protected void func_77076_a(EntityEnderman p_77076_1_, float p_77076_2_) { super.func_77029_c(p_77076_1_, p_77076_2_); if (p_77076_1_.func_70822_p() > 0) { GL11.glEnable('\u803a'); GL11.glPushMatrix(); float var3 = 0.5F; GL11.glTranslatef(0.0F, 0.6875F, -0.75F); var3 *= 1.0F; GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F); GL11.glScalef(-var3, -var3, var3); int var4 = p_77076_1_.func_70070_b(p_77076_2_); int var5 = var4 % 65536; int var6 = var4 / 65536; OpenGlHelper.func_77475_a( OpenGlHelper.field_77476_b, (float) var5 / 1.0F, (float) var6 / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.func_76985_a("/terrain.png"); this.field_76988_d.func_78600_a( Block.field_71973_m[p_77076_1_.func_70822_p()], p_77076_1_.func_70824_q(), 1.0F); GL11.glPopMatrix(); GL11.glDisable('\u803a'); } }
protected int func_77074_a(EntityEnderman p_77074_1_, int p_77074_2_, float p_77074_3_) { if (p_77074_2_ != 0) { return -1; } else { this.func_76985_a("/mob/enderman_eyes.png"); float var4 = 1.0F; GL11.glEnable(3042); GL11.glDisable(3008); GL11.glBlendFunc(1, 1); GL11.glDisable(2896); if (p_77074_1_.func_82150_aj()) { GL11.glDepthMask(false); } else { GL11.glDepthMask(true); } char var5 = '\uf0f0'; int var6 = var5 % 65536; int var7 = var5 / 65536; OpenGlHelper.func_77475_a( OpenGlHelper.field_77476_b, (float) var6 / 1.0F, (float) var7 / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(2896); GL11.glColor4f(1.0F, 1.0F, 1.0F, var4); return 1; } }
public void renderNitroAndSpeed( RenderGameOverlayEvent.Pre event, int width, int height, EntityPlayer player) { int nitro = TFVehichleModeMotionManager.nitroMap.get(player.getDisplayName()) == null ? 0 : TFVehichleModeMotionManager.nitroMap.get(player.getDisplayName()); int speed = (int) ((TFVehichleModeMotionManager.velocityMap.get(player.getDisplayName()) == null ? 0 : TFVehichleModeMotionManager.velocityMap.get(player.getDisplayName())) * 100); int i = TFPlayerData.getTransformationTimer(player) * 30; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(0F, 0F, 0F, 0.3F); drawTexturedModalRect(5 - i, height - 17, 0, 0, 202, 12); drawTexturedModalRect(5 - i, height - 25, 0, 0, 202, 6); GL11.glColor4f(0.0F, 1.0F, 1.0F, 0.5F); drawTexturedModalRect(6 - i, height - 16, 0, 0, (int) (nitro * 1.25F), 10); GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F); drawTexturedModalRect(6 - i, height - 24, 0, 0, (int) (speed * 1F), 4); GL11.glEnable(GL11.GL_TEXTURE_2D); drawCenteredString(mc.fontRenderer, "Nitro", 106 - i, height - 15, 0xffffff); drawCenteredString(mc.fontRenderer, speed + " km/h", 106 - i, height - 26, 0xffffff); }
/** Applies fixed function bindings from the context to OpenGL */ private void applyFixedFuncBindings(boolean forLighting) { if (forLighting) { glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, context.shininess); setMaterialColor(GL_AMBIENT, context.ambient, ColorRGBA.DarkGray); setMaterialColor(GL_DIFFUSE, context.diffuse, ColorRGBA.White); setMaterialColor(GL_SPECULAR, context.specular, ColorRGBA.Black); if (context.useVertexColor) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } } else { // Ignore other values as they have no effect when // GL_LIGHTING is disabled. ColorRGBA color = context.color; if (color != null) { glColor4f(color.r, color.g, color.b, color.a); } else { glColor4f(1, 1, 1, 1); } } if (context.alphaTestFallOff > 0f) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, context.alphaTestFallOff); } else { glDisable(GL_ALPHA_TEST); } }
protected void func_77047_a(EntityIronGolem par1EntityIronGolem, float par2) { super.renderEquippedItems(par1EntityIronGolem, par2); if (par1EntityIronGolem.func_70853_p() == 0) { return; } else { GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glPushMatrix(); GL11.glRotatef( 5F + (180F * field_77050_a.ironGolemRightArm.rotateAngleX) / (float) Math.PI, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F); GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F); float f = 0.8F; GL11.glScalef(f, -f, f); int i = par1EntityIronGolem.getBrightnessForRender(par2); int j = i % 0x10000; int k = i / 0x10000; OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); loadTexture("/terrain.png"); renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F); GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); return; } }
private void renderPortalOverlay(float var1, int var2, int var3) { if (var1 < 1.0F) { var1 *= var1; var1 *= var1; var1 = var1 * 0.8F + 0.2F; } GL11.glDisable(3008 /*GL_ALPHA_TEST*/); GL11.glDisable(2929 /*GL_DEPTH_TEST*/); GL11.glDepthMask(false); GL11.glBlendFunc(770, 771); GL11.glColor4f(1.0F, 1.0F, 1.0F, var1); GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, this.mc.renderEngine.getTexture("/terrain.png")); float var4 = (float) (Block.portal.blockIndexInTexture % 16) / 16.0F; float var5 = (float) (Block.portal.blockIndexInTexture / 16) / 16.0F; float var6 = (float) (Block.portal.blockIndexInTexture % 16 + 1) / 16.0F; float var7 = (float) (Block.portal.blockIndexInTexture / 16 + 1) / 16.0F; Tessellator var8 = Tessellator.instance; var8.startDrawingQuads(); var8.addVertexWithUV(0.0D, (double) var3, -90.0D, (double) var4, (double) var7); var8.addVertexWithUV((double) var2, (double) var3, -90.0D, (double) var6, (double) var7); var8.addVertexWithUV((double) var2, 0.0D, -90.0D, (double) var6, (double) var5); var8.addVertexWithUV(0.0D, 0.0D, -90.0D, (double) var4, (double) var5); var8.draw(); GL11.glDepthMask(true); GL11.glEnable(2929 /*GL_DEPTH_TEST*/); GL11.glEnable(3008 /*GL_ALPHA_TEST*/); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
private void renderVignette(float f, int i, int j) { f = 1.0F - f; if (f < 0.0F) { f = 0.0F; } if (f > 1.0F) { f = 1.0F; } prevVignetteBrightness += (double) (f - prevVignetteBrightness) * 0.01D; GL11.glDisable(2929 /*GL_DEPTH_TEST*/); GL11.glDepthMask(false); GL11.glBlendFunc(0, 769); GL11.glColor4f(prevVignetteBrightness, prevVignetteBrightness, prevVignetteBrightness, 1.0F); GL11.glBindTexture( 3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("%blur%/misc/vignette.png")); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D); tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D); tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(2929 /*GL_DEPTH_TEST*/); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glBlendFunc(770, 771); }
private void func_78446_a(float p_78446_1_, int p_78446_2_) { Tessellator var3 = Tessellator.field_78398_a; this.field_78455_a.field_71439_g.func_70013_c(p_78446_1_); float var4 = 0.1F; GL11.glColor4f(var4, var4, var4, 0.5F); GL11.glPushMatrix(); float var5 = -1.0F; float var6 = 1.0F; float var7 = -1.0F; float var8 = 1.0F; float var9 = -0.5F; float var10 = 0.0078125F; float var11 = (float) (p_78446_2_ % 16) / 256.0F - var10; float var12 = ((float) (p_78446_2_ % 16) + 15.99F) / 256.0F + var10; float var13 = (float) (p_78446_2_ / 16) / 256.0F - var10; float var14 = ((float) (p_78446_2_ / 16) + 15.99F) / 256.0F + var10; var3.func_78382_b(); var3.func_78374_a((double) var5, (double) var7, (double) var9, (double) var12, (double) var14); var3.func_78374_a((double) var6, (double) var7, (double) var9, (double) var11, (double) var14); var3.func_78374_a((double) var6, (double) var8, (double) var9, (double) var11, (double) var13); var3.func_78374_a((double) var5, (double) var8, (double) var9, (double) var12, (double) var13); var3.func_78381_a(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
/** Renders the fire on the screen for first person mode. Arg: partialTickTime */ private void renderFireInFirstPerson(float par1) { Tessellator tessellator = Tessellator.instance; GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); float f = 1.0F; for (int i = 0; i < 2; i++) { GL11.glPushMatrix(); int j = Block.fire.blockIndexInTexture + i * 16; int k = (j & 0xf) << 4; int l = j & 0xf0; float f1 = (float) k / 256F; float f2 = ((float) k + 15.99F) / 256F; float f3 = (float) l / 256F; float f4 = ((float) l + 15.99F) / 256F; float f5 = (0.0F - f) / 2.0F; float f6 = f5 + f; float f7 = 0.0F - f / 2.0F; float f8 = f7 + f; float f9 = -0.5F; GL11.glTranslatef((float) (-(i * 2 - 1)) * 0.24F, -0.3F, 0.0F); GL11.glRotatef((float) (i * 2 - 1) * 10F, 0.0F, 1.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(f5, f7, f9, f2, f4); tessellator.addVertexWithUV(f6, f7, f9, f1, f4); tessellator.addVertexWithUV(f6, f8, f9, f1, f3); tessellator.addVertexWithUV(f5, f8, f9, f2, f3); tessellator.draw(); GL11.glPopMatrix(); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); }
public void func_153_a( EntityTNTPrimed entitytntprimed, double d, double d1, double d2, float f, float f1) { GL11.glPushMatrix(); GL11.glTranslatef((float) d, (float) d1, (float) d2); if (((float) entitytntprimed.fuse - f1) + 1.0F < 10F) { float f2 = 1.0F - (((float) entitytntprimed.fuse - f1) + 1.0F) / 10F; if (f2 < 0.0F) { f2 = 0.0F; } if (f2 > 1.0F) { f2 = 1.0F; } f2 *= f2; f2 *= f2; float f4 = 1.0F + f2 * 0.3F; GL11.glScalef(f4, f4, f4); } float f3 = (1.0F - (((float) entitytntprimed.fuse - f1) + 1.0F) / 100F) * 0.8F; loadTexture("/terrain.png"); field_196_d.renderBlockOnInventory(Block.tnt, 0); if ((entitytntprimed.fuse / 5) % 2 == 0) { GL11.glDisable(3553 /*GL_TEXTURE_2D*/); GL11.glDisable(2896 /*GL_LIGHTING*/); GL11.glEnable(3042 /*GL_BLEND*/); GL11.glBlendFunc(770, 772); GL11.glColor4f(1.0F, 1.0F, 1.0F, f3); field_196_d.renderBlockOnInventory(Block.tnt, 0); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(3042 /*GL_BLEND*/); GL11.glEnable(2896 /*GL_LIGHTING*/); GL11.glEnable(3553 /*GL_TEXTURE_2D*/); } GL11.glPopMatrix(); }
/** * Renders a texture that warps around based on the direction the player is looking. Texture needs * to be bound before being called. Used for the water overlay. Args: parialTickTime */ private void renderWarpedTextureOverlay(float par1) { Tessellator tessellator = Tessellator.instance; float f = mc.thePlayer.getBrightness(par1); GL11.glColor4f(f, f, f, 0.5F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); float f1 = 4F; float f2 = -1F; float f3 = 1.0F; float f4 = -1F; float f5 = 1.0F; float f6 = -0.5F; float f7 = -mc.thePlayer.rotationYaw / 64F; float f8 = mc.thePlayer.rotationPitch / 64F; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(f2, f4, f6, f1 + f7, f1 + f8); tessellator.addVertexWithUV(f3, f4, f6, 0.0F + f7, f1 + f8); tessellator.addVertexWithUV(f3, f5, f6, 0.0F + f7, 0.0F + f8); tessellator.addVertexWithUV(f2, f5, f6, f1 + f7, 0.0F + f8); tessellator.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); }
/** * Renders the texture of the block the player is inside as an overlay. Args: partialTickTime, * blockTextureIndex */ private void renderInsideOfBlock(float par1, int par2) { Tessellator tessellator = Tessellator.instance; float f = mc.thePlayer.getBrightness(par1); f = 0.1F; GL11.glColor4f(f, f, f, 0.5F); GL11.glPushMatrix(); float f1 = -1F; float f2 = 1.0F; float f3 = -1F; float f4 = 1.0F; float f5 = -0.5F; float f6 = 0.0078125F; float f7 = (float) (par2 % 16) / 256F - f6; float f8 = ((float) (par2 % 16) + 15.99F) / 256F + f6; float f9 = (float) (par2 / 16) / 256F - f6; float f10 = ((float) (par2 / 16) + 15.99F) / 256F + f6; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(f1, f3, f5, f8, f10); tessellator.addVertexWithUV(f2, f3, f5, f7, f10); tessellator.addVertexWithUV(f2, f4, f5, f7, f9); tessellator.addVertexWithUV(f1, f4, f5, f8, f9); tessellator.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
private void func_78442_d(float p_78442_1_) { Tessellator tessellator = Tessellator.field_78398_a; GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); float f = 1.0F; for (int i = 0; i < 2; i++) { GL11.glPushMatrix(); int j = Block.field_72067_ar.field_72059_bZ + i * 16; int k = (j & 0xf) << 4; int l = j & 0xf0; float f1 = (float) k / 256F; float f2 = ((float) k + 15.99F) / 256F; float f3 = (float) l / 256F; float f4 = ((float) l + 15.99F) / 256F; float f5 = (0.0F - f) / 2.0F; float f6 = f5 + f; float f7 = 0.0F - f / 2.0F; float f8 = f7 + f; float f9 = -0.5F; GL11.glTranslatef((float) (-(i * 2 - 1)) * 0.24F, -0.3F, 0.0F); GL11.glRotatef((float) (i * 2 - 1) * 10F, 0.0F, 1.0F, 0.0F); tessellator.func_78382_b(); tessellator.func_78374_a(f5, f7, f9, f2, f4); tessellator.func_78374_a(f6, f7, f9, f1, f4); tessellator.func_78374_a(f6, f8, f9, f1, f3); tessellator.func_78374_a(f5, f8, f9, f2, f3); tessellator.func_78381_a(); GL11.glPopMatrix(); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(3042); }
private void func_78448_c(float p_78448_1_) { Tessellator tessellator = Tessellator.field_78398_a; float f = field_78455_a.field_71439_g.func_70013_c(p_78448_1_); GL11.glColor4f(f, f, f, 0.5F); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); GL11.glPushMatrix(); float f1 = 4F; float f2 = -1F; float f3 = 1.0F; float f4 = -1F; float f5 = 1.0F; float f6 = -0.5F; float f7 = -field_78455_a.field_71439_g.field_70177_z / 64F; float f8 = field_78455_a.field_71439_g.field_70125_A / 64F; tessellator.func_78382_b(); tessellator.func_78374_a(f2, f4, f6, f1 + f7, f1 + f8); tessellator.func_78374_a(f3, f4, f6, 0.0F + f7, f1 + f8); tessellator.func_78374_a(f3, f5, f6, 0.0F + f7, 0.0F + f8); tessellator.func_78374_a(f2, f5, f6, f1 + f7, 0.0F + f8); tessellator.func_78381_a(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(3042); }
private void renderPortalOverlay(float f, int i, int j) { if (f < 1.0F) { f *= f; f *= f; f = f * 0.8F + 0.2F; } GL11.glDisable(3008 /*GL_ALPHA_TEST*/); GL11.glDisable(2929 /*GL_DEPTH_TEST*/); GL11.glDepthMask(false); GL11.glBlendFunc(770, 771); GL11.glColor4f(1.0F, 1.0F, 1.0F, f); GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("/terrain.png")); float f1 = (float) (Block.portal.blockIndexInTexture % 16) / 16F; float f2 = (float) (Block.portal.blockIndexInTexture / 16) / 16F; float f3 = (float) (Block.portal.blockIndexInTexture % 16 + 1) / 16F; float f4 = (float) (Block.portal.blockIndexInTexture / 16 + 1) / 16F; Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, j, -90D, f1, f4); tessellator.addVertexWithUV(i, j, -90D, f3, f4); tessellator.addVertexWithUV(i, 0.0D, -90D, f3, f2); tessellator.addVertexWithUV(0.0D, 0.0D, -90D, f1, f2); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(2929 /*GL_DEPTH_TEST*/); GL11.glEnable(3008 /*GL_ALPHA_TEST*/); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
public void drawButton(Minecraft par1Minecraft, int par2, int par3) { if (this.drawButton) { boolean var4 = par2 >= this.xPosition && par3 >= this.yPosition && par2 < this.xPosition + this.width && par3 < this.yPosition + this.height; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); Minecraft mc = par1Minecraft; int i = mc.renderEngine.getTexture("/Immunology/GUI/MedicalResearchTableGUI.png"); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); mc.renderEngine.bindTexture(i); int var5 = 124; int var6 = 219; if (var4) { var5 += 11; } if (isExpanded) { var6 += 12; } this.drawTexturedModalRect(this.xPosition, this.yPosition, var5, var6, 11, 12); } }
/** * Renders a texture that warps around based on the direction the player is looking. Texture needs * to be bound before being called. Used for the water overlay. Args: parialTickTime */ private void renderWarpedTextureOverlay(float par1) { Tessellator tessellator = Tessellator.instance; float f1 = this.mc.thePlayer.getBrightness(par1); GL11.glColor4f(f1, f1, f1, 0.5F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); float f2 = 4.0F; float f3 = -1.0F; float f4 = 1.0F; float f5 = -1.0F; float f6 = 1.0F; float f7 = -0.5F; float f8 = -this.mc.thePlayer.rotationYaw / 64.0F; float f9 = this.mc.thePlayer.rotationPitch / 64.0F; tessellator.startDrawingQuads(); tessellator.addVertexWithUV( (double) f3, (double) f5, (double) f7, (double) (f2 + f8), (double) (f2 + f9)); tessellator.addVertexWithUV( (double) f4, (double) f5, (double) f7, (double) (0.0F + f8), (double) (f2 + f9)); tessellator.addVertexWithUV( (double) f4, (double) f6, (double) f7, (double) (0.0F + f8), (double) (0.0F + f9)); tessellator.addVertexWithUV( (double) f3, (double) f6, (double) f7, (double) (f2 + f8), (double) (0.0F + f9)); tessellator.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); }
@Override public void drawButton(Minecraft mc, int x, int y) { if (this.visible) { int k = this.getHoverState(this.field_146123_n) - 1; TFC_Core.bindTexture(GuiPlanSelection.texture); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.drawTexturedModalRect(this.xPosition, this.yPosition, 176, k * 18, 18, 18); this.field_146123_n = isPointInRegion( x, y); // x >= this.xPosition && y >= this.yPosition && x < this.xPosition + this.width // && y < this.yPosition + this.height; if (item != null) { renderInventorySlot(item, this.xPosition + 1, this.yPosition + 1); } this.mouseDragged(mc, x, y); if (field_146123_n) { FontRenderer fontrenderer = Minecraft.getMinecraft().fontRenderer; screen.drawTooltip(x, y, this.displayString); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } } }
/** Renders the fire on the screen for first person mode. Arg: partialTickTime */ private void renderFireInFirstPerson(float par1) { Tessellator tessellator = Tessellator.instance; GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); float f1 = 1.0F; for (int i = 0; i < 2; ++i) { GL11.glPushMatrix(); Icon icon = Block.fire.func_94438_c(1); float f2 = icon.getMinU(); float f3 = icon.getMaxU(); float f4 = icon.getMinV(); float f5 = icon.getMaxV(); float f6 = (0.0F - f1) / 2.0F; float f7 = f6 + f1; float f8 = 0.0F - f1 / 2.0F; float f9 = f8 + f1; float f10 = -0.5F; GL11.glTranslatef((float) (-(i * 2 - 1)) * 0.24F, -0.3F, 0.0F); GL11.glRotatef((float) (i * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV((double) f6, (double) f8, (double) f10, (double) f3, (double) f5); tessellator.addVertexWithUV((double) f7, (double) f8, (double) f10, (double) f2, (double) f5); tessellator.addVertexWithUV((double) f7, (double) f9, (double) f10, (double) f2, (double) f4); tessellator.addVertexWithUV((double) f6, (double) f9, (double) f10, (double) f3, (double) f4); tessellator.draw(); GL11.glPopMatrix(); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); }
public static void renderLiquidOverlays(float partialTicks) { Minecraft minecraft = FMLClientHandler.instance().getClient(); if (ClientProxyCore.isInsideOfFluid(minecraft.thePlayer, GalacticraftCore.fluidOil)) { minecraft.getTextureManager().bindTexture(ClientProxyCore.underOilTexture); } else { return; } Tessellator tessellator = Tessellator.instance; float f1 = minecraft.thePlayer.getBrightness(partialTicks) / 3.0F; GL11.glColor4f(f1, f1, f1, 1.0F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPushMatrix(); float f2 = 4.0F; float f3 = -1.0F; float f4 = 1.0F; float f5 = -1.0F; float f6 = 1.0F; float f7 = -0.5F; float f8 = -minecraft.thePlayer.rotationYaw / 64.0F; float f9 = minecraft.thePlayer.rotationPitch / 64.0F; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(f3, f5, f7, f2 + f8, f2 + f9); tessellator.addVertexWithUV(f4, f5, f7, 0.0F + f8, f2 + f9); tessellator.addVertexWithUV(f4, f6, f7, 0.0F + f8, 0.0F + f9); tessellator.addVertexWithUV(f3, f6, f7, f2 + f8, 0.0F + f9); tessellator.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); }
public void renderItems(TileEntity tile) { if (tile != null && tile instanceof TileInjector) { TileInjector t = (TileInjector) tile; float tz[] = new float[] {-0.25F, -0.25F, -0F, -0F, +0.25F, +0.25F}; float tx[] = new float[] {-0.1F, -0.25F, -0.1F, -0.25F, -0.1F, -0.25F}; double yit = -0.133F; List<FluidTank> l = t.getFluidTanks(); int amount = l.get(0).getFluidAmount() > 0 ? l.get(0).getFluidAmount() : 1; float ratio = (float) amount / (float) l.get(0).getCapacity(); if (amount > 0) yit = -0.41 + 0.4 * ratio; for (int i = 0; i < 6; i++) { if (t.items[i + 1] != null) { GL11.glPushMatrix(); GL11.glTranslatef((float) tx[i], (float) yit - 0.08F, (float) tz[i]); GL11.glRotatef(45, 0F, 1F, 0F); EntityItem itemEntity2 = new EntityItem(tile.getWorldObj(), 0, 0, 0, t.items[i + 1]); itemEntity2.hoverStart = 0.0F; GL11.glScalef(0.5F, 0.5F, 0.5F); RenderItem.renderInFrame = true; GL11.glColor4f(1F, 1F, 1F, 1F); RenderManager.instance.renderEntityWithPosYaw(itemEntity2, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F); GL11.glColor4f(1F, 1F, 1F, 1F); RenderItem.renderInFrame = false; GL11.glPopMatrix(); } } } }
protected void renderJumpBar(int width, int height) { bind(icons); if (pre(JUMPBAR)) return; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableBlend(); mc.mcProfiler.startSection("jumpBar"); float charge = mc.thePlayer.getHorseJumpPower(); final int barWidth = 182; int x = (width / 2) - (barWidth / 2); int filled = (int) (charge * (float) (barWidth + 1)); int top = height - 32 + 3; drawTexturedModalRect(x, top, 0, 84, barWidth, 5); if (filled > 0) { this.drawTexturedModalRect(x, top, 0, 89, filled, 5); } GlStateManager.enableBlend(); mc.mcProfiler.endSection(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); post(JUMPBAR); }
/** Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass. */ protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3) { if (par2 == 1) { GL11.glDepthFunc(GL11.GL_LEQUAL); } if (par2 != 0) { return -1; } else { loadTexture("/mob/enderdragon/ender_eyes.png"); float f = 1.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_EQUAL); int i = 61680; int j = i % 0x10000; int k = i / 0x10000; OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_LIGHTING); GL11.glColor4f(1.0F, 1.0F, 1.0F, f); return 1; } }
public void renderKatanaDash( RenderGameOverlayEvent.Pre event, int width, int height, EntityPlayer player) { if (player.getHeldItem() != null && player.getHeldItem().getItem() == TFItems.purgesKatana && !TFPlayerData.isInVehicleMode(player) && TFHelper.isPlayerPurge(player)) { int j = TFItems.purgesKatana.getMaxItemUseDuration(player.getHeldItem()) - player.getItemInUseCount(); double d = (double) j / 10; if (d > 2.0D) { d = 2.0D; } GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(0F, 0F, 0F, 0.15F); drawTexturedModalRect(width / 2 - 26, height / 2 + 9, 0, 0, 52, 12); GL11.glColor4f(1F, 0F, 0F, 0.25F); drawTexturedModalRect(width / 2 - 25, height / 2 + 10, 0, 0, (int) (d * 25), 10); GL11.glEnable(GL11.GL_TEXTURE_2D); } }
private void renderInsideOfBlock(float par1, int par2) { Tessellator var3 = Tessellator.instance; this.mc.thePlayer.getBrightness(par1); float var4 = 0.1F; GL11.glColor4f(var4, var4, var4, 0.5F); GL11.glPushMatrix(); float var5 = -1.0F; float var6 = 1.0F; float var7 = -1.0F; float var8 = 1.0F; float var9 = -0.5F; float var10 = 0.0078125F; float var11 = (float) (par2 % 16) / 256.0F - var10; float var12 = ((float) (par2 % 16) + 15.99F) / 256.0F + var10; float var13 = (float) (par2 / 16) / 256.0F - var10; float var14 = ((float) (par2 / 16) + 15.99F) / 256.0F + var10; var3.startDrawingQuads(); var3.addVertexWithUV( (double) var5, (double) var7, (double) var9, (double) var12, (double) var14); var3.addVertexWithUV( (double) var6, (double) var7, (double) var9, (double) var11, (double) var14); var3.addVertexWithUV( (double) var6, (double) var8, (double) var9, (double) var11, (double) var13); var3.addVertexWithUV( (double) var5, (double) var8, (double) var9, (double) var12, (double) var13); var3.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
/** Render the EvolvedEndermans eyes */ protected int renderEyes( SCSednaEntityEvolvedEnderman par1EntityEvolvedEnderman, int par2, float par3) { if (par2 != 0) { return -1; } else { this.bindTexture(EvolvedEndermanEyesTexture); float f1 = 1.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); GL11.glDisable(GL11.GL_LIGHTING); if (par1EntityEvolvedEnderman.isInvisible()) { GL11.glDepthMask(false); } else { GL11.glDepthMask(true); } char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_LIGHTING); GL11.glColor4f(1.0F, 1.0F, 1.0F, f1); return 1; } }
private void func_78446_a(float p_78446_1_, int p_78446_2_) { Tessellator tessellator = Tessellator.field_78398_a; float f = field_78455_a.field_71439_g.func_70013_c(p_78446_1_); f = 0.1F; GL11.glColor4f(f, f, f, 0.5F); GL11.glPushMatrix(); float f1 = -1F; float f2 = 1.0F; float f3 = -1F; float f4 = 1.0F; float f5 = -0.5F; float f6 = 0.0078125F; float f7 = (float) (p_78446_2_ % 16) / 256F - f6; float f8 = ((float) (p_78446_2_ % 16) + 15.99F) / 256F + f6; float f9 = (float) (p_78446_2_ / 16) / 256F - f6; float f10 = ((float) (p_78446_2_ / 16) + 15.99F) / 256F + f6; tessellator.func_78382_b(); tessellator.func_78374_a(f1, f3, f5, f8, f10); tessellator.func_78374_a(f2, f3, f5, f7, f10); tessellator.func_78374_a(f2, f4, f5, f7, f9); tessellator.func_78374_a(f1, f4, f5, f8, f9); tessellator.func_78381_a(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
/** R_PolyBlend */ void R_PolyBlend() { if (gl_polyblend.value == 0.0f) return; if (v_blend[3] == 0.0f) return; GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glLoadIdentity(); // FIXME: get rid of these GL11.glRotatef(-90, 1, 0, 0); // put Z going up GL11.glRotatef(90, 0, 0, 1); // put Z going up GL11.glColor4f(v_blend[0], v_blend[1], v_blend[2], v_blend[3]); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(10, 100, 100); GL11.glVertex3f(10, -100, 100); GL11.glVertex3f(10, -100, -100); GL11.glVertex3f(10, 100, -100); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); }
/** Sets the spider's glowing eyes */ protected int setSpiderEyeBrightness(EntitySpider par1EntitySpider, int par2, float par3) { if (par2 != 0) { return -1; } else { this.loadTexture("/mob/spider_eyes.png"); float f1 = 1.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); if (par1EntitySpider.isInvisible()) { GL11.glDepthMask(false); } else { GL11.glDepthMask(true); } char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536; OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, f1); return 1; } }
/** R_DrawSpriteModel */ void R_DrawSpriteModel(entity_t e) { float alpha = 1.0F; qfiles.dsprframe_t frame; qfiles.dsprite_t psprite; // don't even bother culling, because it's just a single // polygon without a surface cache psprite = (qfiles.dsprite_t) currentmodel.extradata; e.frame %= psprite.numframes; frame = psprite.frames[e.frame]; if ((e.flags & Defines.RF_TRANSLUCENT) != 0) alpha = e.alpha; if (alpha != 1.0F) GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, alpha); GL_Bind(currentmodel.skins[e.frame].texnum); GL_TexEnv(GL11.GL_MODULATE); if (alpha == 1.0) GL11.glEnable(GL11.GL_ALPHA_TEST); else GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 1); Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); Math3D.VectorMA(point, -frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(0, 0); Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); Math3D.VectorMA(point, -frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(1, 0); Math3D.VectorMA(e.origin, frame.height - frame.origin_y, vup, point); Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glTexCoord2f(1, 1); Math3D.VectorMA(e.origin, -frame.origin_y, vup, point); Math3D.VectorMA(point, frame.width - frame.origin_x, vright, point); GL11.glVertex3f(point[0], point[1], point[2]); GL11.glEnd(); GL11.glDisable(GL11.GL_ALPHA_TEST); GL_TexEnv(GL11.GL_REPLACE); if (alpha != 1.0F) GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); }