GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GlStateManager.disableCull(); GlStateManager.disableBlend(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.color(1F, 1F, 1F, 1F); GlStateManager.enableTexture2D();
GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_STENCIL_TEST);
public static void drawGradientRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) { float var7 = (par5 >> 24 & 255) / 255F; float var8 = (par5 >> 16 & 255) / 255F; float var9 = (par5 >> 8 & 255) / 255F; float var10 = (par5 & 255) / 255F; float var11 = (par6 >> 24 & 255) / 255F; float var12 = (par6 >> 16 & 255) / 255F; float var13 = (par6 >> 8 & 255) / 255F; float var14 = (par6 & 255) / 255F; GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator var15 = Tessellator.getInstance(); var15.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); var15.getBuffer().pos(par3, par2, z).color(var8, var9, var10, var7).endVertex(); var15.getBuffer().pos(par1, par2, z).color(var8, var9, var10, var7).endVertex(); var15.getBuffer().pos(par1, par4, z).color(var12, var13, var14, var11).endVertex(); var15.getBuffer().pos(par3, par4, z).color(var12, var13, var14, var11).endVertex(); var15.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); }
GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.color(1F, 1F, 1F, chargeMul); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableCull(); GlStateManager.popMatrix();
GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240); GlStateManager.disableLighting(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableCull();
GlStateManager.shadeModel( GL11.GL_SMOOTH ); GlStateManager.shadeModel( GL11.GL_FLAT );
GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.shadeModel(7425); GlStateManager.pushMatrix(); GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); GlStateManager.shadeModel(7424);
@Override protected void render(Laptop laptop, Minecraft mc, int x, int y, int mouseX, int mouseY, boolean windowActive, float partialTicks) { Gui.drawRect(x, y, x + 52, y + 52, Color.DARK_GRAY.getRGB()); GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(7, DefaultVertexFormats.POSITION_COLOR); buffer.pos((double) x + 1, (double)(y + 1 + 50), 1).color(0.0F, 0.0F, 0.0F, 1.0F).endVertex(); buffer.pos((double)(x + 1 + 50), (double)(y + 1 + 50), 1).color(0.0F, 0.0F, 0.0F, 1.0F).endVertex(); buffer.pos((double)(x + 1 + 50), (double) y + 1, 1).color(currentColor.getRed() / 255F, currentColor.getGreen() / 255F, currentColor.getBlue() / 255F, 1.0F).endVertex(); buffer.pos((double) x + 1, (double) y + 1, 1).color(1.0F, 1.0F, 1.0F, 1.0F).endVertex(); tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); }
@Override public void render(double level, int xPosition, int yPosition, int ignored, boolean ignored2) { double height = level * BAR_H; GlStateManager.enableLighting(); GlStateManager.disableLighting(); GlStateManager.disableDepth(); GlStateManager.disableTexture2D(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder worldrenderer = tessellator.getBuffer(); worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); // Note: No shadow below the bar as our gradient fades to black and it'd look wrong this.drawPlain(worldrenderer, xPosition + 13, yPosition + 1, 2, BAR_H, colorShadow); // Note: witdh=1.4 --- we render a bit wider than correct to avoid "1 pixel bar, 2 pixel shadow" with some screen scales this.drawGrad(worldrenderer, xPosition + 13, yPosition + 1, 1.4, BAR_H, colorBarRight, colorBarLeft); this.drawPlain(worldrenderer, xPosition + 13, yPosition + 1, 1.4, BAR_H - height, colorBG); tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); }
public void render(double level, int xPosition, int yPosition, int offset, boolean shadow) { double width = level * BAR_W; GlStateManager.enableLighting(); GlStateManager.disableLighting(); GlStateManager.disableDepth(); GlStateManager.disableTexture2D(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder worldrenderer = tessellator.getBuffer(); worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); this.drawPlain(worldrenderer, xPosition + 2, yPosition + 13 - offset, 13, shadow ? 2 : 1, colorShadow); this.drawGrad(worldrenderer, xPosition + 2, yPosition + 13 - offset, (BAR_W + width) / 2, 1, colorBarLeft, colorBarRight); this.drawRight(worldrenderer, xPosition + 2 + (int) BAR_W, yPosition + 13 - offset, BAR_W - width, 1, colorBG); if (HIDE_VANILLA_RENDERBUG && offset == 2) { overpaintVanillaRenderBug(worldrenderer, xPosition, yPosition); } tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); }
private void renderHandles(PedestalTileEntity te) { GlStateManager.pushMatrix(); GlStateManager.translate(.5, 0, .5); long angle = (System.currentTimeMillis() / 10) % 360; GlStateManager.rotate(angle, 0, 1, 0); RenderHelper.disableStandardItemLighting(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); if (Minecraft.isAmbientOcclusionEnabled()) { GlStateManager.shadeModel(GL11.GL_SMOOTH); } else { GlStateManager.shadeModel(GL11.GL_FLAT); } World world = te.getWorld(); // Translate back to local view coordinates so that we can do the acual rendering here GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ()); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); IBlockState state = ModBlocks.pedestalBlock.getDefaultState().withProperty(PedestalBlock.IS_HANDLES, true); BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher(); IBakedModel model = dispatcher.getModelForState(state); dispatcher.getBlockModelRenderer().renderModel(world, model, state, te.getPos(), bufferBuilder, true); tessellator.draw(); RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); }
public static void renderBackground(@Nonnull FontRenderer fnt, @Nonnull String toRender, @Nonnull Vector4f color) { GlStateManager.enableBlend(); // blend comes in as on or off depending on the player's view vector GlStateManager.disableTexture2D(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL_SMOOTH); GlStateManager.disableAlpha(); GlStateManager.disableCull(); GlStateManager.depthMask(false); RenderHelper.disableStandardItemLighting(); float width = fnt.getStringWidth(toRender); float height = fnt.FONT_HEIGHT; float padding = 2f; GlStateManager.color(color.x, color.y, color.z, color.w); BufferBuilder tes = Tessellator.getInstance().getBuffer(); tes.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); tes.pos(-padding, -padding, 0).endVertex(); tes.pos(-padding, height + padding, 0).endVertex(); tes.pos(width + padding, height + padding, 0).endVertex(); tes.pos(width + padding, -padding, 0).endVertex(); Tessellator.getInstance().draw(); GlStateManager.enableTexture2D(); GlStateManager.enableCull(); GlStateManager.enableAlpha(); RenderHelper.enableStandardItemLighting(); GlStateManager.disableLighting(); }
private void drawGradientRect(int par1, int par2, int par3, int par4, int par5, int par6) { float f = (float) (par5 >> 24 & 255) / 255.0F; float f1 = (float) (par5 >> 16 & 255) / 255.0F; float f2 = (float) (par5 >> 8 & 255) / 255.0F; float f3 = (float) (par5 & 255) / 255.0F; float f4 = (float) (par6 >> 24 & 255) / 255.0F; float f5 = (float) (par6 >> 16 & 255) / 255.0F; float f6 = (float) (par6 >> 8 & 255) / 255.0F; float f7 = (float) (par6 & 255) / 255.0F; GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuffer(); bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); bufferBuilder.pos((double) par3, (double) par2, (double) 0).color(f1, f2, f3, f).endVertex(); bufferBuilder.pos((double) par1, (double) par2, (double) 0).color(f1, f2, f3, f).endVertex(); bufferBuilder.pos((double) par1, (double) par4, (double) 0).color(f5, f6, f7, f4).endVertex(); bufferBuilder.pos((double) par3, (double) par4, (double) 0).color(f5, f6, f7, f4).endVertex(); tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); }
@SideOnly(Side.CLIENT) public static void drawHorizontalGradientRect(int left, int top, int right, int bottom, int startColor, int endColor, float zLevel){ float f = (float)(startColor >> 24 & 255)/255.0F; float f1 = (float)(startColor >> 16 & 255)/255.0F; float f2 = (float)(startColor >> 8 & 255)/255.0F; float f3 = (float)(startColor & 255)/255.0F; float f4 = (float)(endColor >> 24 & 255)/255.0F; float f5 = (float)(endColor >> 16 & 255)/255.0F; float f6 = (float)(endColor >> 8 & 255)/255.0F; float f7 = (float)(endColor & 255)/255.0F; GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.disableAlpha(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.shadeModel(7425); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder renderer = tessellator.getBuffer(); renderer.begin(7, DefaultVertexFormats.POSITION_COLOR); renderer.pos((double)left, (double)top, (double)zLevel).color(f1, f2, f3, f).endVertex(); renderer.pos((double)left, (double)bottom, (double)zLevel).color(f1, f2, f3, f).endVertex(); renderer.pos((double)right, (double)bottom, (double)zLevel).color(f5, f6, f7, f4).endVertex(); renderer.pos((double)right, (double)top, (double)zLevel).color(f5, f6, f7, f4).endVertex(); tessellator.draw(); GlStateManager.shadeModel(7424); GlStateManager.disableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); }
public static BufferBuilder beginRender() { GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.enableCull(); GlStateManager.cullFace(GlStateManager.CullFace.BACK); GlStateManager.depthMask(false); GL11.glEnable(GL_POLYGON_OFFSET_FILL); GL11.glPolygonOffset(-0.1f, -0.1f); GlStateManager.color(1, 1, 1, 1); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE); GL14.glBlendEquation(GL14.GL_FUNC_SUBTRACT); BufferBuilder buffer = Tessellator.getInstance().getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); buffer.setTranslation(-TileEntityRendererDispatcher.staticPlayerX, -TileEntityRendererDispatcher.staticPlayerY, -TileEntityRendererDispatcher.staticPlayerZ); return buffer; }
public void initializeDisplayList() { this.glListId = GLAllocation.generateDisplayLists(1); GlStateManager.glNewList(glListId, GL11.GL_COMPILE); GlStateManager.pushAttrib(); GlStateManager.pushMatrix(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); // Aaaand render BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); GlStateManager.disableAlpha(); this.renderLayer(blockrendererdispatcher, buffer, BlockRenderLayer.SOLID); GlStateManager.enableAlpha(); this.renderLayer(blockrendererdispatcher, buffer, BlockRenderLayer.CUTOUT_MIPPED); this.renderLayer(blockrendererdispatcher, buffer, BlockRenderLayer.CUTOUT); GlStateManager.shadeModel(GL11.GL_FLAT); this.renderLayer(blockrendererdispatcher, buffer, BlockRenderLayer.TRANSLUCENT); tessellator.draw(); GlStateManager.popMatrix(); GlStateManager.popAttrib(); GlStateManager.glEndList(); }
private void renderEdges() { GlStateManager.disableTexture2D(); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE); GlStateManager.disableAlpha(); GlStateManager.shadeModel(GL11.GL_SMOOTH); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); buffer.pos(this.x, this.y + this.height, 0.0).color(0, 0, 0, 255).endVertex(); buffer.pos(this.x + this.width, this.y + this.height, 0.0).color(0, 0, 0, 255).endVertex(); buffer.pos(this.x + this.width, this.y + this.height - 4, 0.0).color(0, 0, 0, 0).endVertex(); buffer.pos(this.x, this.y + this.height - 4, 0.0).color(0, 0, 0, 0).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); buffer.pos(this.x, this.y + 4, 0.0).color(0, 0, 0, 0).endVertex(); buffer.pos(this.x + this.width, this.y + 4, 0.0).color(0, 0, 0, 0).endVertex(); buffer.pos(this.x + this.width, this.y, 0.0).color(0, 0, 0, 255).endVertex(); buffer.pos(this.x, this.y, 0.0).color(0, 0, 0, 255).endVertex(); tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableAlpha(); GlStateManager.disableBlend(); GlStateManager.enableTexture2D(); }
public void draw(BuildingVertexUploader vertexUploader) { GlStateManager.disableAlpha(); vertexUploader.draw(renderer.getWorldRendererByLayer(BlockRenderLayer.SOLID)); GlStateManager.enableAlpha(); vertexUploader.draw(renderer.getWorldRendererByLayer(BlockRenderLayer.CUTOUT_MIPPED)); Minecraft.getMinecraft().getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).setBlurMipmap(false, false); vertexUploader.draw(renderer.getWorldRendererByLayer(BlockRenderLayer.CUTOUT)); Minecraft.getMinecraft().getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).restoreLastBlurMipmap(); GlStateManager.disableBlend(); GlStateManager.enableCull(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.alphaFunc(516, 0.1F); GlStateManager.enableBlend(); GlStateManager.depthMask(false); Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.shadeModel(7425); vertexUploader.draw(renderer.getWorldRendererByLayer(BlockRenderLayer.TRANSLUCENT)); GlStateManager.disableBlend(); GlStateManager.depthMask(true); }