Пример #1
0
  @Override
  public void doRender(Entity entity, double x, double y, double z, float a, float b) {
    EntityRippleMark mark = (EntityRippleMark) entity;
    long dt = GameTimer.getTime() - mark.creationTime;

    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0);
    GL11.glDepthMask(false);
    GL11.glPushMatrix();

    GL11.glTranslated(x, y, z);

    for (int i = 0; i < timeOffsets.length; ++i) {
      GL11.glPushMatrix();

      long mod = (dt - timeOffsets[i]) % CYCLE;
      float size = getSize(mod);

      GL11.glTranslatef(0, getHeight(mod), 0);
      GL11.glScalef(size, 1, size);
      material.color = mark.color.copy();
      material.color.a *= getAlpha(mod);
      mesh.draw(material);

      GL11.glPopMatrix();
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
    GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1f);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
  }
  public void renderParticle(
      Tessellator tess, float ptt, float rotX, float rotXZ, float rotZ, float rotYZ, float rotXY) {
    brightness = brightnessFade.updateFade(particleAge);

    float progress = (float) particleAge / particleMaxAge;

    // tess.draw();

    // glPushMatrix();

    glDepthMask(false);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    Minecraft.getMinecraft().renderEngine.bindTexture(tex);

    float scale = data.size;

    float[] pos = FXHelper.trackingParticleLocale(this, ptt);
    float[] rot = new float[] {rotX, rotXZ, rotZ, rotYZ, rotXY};

    pos[0] += data.xRad * Math.cos(2 * Math.PI * progress);
    pos[1] += 0.5 * data.yRad * Math.cos(2 * Math.PI * progress) * Math.sin(2 * Math.PI * progress);
    pos[2] += data.zRad * Math.sin(2 * Math.PI * progress);

    draw(tess, pos, scale, rot);

    glDisable(GL_BLEND);
    glDepthMask(true);

    // glPopMatrix();
    Minecraft.getMinecraft().renderEngine.bindTexture(FXHelper.getParticleTexture());

    // tess.startDrawingQuads();
  }
Пример #3
0
  /** R_DrawBeam */
  void R_DrawBeam(entity_t e) {
    oldorigin[0] = e.oldorigin[0];
    oldorigin[1] = e.oldorigin[1];
    oldorigin[2] = e.oldorigin[2];

    origin[0] = e.origin[0];
    origin[1] = e.origin[1];
    origin[2] = e.origin[2];

    normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
    normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
    normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];

    if (Math3D.VectorNormalize(normalized_direction) == 0.0f) return;

    Math3D.PerpendicularVector(perpvec, normalized_direction);
    Math3D.VectorScale(perpvec, e.frame / 2, perpvec);

    for (int i = 0; i < 6; i++) {
      Math3D.RotatePointAroundVector(
          start_points[i], normalized_direction, perpvec, (360.0f / NUM_BEAM_SEGS) * i);

      Math3D.VectorAdd(start_points[i], origin, start_points[i]);
      Math3D.VectorAdd(start_points[i], direction, end_points[i]);
    }

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDepthMask(false);

    float r = (d_8to24table[e.skinnum & 0xFF]) & 0xFF;
    float g = (d_8to24table[e.skinnum & 0xFF] >> 8) & 0xFF;
    float b = (d_8to24table[e.skinnum & 0xFF] >> 16) & 0xFF;

    r *= 1 / 255.0f;
    g *= 1 / 255.0f;
    b *= 1 / 255.0f;

    GL11.glColor4f(r, g, b, e.alpha);

    GL11.glBegin(GL11.GL_TRIANGLE_STRIP);

    float[] v;

    for (int i = 0; i < NUM_BEAM_SEGS; i++) {
      v = start_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[i];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = start_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
      v = end_points[(i + 1) % NUM_BEAM_SEGS];
      GL11.glVertex3f(v[0], v[1], v[2]);
    }
    GL11.glEnd();

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
  }
 private void renderOverlay(
     TileAnimationTablet tablet,
     ResourceLocation texture,
     int rotationMod,
     boolean useLighting,
     boolean useBlend,
     double size,
     float height,
     float forceDeg) {
   Minecraft mc = ClientHelper.minecraft();
   mc.renderEngine.bindTexture(texture);
   GL11.glPushMatrix();
   GL11.glDepthMask(false);
   if (!useLighting) GL11.glDisable(GL11.GL_LIGHTING);
   if (useBlend) {
     GL11.glEnable(GL11.GL_BLEND);
     GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
   }
   GL11.glTranslatef(0.5F, height, 0.5F);
   float deg = rotationMod == 0 ? forceDeg : (float) (tablet.ticksExisted * rotationMod % 360F);
   GL11.glRotatef(deg, 0F, 1F, 0F);
   GL11.glColor4f(1F, 1F, 1F, 1F);
   Tessellator tess = Tessellator.instance;
   double size1 = size / 2;
   double size2 = -size1;
   tess.startDrawingQuads();
   tess.addVertexWithUV(size2, 0, size1, 0, 1);
   tess.addVertexWithUV(size1, 0, size1, 1, 1);
   tess.addVertexWithUV(size1, 0, size2, 1, 0);
   tess.addVertexWithUV(size2, 0, size2, 0, 0);
   tess.draw();
   GL11.glDepthMask(true);
   if (!useLighting) GL11.glEnable(GL11.GL_LIGHTING);
   GL11.glPopMatrix();
 }
Пример #5
0
  /** R_DrawParticles */
  void R_DrawParticles() {

    if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) {

      // GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
      GL11.glVertexPointer(3, 0, particle_t.vertexArray);
      GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
      GL11.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer());

      GL11.glDepthMask(false);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glPointSize(gl_particle_size.value);

      GL11.glDrawArrays(GL11.GL_POINTS, 0, r_newrefdef.num_particles);

      GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
      // GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

      GL11.glDisable(GL11.GL_BLEND);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glDepthMask(true);
      GL11.glEnable(GL11.GL_TEXTURE_2D);

    } else {
      GL_DrawParticles(r_newrefdef.num_particles);
    }
  }
Пример #6
0
  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;
    }
  }
Пример #7
0
  /** 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;
    }
  }
Пример #8
0
 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);
 }
  /** 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;
    }
  }
Пример #10
0
 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);
 }
Пример #11
0
  /** Updates the small achievement tooltip window, showing a queued achievement if is needed. */
  public void updateAchievementWindow() {
    if (this.theAchievement != null && this.achievementTime != 0L) {
      double var1 = (double) (System.currentTimeMillis() - this.achievementTime) / 3000.0D;

      if (!this.haveAchiement && (var1 < 0.0D || var1 > 1.0D)) {
        this.achievementTime = 0L;
      } else {
        this.updateAchievementWindowScale();
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(false);
        double var3 = var1 * 2.0D;

        if (var3 > 1.0D) {
          var3 = 2.0D - var3;
        }

        var3 *= 4.0D;
        var3 = 1.0D - var3;

        if (var3 < 0.0D) {
          var3 = 0.0D;
        }

        var3 *= var3;
        var3 *= var3;
        int var5 = this.achievementWindowWidth - 160;
        int var6 = 0 - (int) (var3 * 36.0D);
        int var7 = this.theGame.renderEngine.getTexture("/achievement/bg.png");
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, var7);
        GL11.glDisable(GL11.GL_LIGHTING);
        this.drawTexturedModalRect(var5, var6, 96, 202, 160, 32);

        if (this.haveAchiement) {
          this.theGame.fontRenderer.drawSplitString(
              this.achievementStatName, var5 + 30, var6 + 7, 120, -1);
        } else {
          this.theGame.fontRenderer.drawString(
              this.achievementGetLocalText, var5 + 30, var6 + 7, -256);
          this.theGame.fontRenderer.drawString(this.achievementStatName, var5 + 30, var6 + 18, -1);
        }

        RenderHelper.enableGUIStandardItemLighting();
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        GL11.glEnable(GL11.GL_LIGHTING);
        this.itemRender.renderItemIntoGUI(
            this.theGame.fontRenderer,
            this.theGame.renderEngine,
            this.theAchievement.theItemStack,
            var5 + 8,
            var6 + 8);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
      }
    }
  }
Пример #12
0
  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);
  }
Пример #13
0
  @Override
  public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float partialTick) {

    GL11.glPushMatrix();
    GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 0.5F);

    int side = -1;
    if (tile != null && tile instanceof TileInjector) side = ((TileInjector) tile).side;
    switch (side) {
      case 2:
        GL11.glRotatef(270, 0F, 1F, 0F);
        break;
      case 3:
        GL11.glRotatef(90, 0F, 1F, 0F);
        break;
      case 4:
        break;
      case 5:
        GL11.glRotatef(180, 0F, 1F, 0F);
        break;
      case -1:
        break;
      default:
        break;
    }

    renderLiquids(tile);
    renderItems(tile);

    Minecraft.getMinecraft().renderEngine.bindTexture(this.textureFrame);
    this.modelFrame.renderAll();

    GL11.glPushMatrix();
    GL11.glTranslatef((float) +0.3F, (float) -0.15F, (float) 0);
    EntityItem itemEntity2 =
        new EntityItem(tile.getWorldObj(), 0, 0, 0, new ItemStack(ModItems.itemFluidModule));
    itemEntity2.hoverStart = 0.0F;
    GL11.glScalef(0.9F, 0.9F, 0.9F);
    RenderItem.renderInFrame = true;
    RenderManager.instance.renderEntityWithPosYaw(itemEntity2, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
    RenderItem.renderInFrame = false;
    GL11.glPopMatrix();

    GL11.glPushMatrix();
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDepthMask(false);
    GL11.glScalef(1.01F, 1.01F, 1.01F);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4f(1F, 1F, 1F, 0.5F);
    Minecraft.getMinecraft().renderEngine.bindTexture(this.textureGlass);
    this.modelGlass.renderAll();
    GL11.glColor4f(1F, 1F, 1F, 1F);
    GL11.glDepthMask(true);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glPopMatrix();

    GL11.glPopMatrix();
  }
Пример #14
0
  public void func_73847_a() {
    if (this.field_73850_f != null && this.field_73851_g != 0L) {
      double var1 = (double) (Minecraft.func_71386_F() - this.field_73851_g) / 3000.0D;
      if (!this.field_73857_j && (var1 < 0.0D || var1 > 1.0D)) {
        this.field_73851_g = 0L;
      } else {
        this.func_73849_b();
        GL11.glDisable(2929);
        GL11.glDepthMask(false);
        double var3 = var1 * 2.0D;
        if (var3 > 1.0D) {
          var3 = 2.0D - var3;
        }

        var3 *= 4.0D;
        var3 = 1.0D - var3;
        if (var3 < 0.0D) {
          var3 = 0.0D;
        }

        var3 *= var3;
        var3 *= var3;
        int var5 = this.field_73854_b - 160;
        int var6 = 0 - (int) (var3 * 36.0D);
        int var7 = this.field_73856_a.field_71446_o.func_78341_b("/achievement/bg.png");
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glEnable(3553);
        GL11.glBindTexture(3553, var7);
        GL11.glDisable(2896);
        this.func_73729_b(var5, var6, 96, 202, 160, 32);
        if (this.field_73857_j) {
          this.field_73856_a.field_71466_p.func_78279_b(
              this.field_73853_e, var5 + 30, var6 + 7, 120, -1);
        } else {
          this.field_73856_a.field_71466_p.func_78276_b(
              this.field_73852_d, var5 + 30, var6 + 7, -256);
          this.field_73856_a.field_71466_p.func_78276_b(
              this.field_73853_e, var5 + 30, var6 + 18, -1);
        }

        RenderHelper.func_74520_c();
        GL11.glDisable(2896);
        GL11.glEnable('\u803a');
        GL11.glEnable(2903);
        GL11.glEnable(2896);
        this.field_73858_h.func_77015_a(
            this.field_73856_a.field_71466_p,
            this.field_73856_a.field_71446_o,
            this.field_73850_f.field_75990_d,
            var5 + 8,
            var6 + 8);
        GL11.glDisable(2896);
        GL11.glDepthMask(true);
        GL11.glEnable(2929);
      }
    }
  }
    public void a(kw tileEntity, double x, double y, double z, 
            float f)
    {
        boolean isThermo = tileEntity instanceof TileEntityIC2Thermo;
        if(isThermo)
        {
            GL11.glPushMatrix();
            TileEntityIC2Thermo thermo = (TileEntityIC2Thermo)tileEntity;
            short side = thermo.getFacing();
            float var12 = 0.01666667F;
            int heat = (thermo.getHeatLevel() / 500) * 500;
            String text = Integer.toString(heat);
            GL11.glTranslatef((float)x, (float)y, (float)z);
            switch(side)
            {
            case 1: // '\001'
                GL11.glTranslatef(1.0F, 1.0F, 0.0F);
                GL11.glRotatef(180F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(180F, 0.0F, 1.0F, 0.0F);
                break;

            case 2: // '\002'
                GL11.glTranslatef(0.0F, 1.0F, 0.0F);
                GL11.glRotatef(0.0F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F);
                break;

            case 3: // '\003'
                GL11.glTranslatef(1.0F, 1.0F, 1.0F);
                GL11.glRotatef(180F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F);
                break;

            case 4: // '\004'
                GL11.glTranslatef(0.0F, 1.0F, 1.0F);
                GL11.glRotatef(90F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F);
                break;

            case 5: // '\005'
                GL11.glTranslatef(1.0F, 1.0F, 0.0F);
                GL11.glRotatef(-90F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F);
                break;
            }
            GL11.glTranslatef(0.5F, 0.4377F, 0.6875F);
            nl fontRenderer = a();
            GL11.glRotatef(-90F, 1.0F, 0.0F, 0.0F);
            GL11.glScalef(var12, -var12, var12);
            GL11.glDepthMask(false);
            fontRenderer.b(text, -fontRenderer.a(text) / 2, -fontRenderer.b, 0);
            GL11.glDepthMask(true);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glPopMatrix();
        }
    }
Пример #16
0
  /** Renders the animation for when an enderdragon dies */
  protected void renderDragonDying(EntityDragon par1EntityDragon, float par2) {
    super.renderEquippedItems(par1EntityDragon, par2);
    Tessellator tessellator = Tessellator.instance;

    if (par1EntityDragon.deathTicks > 0) {
      RenderHelper.disableStandardItemLighting();
      float f = ((float) par1EntityDragon.deathTicks + par2) / 200F;
      float f1 = 0.0F;

      if (f > 0.8F) {
        f1 = (f - 0.8F) / 0.2F;
      }

      Random random = new Random(432L);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glEnable(GL11.GL_CULL_FACE);
      GL11.glDepthMask(false);
      GL11.glPushMatrix();
      GL11.glTranslatef(0.0F, -1F, -2F);

      for (int i = 0; (float) i < ((f + f * f) / 2.0F) * 60F; i++) {
        GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360F + f * 90F, 0.0F, 0.0F, 1.0F);
        tessellator.startDrawing(6);
        float f2 = random.nextFloat() * 20F + 5F + f1 * 10F;
        float f3 = random.nextFloat() * 2.0F + 1.0F + f1 * 2.0F;
        tessellator.setColorRGBA_I(0xffffff, (int) (255F * (1.0F - f1)));
        tessellator.addVertex(0.0D, 0.0D, 0.0D);
        tessellator.setColorRGBA_I(0xff00ff, 0);
        tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
        tessellator.addVertex(0.86599999999999999D * (double) f3, f2, -0.5F * f3);
        tessellator.addVertex(0.0D, f2, 1.0F * f3);
        tessellator.addVertex(-0.86599999999999999D * (double) f3, f2, -0.5F * f3);
        tessellator.draw();
      }

      GL11.glPopMatrix();
      GL11.glDepthMask(true);
      GL11.glDisable(GL11.GL_CULL_FACE);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glShadeModel(GL11.GL_FLAT);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      RenderHelper.enableStandardItemLighting();
    }
  }
Пример #17
0
  /** Renders the animation for when an enderdragon dies */
  protected void renderDragonDying(EntityDragonBoss par1entitydragonboss, float par2) {
    super.renderEquippedItems(par1entitydragonboss, par2);
    Tessellator tessellator = Tessellator.instance;

    if (par1entitydragonboss.deathTicks > 0) {
      RenderHelper.disableStandardItemLighting();
      float f1 = (par1entitydragonboss.deathTicks + par2) / 200.0F;
      float f2 = 0.0F;

      if (f1 > 0.8F) {
        f2 = (f1 - 0.8F) / 0.2F;
      }

      Random random = new Random(432L);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glEnable(GL11.GL_CULL_FACE);
      GL11.glDepthMask(false);
      GL11.glPushMatrix();
      GL11.glTranslatef(0.0F, -1.0F, -2.0F);

      for (int i = 0; i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i) {
        GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F);
        tessellator.startDrawing(6);
        float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F;
        float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F;
        tessellator.setColorRGBA_I(16777215, (int) (255.0F * (1.0F - f2)));
        tessellator.addVertex(0.0D, 0.0D, 0.0D);
        tessellator.setColorRGBA_I(16711935, 0);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.866D * f4, f3, -0.5F * f4);
        tessellator.addVertex(0.0D, f3, 1.0F * f4);
        tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4);
        tessellator.draw();
      }

      GL11.glPopMatrix();
      GL11.glDepthMask(true);
      GL11.glDisable(GL11.GL_CULL_FACE);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glShadeModel(GL11.GL_FLAT);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      RenderHelper.enableStandardItemLighting();
    }
  }
Пример #18
0
  /** GL_DrawParticles */
  void GL_DrawParticles(int num_particles) {
    float origin_x, origin_y, origin_z;

    Math3D.VectorScale(vup, 1.5f, up);
    Math3D.VectorScale(vright, 1.5f, right);

    GL_Bind(r_particletexture.texnum);
    GL11.glDepthMask(false); // no z buffering
    GL11.glEnable(GL11.GL_BLEND);
    GL_TexEnv(GL11.GL_MODULATE);

    GL11.glBegin(GL11.GL_TRIANGLES);

    FloatBuffer sourceVertices = particle_t.vertexArray;
    IntBuffer sourceColors = particle_t.colorArray;
    float scale;
    int color;
    for (int j = 0, i = 0; i < num_particles; i++) {
      origin_x = sourceVertices.get(j++);
      origin_y = sourceVertices.get(j++);
      origin_z = sourceVertices.get(j++);

      // hack a scale up to keep particles from disapearing
      scale =
          (origin_x - r_origin[0]) * vpn[0]
              + (origin_y - r_origin[1]) * vpn[1]
              + (origin_z - r_origin[2]) * vpn[2];

      scale = (scale < 20) ? 1 : 1 + scale * 0.004f;

      color = sourceColors.get(i);

      GL11.glColor4ub(
          (byte) ((color) & 0xFF),
          (byte) ((color >> 8) & 0xFF),
          (byte) ((color >> 16) & 0xFF),
          (byte) ((color >>> 24)));
      // first vertex
      GL11.glTexCoord2f(0.0625f, 0.0625f);
      GL11.glVertex3f(origin_x, origin_y, origin_z);
      // second vertex
      GL11.glTexCoord2f(1.0625f, 0.0625f);
      GL11.glVertex3f(origin_x + up[0] * scale, origin_y + up[1] * scale, origin_z + up[2] * scale);
      // third vertex
      GL11.glTexCoord2f(0.0625f, 1.0625f);
      GL11.glVertex3f(
          origin_x + right[0] * scale, origin_y + right[1] * scale, origin_z + right[2] * scale);
    }
    GL11.glEnd();

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glColor4f(1, 1, 1, 1);
    GL11.glDepthMask(true); // back to normal Z buffering
    GL_TexEnv(GL11.GL_REPLACE);
  }
Пример #19
0
  protected void renderLivingLabel(
      EntityLiving var1,
      String var2,
      double var3,
      double var5,
      double var7,
      int var9,
      int color,
      int color2) {
    // Spout end
    float var10 = var1.getDistanceToEntity(this.renderManager.livingPlayer);
    if (var10 <= (float) var9) {
      FontRenderer var11 = this.getFontRendererFromRenderManager();
      float var12 = 1.6F;
      float var13 = 0.016666668F * var12;
      GL11.glPushMatrix();
      GL11.glTranslatef((float) var3 + 0.0F, (float) var5 + 2.3F, (float) var7);
      GL11.glNormal3f(0.0F, 1.0F, 0.0F);
      GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
      GL11.glScalef(-var13, -var13, var13);
      GL11.glDisable(2896 /*GL_LIGHTING*/);
      GL11.glDepthMask(false);
      GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
      GL11.glEnable(3042 /*GL_BLEND*/);
      GL11.glBlendFunc(770, 771);
      Tessellator var14 = Tessellator.instance;
      byte var15 = 0;
      if (var2.equals("deadmau5")) {
        var15 = -10;
      }

      GL11.glDisable(3553 /*GL_TEXTURE_2D*/);
      var14.startDrawingQuads();
      int var16 = var11.getStringWidth(var2) / 2;
      var14.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
      var14.addVertex((double) (-var16 - 1), (double) (-1 + var15), 0.0D);
      var14.addVertex((double) (-var16 - 1), (double) (8 + var15), 0.0D);
      var14.addVertex((double) (var16 + 1), (double) (8 + var15), 0.0D);
      var14.addVertex((double) (var16 + 1), (double) (-1 + var15), 0.0D);
      var14.draw();
      GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
      var11.drawString(
          var2, -var11.getStringWidth(var2) / 2, var15, color); // Spout (changed to color var)
      GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
      GL11.glDepthMask(true);
      var11.drawString(
          var2, -var11.getStringWidth(var2) / 2, var15, color2); // Spout (changed to color2 var)
      GL11.glEnable(2896 /*GL_LIGHTING*/);
      GL11.glDisable(3042 /*GL_BLEND*/);
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glPopMatrix();
    }
  }
Пример #20
0
 public static void drawTTFString(CustomFont f, String text, double x, double y, int color) {
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glDisable(GL11.GL_DEPTH_TEST);
   GL11.glEnable(GL11.GL_POINT_SMOOTH);
   GL11.glHint(GL11.GL_POINT_SMOOTH_HINT, GL11.GL_NICEST);
   GL11.glDepthMask(false);
   f.drawGoodString(mc.ingameGUI, text, x, y, color, false);
   GL11.glDepthMask(true);
   GL11.glDisable(GL11.GL_POINT_SMOOTH);
   GL11.glEnable(GL11.GL_DEPTH_TEST);
   GL11.glDisable(GL11.GL_BLEND);
 }
Пример #21
0
  /** Used to render a player's name above their head */
  protected void renderName(EntityPlayer par1EntityPlayer, double par2, double par4, double par6) {
    if (Minecraft.isGuiEnabled() && par1EntityPlayer != renderManager.livingPlayer) {
      float f = 1.6F;
      float f1 = 0.01666667F * f;
      float f2 = par1EntityPlayer.getDistanceToEntity(renderManager.livingPlayer);
      float f3 = par1EntityPlayer.isSneaking() ? 32F : 64F;

      if (f2 < f3) {
        String s = par1EntityPlayer.username;

        if (!par1EntityPlayer.isSneaking()) {
          if (par1EntityPlayer.isPlayerSleeping()) {
            renderLivingLabel(par1EntityPlayer, s, par2, par4 - 1.5D, par6, 64);
          } else {
            renderLivingLabel(par1EntityPlayer, s, par2, par4, par6, 64);
          }
        } else {
          FontRenderer fontrenderer = getFontRendererFromRenderManager();
          GL11.glPushMatrix();
          GL11.glTranslatef((float) par2 + 0.0F, (float) par4 + 2.3F, (float) par6);
          GL11.glNormal3f(0.0F, 1.0F, 0.0F);
          GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
          GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
          GL11.glScalef(-f1, -f1, f1);
          GL11.glDisable(GL11.GL_LIGHTING);
          GL11.glTranslatef(0.0F, 0.25F / f1, 0.0F);
          GL11.glDepthMask(false);
          GL11.glEnable(GL11.GL_BLEND);
          GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
          Tessellator tessellator = Tessellator.instance;
          GL11.glDisable(GL11.GL_TEXTURE_2D);
          tessellator.startDrawingQuads();
          int i = fontrenderer.getStringWidth(s) / 2;

          tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
          tessellator.addVertex(-i - 1, -1D, 0.0D);
          tessellator.addVertex(-i - 1, 8D, 0.0D);
          tessellator.addVertex(i + 1, 8D, 0.0D);
          tessellator.addVertex(i + 1, -1D, 0.0D);

          tessellator.draw();
          GL11.glEnable(GL11.GL_TEXTURE_2D);
          GL11.glDepthMask(true);
          fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, 0, 0x20ffffff);

          GL11.glEnable(GL11.GL_LIGHTING);
          GL11.glDisable(GL11.GL_BLEND);
          GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
          GL11.glPopMatrix();
        }
      }
    }
  }
Пример #22
0
  /** Draws the debug or playername text above a living */
  protected void renderLivingLabel(
      EntityLiving par1EntityLiving,
      String par2Str,
      double par3,
      double par5,
      double par7,
      int par9) {
    float f = par1EntityLiving.getDistanceToEntity(renderManager.livingPlayer);

    if (f > (float) par9) {
      return;
    }

    FontRenderer fontrenderer = getFontRendererFromRenderManager();
    float f1 = 1.6F;
    float f2 = 0.01666667F * f1;
    GL11.glPushMatrix();
    GL11.glTranslatef((float) par3 + 0.0F, (float) par5 + 2.3F, (float) par7);
    GL11.glNormal3f(0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    GL11.glScalef(-f2, -f2, f2);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    Tessellator tessellator = Tessellator.instance;
    byte byte0 = 0;

    if (par2Str.equals("deadmau5")) {
      byte0 = -10;
    }

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    tessellator.startDrawingQuads();
    int i = fontrenderer.getStringWidth(par2Str) / 2;
    tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
    tessellator.addVertex(-i - 1, -1 + byte0, 0.0D);
    tessellator.addVertex(-i - 1, 8 + byte0, 0.0D);
    tessellator.addVertex(i + 1, 8 + byte0, 0.0D);
    tessellator.addVertex(i + 1, -1 + byte0, 0.0D);
    tessellator.draw();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    fontrenderer.drawString(par2Str, -fontrenderer.getStringWidth(par2Str) / 2, byte0, 0x20ffffff);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    fontrenderer.drawString(par2Str, -fontrenderer.getStringWidth(par2Str) / 2, byte0, -1);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glPopMatrix();
  }
Пример #23
0
 public void updateAchievementWindow() {
   if (theAchievement == null || achievementTime == 0L) {
     return;
   }
   double d = (double) (System.currentTimeMillis() - achievementTime) / 3000D;
   if (!haveAchiement && !haveAchiement && (d < 0.0D || d > 1.0D)) {
     achievementTime = 0L;
     return;
   }
   updateAchievementWindowScale();
   GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
   GL11.glDepthMask(false);
   double d1 = d * 2D;
   if (d1 > 1.0D) {
     d1 = 2D - d1;
   }
   d1 *= 4D;
   d1 = 1.0D - d1;
   if (d1 < 0.0D) {
     d1 = 0.0D;
   }
   d1 *= d1;
   d1 *= d1;
   int i = achievementWindowWidth - 160;
   int j = 0 - (int) (d1 * 36D);
   int k = theGame.renderEngine.getTexture("/achievement/bg.png");
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
   GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, k);
   GL11.glDisable(2896 /*GL_LIGHTING*/);
   drawTexturedModalRect(i, j, 96, 202, 160, 32);
   if (haveAchiement) {
     theGame.fontRenderer.drawSplitString(achievementStatName, i + 30, j + 7, 120, -1);
   } else {
     theGame.fontRenderer.drawString(achievementGetLocalText, i + 30, j + 7, -256);
     theGame.fontRenderer.drawString(achievementStatName, i + 30, j + 18, -1);
   }
   GL11.glPushMatrix();
   GL11.glRotatef(180F, 1.0F, 0.0F, 0.0F);
   RenderHelper.enableStandardItemLighting();
   GL11.glPopMatrix();
   GL11.glDisable(2896 /*GL_LIGHTING*/);
   GL11.glEnable(32826 /*GL_RESCALE_NORMAL_EXT*/);
   GL11.glEnable(2903 /*GL_COLOR_MATERIAL*/);
   GL11.glEnable(2896 /*GL_LIGHTING*/);
   itemRender.renderItemIntoGUI(
       theGame.fontRenderer, theGame.renderEngine, theAchievement.theItemStack, i + 8, j + 8);
   GL11.glDisable(2896 /*GL_LIGHTING*/);
   GL11.glDepthMask(true);
   GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
 }
Пример #24
0
 protected void func_22015_a(
     EntityPlayer p_22015_1_, double p_22015_2_, double p_22015_4_, double p_22015_6_) {
   if (Minecraft.func_22006_t() && p_22015_1_ != this.field_191_a.field_22188_h) {
     float var8 = 1.6F;
     float var9 = 0.016666668F * var8;
     float var10 = p_22015_1_.func_379_d(this.field_191_a.field_22188_h);
     float var11 = p_22015_1_.func_381_o() ? 32.0F : 64.0F;
     if (var10 < var11) {
       String var12 = p_22015_1_.field_771_i;
       if (!p_22015_1_.func_381_o()) {
         if (p_22015_1_.func_22051_K()) {
           this.func_22013_a(p_22015_1_, var12, p_22015_2_, p_22015_4_ - 1.5D, p_22015_6_, 64);
         } else {
           this.func_22013_a(p_22015_1_, var12, p_22015_2_, p_22015_4_, p_22015_6_, 64);
         }
       } else {
         FontRenderer var13 = this.func_6329_a();
         GL11.glPushMatrix();
         GL11.glTranslatef(
             (float) p_22015_2_ + 0.0F, (float) p_22015_4_ + 2.3F, (float) p_22015_6_);
         GL11.glNormal3f(0.0F, 1.0F, 0.0F);
         GL11.glRotatef(-this.field_191_a.field_1225_i, 0.0F, 1.0F, 0.0F);
         GL11.glRotatef(this.field_191_a.field_1224_j, 1.0F, 0.0F, 0.0F);
         GL11.glScalef(-var9, -var9, var9);
         GL11.glDisable(2896);
         GL11.glTranslatef(0.0F, 0.25F / var9, 0.0F);
         GL11.glDepthMask(false);
         GL11.glEnable(3042);
         GL11.glBlendFunc(770, 771);
         Tessellator var14 = Tessellator.field_1512_a;
         GL11.glDisable(3553);
         var14.func_977_b();
         int var15 = var13.func_871_a(var12) / 2;
         var14.func_986_a(0.0F, 0.0F, 0.0F, 0.25F);
         var14.func_991_a((double) (-var15 - 1), -1.0D, 0.0D);
         var14.func_991_a((double) (-var15 - 1), 8.0D, 0.0D);
         var14.func_991_a((double) (var15 + 1), 8.0D, 0.0D);
         var14.func_991_a((double) (var15 + 1), -1.0D, 0.0D);
         var14.func_982_a();
         GL11.glEnable(3553);
         GL11.glDepthMask(true);
         var13.func_873_b(var12, -var13.func_871_a(var12) / 2, 0, 553648127);
         GL11.glEnable(2896);
         GL11.glDisable(3042);
         GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
         GL11.glPopMatrix();
       }
     }
   }
 }
Пример #25
0
  @SideOnly(Side.CLIENT)
  private static void renderEnderSky() {
    TextureManager renderEngine = Minecraft.getMinecraft().getTextureManager();

    GL11.glDisable(GL11.GL_FOG);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    OpenGlHelper.glBlendFunc(770, 771, 1, 0);
    RenderHelper.disableStandardItemLighting();
    GL11.glDepthMask(false);
    renderEngine.bindTexture(locationEndSkyPng);
    Tessellator tessellator = Tessellator.instance;

    for (int i = 0; i < 6; ++i) {
      GL11.glPushMatrix();

      if (i == 1) {
        GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
      }

      if (i == 2) {
        GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
      }

      if (i == 3) {
        GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
      }

      if (i == 4) {
        GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F);
      }

      if (i == 5) {
        GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
      }

      tessellator.startDrawingQuads();
      tessellator.setColorOpaque_I(2631720);
      tessellator.addVertexWithUV(-100.0D, -100.0D, -100.0D, 0.0D, 0.0D);
      tessellator.addVertexWithUV(-100.0D, -100.0D, 100.0D, 0.0D, 16.0D);
      tessellator.addVertexWithUV(100.0D, -100.0D, 100.0D, 16.0D, 16.0D);
      tessellator.addVertexWithUV(100.0D, -100.0D, -100.0D, 16.0D, 0.0D);
      tessellator.draw();
      GL11.glPopMatrix();
    }

    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
  }
  public void renderParticles(Entity entity, float f) {
    float f1 = ActiveRenderInfo.rotationX;
    float f2 = ActiveRenderInfo.rotationZ;
    float f3 = ActiveRenderInfo.rotationYZ;
    float f4 = ActiveRenderInfo.rotationXY;
    float f5 = ActiveRenderInfo.rotationXZ;
    EntityFX.interpPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double) f;
    EntityFX.interpPosY = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double) f;
    EntityFX.interpPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double) f;

    for (int k = 0; k < fxes.length; ++k) {
      if (!this.fxes[k].isEmpty()) {
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glDepthMask(false);
        GL11.glEnable(GL11.GL_BLEND);
        switch (k) {
          case 0:
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            renderer.bindTexture(additiveTextureSheet);
            break;
        }

        GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F);
        Tessellator tessellator = Tessellator.instance;
        tessellator.startDrawingQuads();

        for (int j = 0; j < this.fxes[k].size(); ++j) {
          final EntityFX entityfx = this.fxes[k].get(j);
          if (entityfx == null) continue;
          tessellator.setBrightness(entityfx.getBrightnessForRender(f));

          try {
            entityfx.renderParticle(tessellator, f, f1, f5, f2, f3, f4);
          } catch (Throwable throwable) {
            CrashReport crashreport = CrashReport.makeCrashReport(throwable, "Rendering Particle");
            CrashReportCategory crashreportcategory =
                crashreport.makeCategory("Particle being rendered");
            crashreportcategory.addCrashSectionCallable("Particle", entityfx::toString);
            throw new ReportedException(crashreport);
          }
        }

        tessellator.draw();
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glDepthMask(true);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
      }
    }
  }
Пример #27
0
 private void renderEffectSlot(TextureManager manager, int x, int y) {
   GL11.glDepthFunc(GL11.GL_EQUAL);
   // GL11.glDisable(GL11.GL_LIGHTING);
   GL11.glDepthMask(false);
   manager.bindTexture(RES_ITEM_GLINT);
   GL11.glEnable(GL11.GL_ALPHA_TEST);
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
   // this.renderGlintSlot(x * 431278612 + y * 32178161, x - 2, y - 2, 20, 20);
   this.renderGlintSlot(x, y, 150, 20);
   OpenGlHelper.glBlendFunc(770, 771, 1, 0);
   GL11.glDepthMask(true);
   // GL11.glEnable(GL11.GL_LIGHTING);
   GL11.glDepthFunc(GL11.GL_LEQUAL);
 }
Пример #28
0
  @Override
  protected void init() {
    initializeProgram();

    try {
      cylinderMesh = new Mesh("UnitCylinder.xml");
      planeMesh = new Mesh("LargePlane.xml");
    } catch (Exception exception) {
      exception.printStackTrace();
      System.exit(-1);
    }

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glFrontFace(GL_CW);

    glEnable(GL_DEPTH_TEST);
    glDepthMask(true);
    glDepthFunc(GL_LEQUAL);
    glDepthRange(0.0f, 1.0f);
    glEnable(GL_DEPTH_CLAMP);

    projectionUniformBuffer = glGenBuffers();
    glBindBuffer(GL_UNIFORM_BUFFER, projectionUniformBuffer);
    glBufferData(GL_UNIFORM_BUFFER, ProjectionBlock.SIZE, GL_DYNAMIC_DRAW);

    // Bind the static buffers.
    glBindBufferRange(
        GL_UNIFORM_BUFFER, projectionBlockIndex, projectionUniformBuffer, 0, ProjectionBlock.SIZE);

    glBindBuffer(GL_UNIFORM_BUFFER, 0);
  }
Пример #29
0
  public void clearBuffers(boolean color, boolean depth, boolean stencil) {
    int bits = 0;
    if (color) {
      // See explanations of the depth below, we must enable color write to be able to clear the
      // color buffer
      if (context.colorWriteEnabled == false) {
        glColorMask(true, true, true, true);
        context.colorWriteEnabled = true;
      }
      bits = GL_COLOR_BUFFER_BIT;
    }
    if (depth) {

      // glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false
      // here s some link on openl board
      // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223
      // if depth clear is requested, we enable the depthMask
      if (context.depthWriteEnabled == false) {
        glDepthMask(true);
        context.depthWriteEnabled = true;
      }
      bits |= GL_DEPTH_BUFFER_BIT;
    }
    if (stencil) {
      bits |= GL_STENCIL_BUFFER_BIT;
    }
    if (bits != 0) {
      glClear(bits);
    }
  }
  public static void dispatch() {
    Profiler profiler = ClientUtils.mc().mcProfiler;
    profiler.startSection(ImmersiveEngineering.MODID + "-particles");

    boolean isLightingEnabled = GL11.glGetBoolean(GL11.GL_LIGHTING);
    GL11.glDepthMask(false);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LIGHTING);

    for (String key : EntityFXIEBase.queuedRenders.keySet()) {
      profiler.endStartSection(key);
      int i = 0;
      ClientUtils.tes().startDrawingQuads();
      for (EntityFXIEBase particle : EntityFXIEBase.queuedRenders.get(key)) {
        if ((i++) == 0)
          ClientUtils.mc().getTextureManager().bindTexture(particle.getParticleTexture());
        particle.tessellateFromQueue(ClientUtils.tes());
      }
      ClientUtils.tes().draw();
    }
    EntityFXIEBase.queuedRenders.clear();

    profiler.startSection("depthIgnoring");
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    for (String key : EntityFXIEBase.queuedDepthIgnoringRenders.keySet()) {
      profiler.endStartSection(key);
      int i = 0;
      ClientUtils.tes().startDrawingQuads();
      for (EntityFXIEBase particle : EntityFXIEBase.queuedDepthIgnoringRenders.get(key)) {
        if ((i++) == 0)
          ClientUtils.mc().getTextureManager().bindTexture(particle.getParticleTexture());
        particle.tessellateFromQueue(ClientUtils.tes());
      }
      ClientUtils.tes().draw();
    }
    EntityFXIEBase.queuedDepthIgnoringRenders.clear();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    profiler.endSection();

    if (!isLightingEnabled) GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);

    profiler.endSection();
  }