0D).color(255, 255, 255, 255).texture(u / (float) texWidth, v / (float) texHeight).next(); tessellator_1.draw(); }
Example #22
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void drawFilledBox(Box box, float r, float g, float b, float a) { gl11Setup(); Vec3d ren = renderPos(); /* Fill */ Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBufferBuilder(); buffer.begin(5, VertexFormats.POSITION_COLOR); WorldRenderer.buildBox(buffer, box.minX - ren.x, box.minY - ren.y, box.minZ - ren.z, box.maxX - ren.x, box.maxY - ren.y, box.maxZ - ren.z, r, g, b, a/2f); tessellator.draw(); /* Outline */ WorldRenderer.drawBoxOutline(new Box( box.minX - ren.x, box.minY - ren.y, box.minZ - ren.z, box.maxX - ren.x, box.maxY - ren.y, box.maxZ - ren.z), r, g, b, a); gl11Cleanup(); }
Example #23
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
private void fillGradient(int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBufferBuilder(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #24
Source File: MixinFluidRenderer.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
@Inject(method = "tesselate", at = @At("HEAD"), cancellable = true) public void tesselate(ExtendedBlockView extendedBlockView_1, BlockPos blockPos_1, BufferBuilder bufferBuilder_1, FluidState fluidState_1, CallbackInfoReturnable<Boolean> callbackInfo) { Xray xray = (Xray) ModuleManager.getModule(Xray.class); if (xray.getSettings().get(0).toToggle().state) return; if (xray.isToggled() && !xray.isVisible(fluidState_1.getBlockState().getBlock())) { callbackInfo.setReturnValue(false); callbackInfo.cancel(); } }
Example #25
Source File: MixinBlockModelRenderer.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
@Inject(method = "tesselate", at = @At("HEAD"), cancellable = true) private void tesselate(ExtendedBlockView extendedBlockView_1, BakedModel bakedModel_1, BlockState blockState_1, BlockPos blockPos_1, BufferBuilder bufferBuilder_1, boolean boolean_1, Random random_1, long long_1, CallbackInfoReturnable<Boolean> ci) { try { Xray xray = (Xray) ModuleManager.getModule(Xray.class); if (!xray.isVisible(blockState_1.getBlock())) { ci.setReturnValue(false); ci.cancel(); } } catch (Exception ignored) {} }
Example #26
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void drawFilledBox(Box box, float r, float g, float b, float a) { gl11Setup(); // Fill Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(5, VertexFormats.POSITION_COLOR); WorldRenderer.drawBox(buffer, box.minX, box.minY, box.minZ, box.maxX, box.maxY, box.maxZ, r, g, b, a/2f); tessellator.draw(); // Outline buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(box.minX, box.minY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.minY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.minY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.minY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.minY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.maxY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.maxY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.maxY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.maxY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.maxY, box.minZ).color(r, b, b, a/2f).next(); buffer.vertex(box.minX, box.minY, box.maxZ).color(r, b, b, 0f).next(); buffer.vertex(box.minX, box.maxY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.minY, box.maxZ).color(r, b, b, 0f).next(); buffer.vertex(box.maxX, box.maxY, box.maxZ).color(r, b, b, a/2f).next(); buffer.vertex(box.maxX, box.minY, box.minZ).color(r, b, b, 0f).next(); buffer.vertex(box.maxX, box.maxY, box.minZ).color(r, b, b, a/2f).next(); tessellator.draw(); gl11Cleanup(); }
Example #27
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void drawLine(double x1,double y1,double z1,double x2,double y2,double z2, float r, float g, float b, float t) { gl11Setup(); GL11.glLineWidth(t); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(x1, y1, z1).color(r, g, b, 0.0F).next(); buffer.vertex(x1, y1, z1).color(r, g, b, 1.0F).next(); buffer.vertex(x2, y2, z2).color(r, g, b, 1.0F).next(); tessellator.draw(); gl11Cleanup(); }
Example #28
Source File: Window.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
protected void fillGradient(MatrixStack matrix, int x1, int y1, int x2, int y2, int color1, int color2) { float float_1 = (float)(color1 >> 24 & 255) / 255.0F; float float_2 = (float)(color1 >> 16 & 255) / 255.0F; float float_3 = (float)(color1 >> 8 & 255) / 255.0F; float float_4 = (float)(color1 & 255) / 255.0F; float float_5 = (float)(color2 >> 24 & 255) / 255.0F; float float_6 = (float)(color2 >> 16 & 255) / 255.0F; float float_7 = (float)(color2 >> 8 & 255) / 255.0F; float float_8 = (float)(color2 & 255) / 255.0F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glShadeModel(7425); Tessellator tessellator_1 = Tessellator.getInstance(); BufferBuilder bufferBuilder_1 = tessellator_1.getBuffer(); bufferBuilder_1.begin(7, VertexFormats.POSITION_COLOR); bufferBuilder_1.vertex((double)x1, (double)y1, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x1, (double)y2, 0).color(float_2, float_3, float_4, float_1).next(); bufferBuilder_1.vertex((double)x2, (double)y2, 0).color(float_6, float_7, float_8, float_5).next(); bufferBuilder_1.vertex((double)x2, (double)y1, 0).color(float_6, float_7, float_8, float_5).next(); tessellator_1.draw(); GL11.glShadeModel(7424); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); }
Example #29
Source File: RenderUtils.java From bleachhack-1.14 with GNU General Public License v3.0 | 5 votes |
public static void drawLine(double x1,double y1,double z1,double x2,double y2,double z2, float r, float g, float b, float t) { gl11Setup(); GL11.glLineWidth(t); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(3, VertexFormats.POSITION_COLOR); buffer.vertex(x1, y1, z1).color(r, g, b, 0.0F).next(); buffer.vertex(x1, y1, z1).color(r, g, b, 1.0F).next(); buffer.vertex(x2, y2, z2).color(r, g, b, 1.0F).next(); tessellator.draw(); gl11Cleanup(); }
Example #30
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); }