Java 类net.minecraft.client.renderer.RenderEngine 实例源码

项目:someluigis-peripherals    文件:GuiTerminal.java   
protected void drawInventory( float delta, int mX, int mY ){
    RenderEngine engine = mc.renderEngine;
    Tessellator buff = Tessellator.instance;

    //Bind the texture
    engine.bindTexture("/slp-gui/term.png");

    //Standard item model
    RenderHelper.disableStandardItemLighting();

    //Draw the leaflet
    buff.setTranslation(guiLeft +8, guiTop +114, 0);

    buff.startDrawingQuads();
        buff.addVertexWithUV(0,     0,      0, 1,           0);
        buff.addVertexWithUV(0,     90,     0, 422f/512f,   0);
        buff.addVertexWithUV(256,   90,     0, 422f/512f,   1); 
        buff.addVertexWithUV(256,   0,      0, 1,           1);
    buff.draw();

    buff.setTranslation(0, 0, 0);

    //Draw slots
    super.drawScreen(mX, mY, delta);
}
项目:BL2    文件:RenderGunInHand.java   
private void renderSMG(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/SMGModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    GL11.glRotatef(angle, rotX, rotY, rotZ);
    smgModel.render(0.1F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderSMGForInventory(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/SMGModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    smgInv.render(0.094F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderSniper(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/SniperModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    GL11.glRotatef(angle, rotX, rotY, rotZ);
    sniperModel.render(0.15F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderSniperForInventory(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/SniperModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    sniperInv.render(.06F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderPistol(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/PistolModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    GL11.glRotatef(angle, rotX, rotY, rotZ);
    pistolModel.render(0.1F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderPistolForInventory(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/PistolModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    pistolInv.render(0.1F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderAssault(float x, float y, float z, float angle, float rotX, float rotY, float rotZ) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/AssaultRifleModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    GL11.glRotatef(angle, rotX, rotY, rotZ);
    assaultRifleModel.render(0.1F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGunInHand.java   
private void renderAssaultForInventory(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/Guns/AssaultRifleModel.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    assaultRifleInv.render(0.07F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGrenadeInHand.java   
public static void renderGrenade(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/TextureGrenade.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    grenadeModel.render(.1F);
    GL11.glPopMatrix(); // end
}
项目:BL2    文件:RenderGrenadeInHand.java   
private void renderGrenadeInv(float x, float y, float z) {
    Minecraft mc = Minecraft.getMinecraft();
    RenderEngine render = mc.renderEngine;
    render.bindTexture("/mods/BL2/textures/TextureGrenade.png");
    GL11.glPushMatrix(); // start
    GL11.glTranslatef(x, y, z); // size
    grenadeInv.render(.29F);
    GL11.glPopMatrix(); // end
}
项目:Veniocraft    文件:RenderManager.java   
/**
 * Caches the current frame's active render info, including the current World, RenderEngine, GameSettings and
 * FontRenderer settings, as well as interpolated player position, pitch and yaw.
 */
public void cacheActiveRenderInfo(World par1World, RenderEngine par2RenderEngine, FontRenderer par3FontRenderer, EntityLiving par4EntityLiving, EntityLiving par5EntityLiving, GameSettings par6GameSettings, float par7)
{
    this.worldObj = par1World;
    this.renderEngine = par2RenderEngine;
    this.options = par6GameSettings;
    this.livingPlayer = par4EntityLiving;
    this.field_96451_i = par5EntityLiving;
    this.fontRenderer = par3FontRenderer;

    if (par4EntityLiving.isPlayerSleeping())
    {
        int x = MathHelper.floor_double(par4EntityLiving.posX);
        int y = MathHelper.floor_double(par4EntityLiving.posY);
        int z = MathHelper.floor_double(par4EntityLiving.posZ);
        Block block = Block.blocksList[par1World.getBlockId(x, y, z)];

        if (block != null && block.isBed(par1World, x, y, z, par4EntityLiving))
        {
            int k = block.getBedDirection(par1World, x, y, z);;
            this.playerViewY = (float)(k * 90 + 180);
            this.playerViewX = 0.0F;
        }
    }
    else
    {
        this.playerViewY = par4EntityLiving.prevRotationYaw + (par4EntityLiving.rotationYaw - par4EntityLiving.prevRotationYaw) * par7;
        this.playerViewX = par4EntityLiving.prevRotationPitch + (par4EntityLiving.rotationPitch - par4EntityLiving.prevRotationPitch) * par7;
    }

    if (par6GameSettings.thirdPersonView == 2)
    {
        this.playerViewY += 180.0F;
    }

    this.viewerPosX = par4EntityLiving.lastTickPosX + (par4EntityLiving.posX - par4EntityLiving.lastTickPosX) * (double)par7;
    this.viewerPosY = par4EntityLiving.lastTickPosY + (par4EntityLiving.posY - par4EntityLiving.lastTickPosY) * (double)par7;
    this.viewerPosZ = par4EntityLiving.lastTickPosZ + (par4EntityLiving.posZ - par4EntityLiving.lastTickPosZ) * (double)par7;
}
项目:Andrew2448PowersuitAddons    文件:RenderItemCopy.java   
/**
 * Render the item's icon or block into the GUI, including the glint effect.
 */
public void renderItemAndEffectIntoGUI (SmallFontRenderer par1SmallFontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
{
    if (par3ItemStack != null)
    {
        if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack, renderWithColor, zLevel, (float) par4, (float) par5))
        {
            this.renderItemIntoGUI(par1SmallFontRenderer, par2RenderEngine, par3ItemStack, par4, par5);
        }

        if (par3ItemStack.hasEffect())
        {
            GL11.glDepthFunc(GL11.GL_GREATER);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDepthMask(false);
            par2RenderEngine.bindTexture("%blur%/misc/glint.png");
            this.zLevel -= 50.0F;
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
            GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
            this.renderGlint(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glDepthMask(true);
            this.zLevel += 50.0F;
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }
    }
}
项目:Andrew2448PowersuitAddons    文件:RenderItemCopy.java   
public void renderItemOverlayIntoGUI (SmallFontRenderer par1SmallFontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5, String par6Str)
{
    if (par3ItemStack != null)
    {
        if (par3ItemStack.stackSize > 1 || par6Str != null)
        {
            String s1 = par6Str == null ? String.valueOf(par3ItemStack.stackSize) : par6Str;
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            par1SmallFontRenderer.drawStringWithShadow(s1, par4 + 19 - 2 - par1SmallFontRenderer.getStringWidth(s1), par5 + 6 + 3, 16777215);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
        }

        if (par3ItemStack.isItemDamaged())
        {
            int k = (int) Math.round(13.0D - (double) par3ItemStack.getItemDamageForDisplay() * 13.0D / (double) par3ItemStack.getMaxDamage());
            int l = (int) Math.round(255.0D - (double) par3ItemStack.getItemDamageForDisplay() * 255.0D / (double) par3ItemStack.getMaxDamage());
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            Tessellator tessellator = Tessellator.instance;
            int i1 = 255 - l << 16 | l << 8;
            int j1 = (255 - l) / 4 << 16 | 16128;
            this.renderQuad(tessellator, par4 + 2, par5 + 13, 13, 2, 0);
            this.renderQuad(tessellator, par4 + 2, par5 + 13, 12, 1, j1);
            this.renderQuad(tessellator, par4 + 2, par5 + 13, k, 1, i1);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        }
    }
}
项目:Andrew2448PowersuitAddons    文件:SmallFontRenderer.java   
public SmallFontRenderer(GameSettings par1GameSettings, String par2Str, RenderEngine par3RenderEngine, boolean par4)
{
    this.fontTextureName = par2Str;
    this.renderEngine = par3RenderEngine;
    this.unicodeFlag = true;
    this.readFontData();
    par3RenderEngine.bindTexture(par2Str);

    for (int i = 0; i < 32; ++i)
    {
        int j = (i >> 3 & 1) * 85;
        int k = (i >> 2 & 1) * 170 + j;
        int l = (i >> 1 & 1) * 170 + j;
        int i1 = (i >> 0 & 1) * 170 + j;

        if (i == 6)
        {
            k += 85;
        }

        if (par1GameSettings.anaglyph)
        {
            int j1 = (k * 30 + l * 59 + i1 * 11) / 100;
            int k1 = (k * 30 + l * 70) / 100;
            int l1 = (k * 30 + i1 * 70) / 100;
            k = j1;
            l = k1;
            i1 = l1;
        }

        if (i >= 16)
        {
            k /= 4;
            l /= 4;
            i1 /= 4;
        }

        this.colorCode[i] = (k & 255) << 16 | (l & 255) << 8 | i1 & 255;
    }
}
项目:WeaponsMod    文件:RenderUtils.java   
public static void renderRotatingBlockIntoGUI(FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack stack, int x, int y, float zLevel, float scale) {

        RenderBlocks renderBlocks = new RenderBlocks();

        Block block = Block.blocksList[stack.itemID];
        renderEngine.bindTexture(Textures.VANILLA_BLOCK_TEXTURE_SHEET);
        GL11.glPushMatrix();
        GL11.glTranslatef(x - 2, y + 3, -3.0F + zLevel);
        GL11.glScalef(10.0F, 10.0F, 10.0F);
        GL11.glTranslatef(1.0F, 0.5F, 1.0F);
        GL11.glScalef(1.0F * scale, 1.0F * scale, -1.0F);
        GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(0F + 1 * rotationAngle, 0.0F, 1.0F, 0.0F);
        rotationAngle = (rotationAngle + 1) % 360;

        int var10 = Item.itemsList[stack.itemID].getColorFromItemStack(stack, 0);
        float var16 = (var10 >> 16 & 255) / 255.0F;
        float var12 = (var10 >> 8 & 255) / 255.0F;
        float var13 = (var10 & 255) / 255.0F;

        GL11.glColor4f(var16, var12, var13, 1.0F);

        GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
        renderBlocks.useInventoryTint = true;
        renderBlocks.renderBlockAsItem(block, stack.getItemDamage(), 1.0F);
        renderBlocks.useInventoryTint = true;
        GL11.glPopMatrix();
    }
项目:WeaponsMod    文件:RenderUtils.java   
public static void renderItemIntoGUI(FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack itemStack, int x, int y, float opacity, float scale) {

        Icon icon = itemStack.getIconIndex();
        GL11.glDisable(GL11.GL_LIGHTING);
        renderEngine.bindTexture(Textures.VANILLA_ITEM_TEXTURE_SHEET);
        int overlayColour = itemStack.getItem().getColorFromItemStack(itemStack, 0);
        float red = (overlayColour >> 16 & 255) / 255.0F;
        float green = (overlayColour >> 8 & 255) / 255.0F;
        float blue = (overlayColour & 255) / 255.0F;
        GL11.glColor4f(red, green, blue, opacity);
        drawTexturedQuad(x, y, icon, 16 * scale, 16 * scale, -90);
        GL11.glEnable(GL11.GL_LIGHTING);

    }
项目:ForestryLegacy    文件:TextureHabitatLocatorFX.java   
@Override
public void bindImage(RenderEngine renderengine) {
    Proxies.common.bindTexture(Defaults.TEXTURE_ITEMS);
}
项目:ForestryLegacy    文件:TextureLiquidsFX.java   
@Override
public void bindImage(RenderEngine renderengine) {
    Proxies.common.bindTexture(texture);
}
项目:Andrew2448PowersuitAddons    文件:RenderItemCopy.java   
/**
 * Renders the item's overlay information. Examples being stack count or damage on top of the item's image at the
 * specified position.
 */
public void renderItemOverlayIntoGUI (SmallFontRenderer par1SmallFontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
{
    this.renderItemOverlayIntoGUI(par1SmallFontRenderer, par2RenderEngine, par3ItemStack, par4, par5, (String) null);
}
项目:Andrew2448PowersuitAddons    文件:SmallFontRenderer.java   
private void readFontTexture (String par1Str)
{
    BufferedImage bufferedimage;

    try
    {
        bufferedimage = ImageIO.read(RenderEngine.class.getResourceAsStream(par1Str));
    }
    catch (IOException ioexception)
    {
        throw new RuntimeException(ioexception);
    }

    int i = bufferedimage.getWidth();
    int j = bufferedimage.getHeight();
    int[] aint = new int[i * j];
    bufferedimage.getRGB(0, 0, i, j, aint, 0, i);
    int k = 0;

    while (k < 256)
    {
        int l = k % 16;
        int i1 = k / 16;
        int j1 = 7;

        while (true)
        {
            if (j1 >= 0)
            {
                int k1 = l * 8 + j1;
                boolean flag = true;

                for (int l1 = 0; l1 < 8 && flag; ++l1)
                {
                    int i2 = (i1 * 8 + l1) * i;
                    int j2 = aint[k1 + i2] & 255;

                    if (j2 > 0)
                    {
                        flag = false;
                    }
                }

                if (flag)
                {
                    --j1;
                    continue;
                }
            }

            if (k == 32)
            {
                j1 = 2;
            }

            this.charWidth[k] = j1 + 2;
            ++k;
            break;
        }
    }
}
项目:someluigis-peripherals    文件:TerminalRenderer.java   
public TerminalRenderer(RenderEngine engine, Tessellator buff) {
    this.render = engine;
    this.buff = buff;

    BufferedImage image;

    try {
        image = ImageIO.read(getClass().getResourceAsStream(
                "/font/default.png"));
    } catch (IOException e) {
        throw new RuntimeException();
    }

    int w = image.getWidth();
    int h = image.getHeight();

    int[] rgbData = new int[w * h];
    image.getRGB(0, 0, w, h, rgbData, 0, w);

    for (int chrIndex = 0; chrIndex < 256; chrIndex++) {
        int x = chrIndex % 16;
        int y = chrIndex / 16;

        int wide = 7;

        while (wide >= 0) {
            int baseIndex = x * 8 + wide;

            boolean isEmpty = true;

            for (int lY = 0; lY < 8; lY++) {
                int index = (y * 8 + lY) * w;

                if ((rgbData[baseIndex + index] & 0xFF) > 0) {
                    isEmpty = false;
                    break;
                }
            }

            if (!isEmpty)
                break;

            wide--;
        }

        if (chrIndex == 32) // Space is 2 wide
            wide = 2;

        charWidth[chrIndex] = (wide + 2);
    }

    // Fix control chars
    for (int index = 0xB0; index < 0xDF; index++)
        charWidth[index] = FONT_WIDTH;

    // Setup the texture
    charTexture = engine.allocateAndSetupTexture(image);
}
项目:WeaponsMod    文件:OreRenderer.java   
public static RenderEngine getRenderEngine() {
    return Minecraft.getMinecraft().renderEngine;
}