private void renderQueued(Tessellator tessellator) { if(fake) ParticleRenderDispatcher.fakeSparkleFxCount++; else ParticleRenderDispatcher.sparkleFxCount++; int part = particle + particleAge/multiplier; float var8 = part % 8 / 8.0F; float var9 = var8 + 0.0624375F*2; float var10 = part / 8 / 8.0F; float var11 = var10 + 0.0624375F*2; float var12 = 0.1F * particleScale; if (shrink) var12 *= (particleMaxAge-particleAge+1)/(float)particleMaxAge; float var13 = (float)(prevPosX + (posX - prevPosX) * f - interpPosX); float var14 = (float)(prevPosY + (posY - prevPosY) * f - interpPosY); float var15 = (float)(prevPosZ + (posZ - prevPosZ) * f - interpPosZ); float var16 = 1.0F; tessellator.getBuffer().pos(var13 - f1 * var12 - f4 * var12, var14 - f2 * var12, var15 - f3 * var12 - f5 * var12).tex(var9, var11).color(particleRed * var16, particleGreen * var16, particleBlue * var16, 1).endVertex(); tessellator.getBuffer().pos(var13 - f1 * var12 + f4 * var12, var14 + f2 * var12, var15 - f3 * var12 + f5 * var12).tex(var9, var10).color(particleRed * var16, particleGreen * var16, particleBlue * var16, 1).endVertex(); tessellator.getBuffer().pos(var13 + f1 * var12 + f4 * var12, var14 + f2 * var12, var15 + f3 * var12 + f5 * var12).tex(var8, var10).color(particleRed * var16, particleGreen * var16, particleBlue * var16, 1).endVertex(); tessellator.getBuffer().pos(var13 + f1 * var12 - f4 * var12, var14 - f2 * var12, var15 + f3 * var12 - f5 * var12).tex(var8, var11).color(particleRed * var16, particleGreen * var16, particleBlue * var16, 1).endVertex(); }
private void draw( float red, float green, float blue, final BufferBuilder tess, final double[] a, final double[] b, final double f6, final double f8 ) { if( this.hasData ) { tess.pos( a[0], a[1], a[2] ).tex( f6, f8 ).color( red, green, blue, this.particleAlpha ).lightmap( BRIGHTNESS, BRIGHTNESS ).endVertex(); tess.pos( this.vertices[0], this.vertices[1], this.vertices[2] ) .tex( f6, f8 ) .color( red, green, blue, this.particleAlpha ) .lightmap( BRIGHTNESS, BRIGHTNESS ) .endVertex(); tess.pos( this.verticesWithUV[0], this.verticesWithUV[1], this.verticesWithUV[2] ) .tex( f6, f8 ) .color( red, green, blue, this.particleAlpha ) .lightmap( BRIGHTNESS, BRIGHTNESS ) .endVertex(); tess.pos( b[0], b[1], b[2] ).tex( f6, f8 ).color( red, green, blue, this.particleAlpha ).lightmap( BRIGHTNESS, BRIGHTNESS ).endVertex(); } this.hasData = true; for( int x = 0; x < 3; x++ ) { this.vertices[x] = a[x]; this.verticesWithUV[x] = b[x]; } }
private void renderQueued(Tessellator tessellator, boolean depthEnabled) { if(depthEnabled) ParticleRenderDispatcher.wispFxCount++; else ParticleRenderDispatcher.depthIgnoringWispFxCount++; float agescale = (float)particleAge / (float) moteHalfLife; if (agescale > 1F) agescale = 2 - agescale; particleScale = moteParticleScale * agescale; float f10 = 0.5F * particleScale; float f11 = (float)(prevPosX + (posX - prevPosX) * f - interpPosX); float f12 = (float)(prevPosY + (posY - prevPosY) * f - interpPosY); float f13 = (float)(prevPosZ + (posZ - prevPosZ) * f - interpPosZ); int combined = 15 << 20 | 15 << 4; int k3 = combined >> 16 & 0xFFFF; int l3 = combined & 0xFFFF; tessellator.getBuffer().pos(f11 - f1 * f10 - f4 * f10, f12 - f2 * f10, f13 - f3 * f10 - f5 * f10).tex(0, 1).lightmap(k3, l3).color(particleRed, particleGreen, particleBlue, 0.5F).endVertex(); tessellator.getBuffer().pos(f11 - f1 * f10 + f4 * f10, f12 + f2 * f10, f13 - f3 * f10 + f5 * f10).tex(1, 1).lightmap(k3, l3).color(particleRed, particleGreen, particleBlue, 0.5F).endVertex(); tessellator.getBuffer().pos(f11 + f1 * f10 + f4 * f10, f12 + f2 * f10, f13 + f3 * f10 + f5 * f10).tex(1, 0).lightmap(k3, l3).color(particleRed, particleGreen, particleBlue, 0.5F).endVertex(); tessellator.getBuffer().pos(f11 + f1 * f10 - f4 * f10, f12 - f2 * f10, f13 + f3 * f10 - f5 * f10).tex(0, 0).lightmap(k3, l3).color(particleRed, particleGreen, particleBlue, 0.5F).endVertex(); }
.color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 - par3 * f10 + par6 * f10, f12 + par4 * f10, f13 - par5 * f10 + par7 * f10 ) .tex( f7, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 + par3 * f10 + par6 * f10, f12 + par4 * f10, f13 + par5 * f10 + par7 * f10 ) .tex( f6, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 + par3 * f10 - par6 * f10, f12 - par4 * f10, f13 + par5 * f10 - par7 * f10 ) .tex( f6, f9 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex();
float g = ((color & 0xFF00) >> 8) / 255F; float b = (color & 0xFF) / 255F; tessellator.getBuffer().pos(0, 0, 0).color(r, g, b, 1F - f2).endVertex(); tessellator.getBuffer().pos(-0.866D * f4, f3, -0.5F * f4).color(0, 0, 0, 0).endVertex(); tessellator.getBuffer().pos(0.866D * f4, f3, -0.5F * f4).color(0, 0, 0, 0).endVertex(); tessellator.getBuffer().pos(0, f3, 1F * f4).color(0, 0, 0, 0).endVertex(); tessellator.getBuffer().pos(-0.866D * f4, f3, -0.5F * f4).color(0, 0, 0, 0).endVertex(); tessellator.draw();
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(); }
int a = (int) (mainAlpha * rendersegment.light * 0xFF); wr.pos(endvec.x - diff2.x, endvec.y - diff2.y, endvec.z - diff2.z).tex(0.5, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(startvec.x - diff1.x, startvec.y - diff1.y, startvec.z - diff1.z).tex(0.5, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(startvec.x + diff1.x, startvec.y + diff1.y, startvec.z + diff1.z).tex(0.5, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(endvec.x + diff2.x, endvec.y + diff2.y, endvec.z + diff2.z).tex(0.5, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(roundend.x - diff2.x, roundend.y - diff2.y, roundend.z - diff2.z).tex(0, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(endvec.x - diff2.x, endvec.y - diff2.y, endvec.z - diff2.z).tex(0.5, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(endvec.x + diff2.x, endvec.y + diff2.y, endvec.z + diff2.z).tex(0.5, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(roundend.x + diff2.x, roundend.y + diff2.y, roundend.z + diff2.z).tex(0, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); Vector3 roundend = rendersegment.startPoint.point.subtract(rendersegment.diff.normalize().multiply(width)); wr.pos(startvec.x - diff1.x, startvec.y - diff1.y, startvec.z - diff1.z).tex(0.5, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(roundend.x - diff1.x, roundend.y - diff1.y, roundend.z - diff1.z).tex(0, 0).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(roundend.x + diff1.x, roundend.y + diff1.y, roundend.z + diff1.z).tex(0, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex(); wr.pos(startvec.x + diff1.x, startvec.y + diff1.y, startvec.z + diff1.z).tex(0.5, 1).lightmap(0xF0, 0xF0).color(r, g, b, a).endVertex();
par1Tessellator.pos( f11 - par3 * f10 - par6 * f10, f12 - par4 * f10, f13 - par5 * f10 - par7 * f10 ) .tex( f7, f9 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 - par3 * f10 + par6 * f10, f12 + par4 * f10, f13 - par5 * f10 + par7 * f10 ) .tex( f7, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 + par3 * f10 + par6 * f10, f12 + par4 * f10, f13 + par5 * f10 + par7 * f10 ) .tex( f6, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( f11 + par3 * f10 - par6 * f10, f12 - par4 * f10, f13 + par5 * f10 - par7 * f10 ) .tex( f6, f9 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex();
par1Tessellator.pos( offX - x * scale - rx * scale, offY - y * scale, offZ - z * scale - rz * scale ) .tex( f7, f9 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( offX - x * scale + rx * scale, offY + y * scale, offZ - z * scale + rz * scale ) .tex( f7, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( offX + x * scale + rx * scale, offY + y * scale, offZ + z * scale + rz * scale ) .tex( f6, f8 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex(); par1Tessellator.pos( offX + x * scale - rx * scale, offY - y * scale, offZ + z * scale - rz * scale ) .tex( f6, f9 ) .color( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha ) .lightmap( j, k ) .endVertex();
BufferBuilder.pos(x, y + (double)f, z + 1.0D).color(f3, f4, f5, 1.0F).endVertex(); BufferBuilder.pos(x + 1.0D, y + (double)f, z + 1.0D).color(f3, f4, f5, 1.0F).endVertex(); BufferBuilder.pos(x + 1.0D, y + (double)f, z).color(f3, f4, f5, 1.0F).endVertex(); BufferBuilder.pos(x, y + (double)f, z).color(f3, f4, f5, 1.0F).endVertex();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR); int i = mc.fontRenderer.getStringWidth(potato.name) / 2; worldrenderer.pos(-i - 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(-i - 1, 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(i + 1, 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(i + 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR); i = mc.fontRenderer.getStringWidth(str) / 2; worldrenderer.pos(-i - 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(-i - 1, 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(i + 1, 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); worldrenderer.pos(i + 1, -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D();
protected void drawRight(BufferBuilder renderer, int x, int y, double width, double height, Vector4i color) { renderer.pos(x - width, y + 0, 0.0D).color(color.x, color.y, color.z, color.w).endVertex(); renderer.pos(x - width, y + height, 0.0D).color(color.x, color.y, color.z, color.w).endVertex(); renderer.pos(x, y + height, 0.0D).color(color.x, color.y, color.z, color.w).endVertex(); renderer.pos(x, y + 0, 0.0D).color(color.x, color.y, color.z, color.w).endVertex(); }
protected void drawGrad(BufferBuilder renderer, int x, int y, double width, double height, Vector4i colorL, Vector4i colorR) { renderer.pos(x + 0, y + 0, 0.0D).color(colorL.x, colorL.y, colorL.z, colorL.w).endVertex(); renderer.pos(x + 0, y + height, 0.0D).color(colorL.x, colorL.y, colorL.z, colorL.w).endVertex(); renderer.pos(x + width, y + height, 0.0D).color(colorR.x, colorR.y, colorR.z, colorR.w).endVertex(); renderer.pos(x + width, y + 0, 0.0D).color(colorR.x, colorR.y, colorR.z, colorR.w).endVertex(); }
vb.pos( par1 + 0, par2 + par6, this.zLevel ) .tex( ( par3 + 0 ) * f, ( par4 + par6 ) * f1 ) .color( 1.0f, 1.0f, 1.0f, aes.getOpacityOfIcon() ) .endVertex(); vb.pos( par1 + par5, par2 + par6, this.zLevel ) .tex( ( par3 + par5 ) * f, ( par4 + par6 ) * f1 ) .color( 1.0f, 1.0f, 1.0f, aes.getOpacityOfIcon() ) .endVertex(); vb.pos( par1 + par5, par2 + 0, this.zLevel ) .tex( ( par3 + par5 ) * f, ( par4 + 0 ) * f1 ) .color( 1.0f, 1.0f, 1.0f, aes.getOpacityOfIcon() ) .endVertex(); vb.pos( par1 + 0, par2 + 0, this.zLevel ) .tex( ( par3 + 0 ) * f, ( par4 + 0 ) * f1 ) .color( 1.0f, 1.0f, 1.0f, aes.getOpacityOfIcon() ) .endVertex();
protected void addVecWithUV(@Nullable Vector3d vec, double u, double v, @Nonnull Vector4f color) { if (vec != null) { BufferBuilder tes = Tessellator.getInstance().getBuffer(); tes.pos(vec.x, vec.y, vec.z).tex(u, v).color(color.x, color.y, color.z, color.w).endVertex(); } }
BufferBuilder.pos(0.0D, 100.0D, 0.0D).color(f6, f7, f8, afloat[3] * (1F - insideVoid)).endVertex(); // Botania - darken in void for (int l = 0; l <= 16; ++l) float f12 = MathHelper.sin(f21); float f13 = MathHelper.cos(f21); BufferBuilder.pos(f12 * 120.0F, f13 * 120.0F, -f13 * 40.0F * afloat[3]).color(afloat[0], afloat[1], afloat[2], 0.0F).endVertex();
@Override public void execute() { Tessellator.getInstance().getBuffer().pos(x, y, z).tex(u, v).color(color.x, color.y, color.z, color.w).endVertex(); } }
@Override public void apply(@Nonnull RenderFace e) { for (Vertex v : e.bb.getCornersWithUvForFace(e.face, e.minU, e.maxU, e.minV, e.maxV)) { // DefaultVertexFormats.BLOCK buffer.pos(v.x(), v.y(), v.z()).color(e.r, e.g, e.b, e.a).tex(v.u(), v.v()).lightmap(e.light1, e.light2).endVertex(); } } }