Package com.mojang.minecraft.render

Examples of com.mojang.minecraft.render.ShapeRenderer


    GL11.glTranslatef(xo + (x - xo) * unknown0, this.yo + (this.y - this.yo) * unknown0 - this.heightOffset / 2.0F, this.zo + (this.z - this.zo) * unknown0);
    GL11.glRotatef(yRotO + (yRot - yRotO) * unknown0 - 90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(xRotO + (xRot - xRotO) * unknown0, 0.0F, 0.0F, 1.0F);
    GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);

    ShapeRenderer shapeRenderer = ShapeRenderer.instance;

    unknown0 = 0.5F;

    float unknown1 = (float)(0 + type * 10) / 32.0F;
    float unknown2 = (float)(5 + type * 10) / 32.0F;
    float unknown3 = 0.15625F;

    float unknown4 = (float)(5 + type * 10) / 32.0F;
    float unknown5 = (float)(10 + type * 10) / 32.0F;
    float unknown6 = 0.05625F;

    GL11.glScalef(0.05625F, unknown6, unknown6);

    GL11.glNormal3f(unknown6, 0.0F, 0.0F);

    shapeRenderer.begin();
    shapeRenderer.vertexUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown4);
    shapeRenderer.vertexUV(-7.0F, -2.0F, 2.0F, unknown3, unknown4);
    shapeRenderer.vertexUV(-7.0F, 2.0F, 2.0F, unknown3, unknown5);
    shapeRenderer.vertexUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown5);
    shapeRenderer.end();

    GL11.glNormal3f(-unknown6, 0.0F, 0.0F);

    shapeRenderer.begin();
    shapeRenderer.vertexUV(-7.0F, 2.0F, -2.0F, 0.0F, unknown4);
    shapeRenderer.vertexUV(-7.0F, 2.0F, 2.0F, unknown3, unknown4);
    shapeRenderer.vertexUV(-7.0F, -2.0F, 2.0F, unknown3, unknown5);
    shapeRenderer.vertexUV(-7.0F, -2.0F, -2.0F, 0.0F, unknown5);
    shapeRenderer.end();

    for(int unknown7 = 0; unknown7 < 4; unknown7++)
    {
      GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);

      GL11.glNormal3f(0.0F, -unknown6, 0.0F);

      shapeRenderer.vertexUV(-8.0F, -2.0F, 0.0F, 0.0F, unknown1);
      shapeRenderer.vertexUV(8.0F, -2.0F, 0.0F, unknown0, unknown1);
      shapeRenderer.vertexUV(8.0F, 2.0F, 0.0F, unknown0, unknown2);
      shapeRenderer.vertexUV(-8.0F, 2.0F, 0.0F, 0.0F, unknown2);
      shapeRenderer.end();
    }

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glPopMatrix();
  }
View Full Code Here


         if((var2 = System.currentTimeMillis()) - this.start < 0L || var2 - this.start >= 20L) {
            this.start = var2;
            int var4 = this.minecraft.width * 240 / this.minecraft.height;
            int var5 = this.minecraft.height * 240 / this.minecraft.height;
            GL11.glClear(16640);
            ShapeRenderer var6 = ShapeRenderer.instance;
            int var7 = this.minecraft.textureManager.load("/dirt.png");
            GL11.glBindTexture(3553, var7);
            float var10 = 32.0F;
            var6.begin();
            var6.color(4210752);
            var6.vertexUV(0.0F, (float)var5, 0.0F, 0.0F, (float)var5 / var10);
            var6.vertexUV((float)var4, (float)var5, 0.0F, (float)var4 / var10, (float)var5 / var10);
            var6.vertexUV((float)var4, 0.0F, 0.0F, (float)var4 / var10, 0.0F);
            var6.vertexUV(0.0F, 0.0F, 0.0F, 0.0F, 0.0F);
            var6.end();
            if(var1 >= 0) {
               var7 = var4 / 2 - 50;
               int var8 = var5 / 2 + 16;
               GL11.glDisable(3553);
               var6.begin();
               var6.color(8421504);
               var6.vertex((float)var7, (float)var8, 0.0F);
               var6.vertex((float)var7, (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + 100), (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + 100), (float)var8, 0.0F);
               var6.color(8454016);
               var6.vertex((float)var7, (float)var8, 0.0F);
               var6.vertex((float)var7, (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + var1), (float)(var8 + 2), 0.0F);
               var6.vertex((float)(var7 + var1), (float)var8, 0.0F);
               var6.end();
               GL11.glEnable(3553);
            }

            this.minecraft.fontRenderer.render(this.title, (var4 - this.minecraft.fontRenderer.getWidth(this.title)) / 2, var5 / 2 - 4 - 16, 16777215);
            this.minecraft.fontRenderer.render(this.text, (var4 - this.minecraft.fontRenderer.getWidth(this.text)) / 2, var5 / 2 - 4 + 8, 16777215);
View Full Code Here

         if(var5) {
            var4 = (var4 & 16579836) >> 2;
         }

         GL11.glBindTexture(3553, this.fontTexture);
         ShapeRenderer var6 = ShapeRenderer.instance;
         ShapeRenderer.instance.begin();
         var6.color(var4);
         int var7 = 0;

         for(int var8 = 0; var8 < var12.length; ++var8) {
            int var9;
            if(var12[var8] == 38 && var12.length > var8 + 1) {
               if((var4 = "0123456789abcdef".indexOf(var12[var8 + 1])) < 0) {
                  var4 = 15;
               }

               var9 = (var4 & 8) << 3;
               int var10 = (var4 & 1) * 191 + var9;
               int var11 = ((var4 & 2) >> 1) * 191 + var9;
               var4 = ((var4 & 4) >> 2) * 191 + var9;
               if(this.settings.anaglyph) {
                  var9 = (var4 * 30 + var11 * 59 + var10 * 11) / 100;
                  var11 = (var4 * 30 + var11 * 70) / 100;
                  var10 = (var4 * 30 + var10 * 70) / 100;
                  var4 = var9;
                  var11 = var11;
                  var10 = var10;
               }

               var4 = var4 << 16 | var11 << 8 | var10;
               var8 += 2;
               if(var5) {
                  var4 = (var4 & 16579836) >> 2;
               }

               var6.color(var4);
            }

            var4 = var12[var8] % 16 << 3;
            var9 = var12[var8] / 16 << 3;
            float var13 = 7.99F;
            var6.vertexUV((float)(var2 + var7), (float)var3 + var13, 0.0F, (float)var4 / 128.0F, ((float)var9 + var13) / 128.0F);
            var6.vertexUV((float)(var2 + var7) + var13, (float)var3 + var13, 0.0F, ((float)var4 + var13) / 128.0F, ((float)var9 + var13) / 128.0F);
            var6.vertexUV((float)(var2 + var7) + var13, (float)var3, 0.0F, ((float)var4 + var13) / 128.0F, (float)var9 / 128.0F);
            var6.vertexUV((float)(var2 + var7), (float)var3, 0.0F, (float)var4 / 128.0F, (float)var9 / 128.0F);
            var7 += this.widthmap[var12[var8]];
         }

         var6.end();
      }
   }
View Full Code Here

         drawFadingBox(var2 - 3, var3 - 8, var2 + 23, var3 + 24 - 6, -1862270977, -1056964609);
      }

      drawCenteredString(this.fontRenderer, "Select block", this.width / 2, 40, 16777215);
      TextureManager var7 = this.minecraft.textureManager;
      ShapeRenderer var8 = ShapeRenderer.instance;
      var2 = var7.load("/terrain.png");
      GL11.glBindTexture(3553, var2);

      for(var2 = 0; var2 < SessionData.allowedBlocks.size(); ++var2) {
         Block var4 = (Block)SessionData.allowedBlocks.get(var2);
         GL11.glPushMatrix();
         int var5 = this.width / 2 + var2 % 9 * 24 + -108;
         int var6 = this.height / 2 + var2 / 9 * 24 + -60;
         GL11.glTranslatef((float)var5, (float)var6, 0.0F);
         GL11.glScalef(10.0F, 10.0F, 10.0F);
         GL11.glTranslatef(1.0F, 0.5F, 8.0F);
         GL11.glRotatef(-30.0F, 1.0F, 0.0F, 0.0F);
         GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
         if(var1 == var2) {
            GL11.glScalef(1.6F, 1.6F, 1.6F);
         }

         GL11.glTranslatef(-1.5F, 0.5F, 0.5F);
         GL11.glScalef(-1.0F, -1.0F, -1.0F);
         var8.begin();
         var4.renderFullbright(var8);
         var8.end();
         GL11.glPopMatrix();
      }

   }
View Full Code Here

   protected static void drawBox(int var0, int var1, int var2, int var3, int var4) {
      float var5 = (float)(var4 >>> 24) / 255.0F;
      float var6 = (float)(var4 >> 16 & 255) / 255.0F;
      float var7 = (float)(var4 >> 8 & 255) / 255.0F;
      float var9 = (float)(var4 & 255) / 255.0F;
      ShapeRenderer var8 = ShapeRenderer.instance;
      GL11.glEnable(3042);
      GL11.glDisable(3553);
      GL11.glBlendFunc(770, 771);
      GL11.glColor4f(var6, var7, var9, var5);
      var8.begin();
      var8.vertex((float)var0, (float)var3, 0.0F);
      var8.vertex((float)var2, (float)var3, 0.0F);
      var8.vertex((float)var2, (float)var1, 0.0F);
      var8.vertex((float)var0, (float)var1, 0.0F);
      var8.end();
      GL11.glEnable(3553);
      GL11.glDisable(3042);
   }
View Full Code Here

   }

   public final void drawImage(int var1, int var2, int var3, int var4, int var5, int var6) {
      float var7 = 0.00390625F;
      float var8 = 0.00390625F;
      ShapeRenderer var9 = ShapeRenderer.instance;
      ShapeRenderer.instance.begin();
      var9.vertexUV((float)var1, (float)(var2 + var6), this.imgZ, (float)var3 * var7, (float)(var4 + var6) * var8);
      var9.vertexUV((float)(var1 + var5), (float)(var2 + var6), this.imgZ, (float)(var3 + var5) * var7, (float)(var4 + var6) * var8);
      var9.vertexUV((float)(var1 + var5), (float)var2, this.imgZ, (float)(var3 + var5) * var7, (float)var4 * var8);
      var9.vertexUV((float)var1, (float)var2, this.imgZ, (float)var3 * var7, (float)var4 * var8);
      var9.end();
   }
View Full Code Here

    GL11.glPushMatrix();
    GL11.glColor4f(brightness, brightness, brightness, 1.0F);
    GL11.glTranslatef(xo + (x - xo) * unknown0 - 0.5F, yo + (y - yo) * unknown0 - 0.5F, zo + (z - zo) * unknown0 - 0.5F);
    GL11.glPushMatrix();

    ShapeRenderer shapeRenderer = ShapeRenderer.instance;

    Block.TNT.renderPreview(shapeRenderer);

    GL11.glDisable(3553);
    GL11.glDisable(2896);
View Full Code Here

   public final void render(float var1, boolean var2, int var3, int var4) {
      FontRenderer var5 = this.mc.fontRenderer;
      this.mc.renderer.enableGuiMode();
      TextureManager var6 = this.mc.textureManager;
      GL11.glBindTexture(3553, this.mc.textureManager.load("/gui/gui.png"));
      ShapeRenderer var7 = ShapeRenderer.instance;
      GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
      GL11.glEnable(3042);
      Inventory var8 = this.mc.player.inventory;
      this.imgZ = -90.0F;
      this.drawImage(this.width / 2 - 91, this.height - 22, 0, 0, 182, 22);
      this.drawImage(this.width / 2 - 91 - 1 + var8.selected * 20, this.height - 22 - 1, 0, 22, 24, 22);
      GL11.glBindTexture(3553, this.mc.textureManager.load("/gui/icons.png"));
      this.drawImage(this.width / 2 - 7, this.height / 2 - 7, 0, 0, 16, 16);
      boolean var9 = this.mc.player.invulnerableTime / 3 % 2 == 1;
      if(this.mc.player.invulnerableTime < 10) {
         var9 = false;
      }

      int var10 = this.mc.player.health;
      int var11 = this.mc.player.lastHealth;
      this.random.setSeed((long)(this.ticks * 312871));
      int var12;
      int var14;
      int var15;
      int var26;
      if(this.mc.gamemode.isSurvival()) {
         for(var12 = 0; var12 < 10; ++var12) {
            byte var13 = 0;
            if(var9) {
               var13 = 1;
            }

            var14 = this.width / 2 - 91 + (var12 << 3);
            var15 = this.height - 32;
            if(var10 <= 4) {
               var15 += this.random.nextInt(2);
            }

            this.drawImage(var14, var15, 16 + var13 * 9, 0, 9, 9);
            if(var9) {
               if((var12 << 1) + 1 < var11) {
                  this.drawImage(var14, var15, 70, 0, 9, 9);
               }

               if((var12 << 1) + 1 == var11) {
                  this.drawImage(var14, var15, 79, 0, 9, 9);
               }
            }

            if((var12 << 1) + 1 < var10) {
               this.drawImage(var14, var15, 52, 0, 9, 9);
            }

            if((var12 << 1) + 1 == var10) {
               this.drawImage(var14, var15, 61, 0, 9, 9);
            }
         }

         if(this.mc.player.isUnderWater()) {
            var12 = (int)Math.ceil((double)(this.mc.player.airSupply - 2) * 10.0D / 300.0D);
            var26 = (int)Math.ceil((double)this.mc.player.airSupply * 10.0D / 300.0D) - var12;

            for(var14 = 0; var14 < var12 + var26; ++var14) {
               if(var14 < var12) {
                  this.drawImage(this.width / 2 - 91 + (var14 << 3), this.height - 32 - 9, 16, 18, 9, 9);
               } else {
                  this.drawImage(this.width / 2 - 91 + (var14 << 3), this.height - 32 - 9, 25, 18, 9, 9);
               }
            }
         }
      }

      GL11.glDisable(3042);

      String var23;
      for(var12 = 0; var12 < var8.slots.length; ++var12) {
         var26 = this.width / 2 - 90 + var12 * 20;
         var14 = this.height - 16;
         if((var15 = var8.slots[var12]) > 0) {
            GL11.glPushMatrix();
            GL11.glTranslatef((float)var26, (float)var14, -50.0F);
            if(var8.popTime[var12] > 0) {
               float var18;
               float var21 = -MathHelper.sin((var18 = ((float)var8.popTime[var12] - var1) / 5.0F) * var18 * 3.1415927F) * 8.0F;
               float var19 = MathHelper.sin(var18 * var18 * 3.1415927F) + 1.0F;
               float var16 = MathHelper.sin(var18 * 3.1415927F) + 1.0F;
               GL11.glTranslatef(10.0F, var21 + 10.0F, 0.0F);
               GL11.glScalef(var19, var16, 1.0F);
               GL11.glTranslatef(-10.0F, -10.0F, 0.0F);
            }

            GL11.glScalef(10.0F, 10.0F, 10.0F);
            GL11.glTranslatef(1.0F, 0.5F, 0.0F);
            GL11.glRotatef(-30.0F, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
            GL11.glTranslatef(-1.5F, 0.5F, 0.5F);
            GL11.glScalef(-1.0F, -1.0F, -1.0F);
            int var20 = var6.load("/terrain.png");
            GL11.glBindTexture(3553, var20);
            var7.begin();
            Block.blocks[var15].renderFullbright(var7);
            var7.end();
            GL11.glPopMatrix();
            if(var8.count[var12] > 1) {
               var23 = "" + var8.count[var12];
               var5.render(var23, var26 + 19 - var5.getWidth(var23), var14 + 6, 16777215);
            }
View Full Code Here

      this.chunks.clear();
      GL11.glNewList(this.listId, 4864);
      LevelRenderer var9 = this;
      float var10 = 0.5F;
      GL11.glColor4f(0.5F, var10, var10, 1.0F);
      ShapeRenderer var11 = ShapeRenderer.instance;
      float var12 = this.level.getGroundLevel();
      int var5 = 128;
      if(128 > this.level.width) {
         var5 = this.level.width;
      }

      if(var5 > this.level.height) {
         var5 = this.level.height;
      }

      int var6 = 2048 / var5;
      var11.begin();

      int var7;
      for(var7 = -var5 * var6; var7 < var9.level.width + var5 * var6; var7 += var5) {
         for(int var8 = -var5 * var6; var8 < var9.level.height + var5 * var6; var8 += var5) {
            var10 = var12;
            if(var7 >= 0 && var8 >= 0 && var7 < var9.level.width && var8 < var9.level.height) {
               var10 = 0.0F;
            }

            var11.vertexUV((float)var7, var10, (float)(var8 + var5), 0.0F, (float)var5);
            var11.vertexUV((float)(var7 + var5), var10, (float)(var8 + var5), (float)var5, (float)var5);
            var11.vertexUV((float)(var7 + var5), var10, (float)var8, (float)var5, 0.0F);
            var11.vertexUV((float)var7, var10, (float)var8, 0.0F, 0.0F);
         }
      }

      var11.end();
      GL11.glColor3f(0.8F, 0.8F, 0.8F);
      var11.begin();

      for(var7 = 0; var7 < var9.level.width; var7 += var5) {
         var11.vertexUV((float)var7, 0.0F, 0.0F, 0.0F, 0.0F);
         var11.vertexUV((float)(var7 + var5), 0.0F, 0.0F, (float)var5, 0.0F);
         var11.vertexUV((float)(var7 + var5), var12, 0.0F, (float)var5, var12);
         var11.vertexUV((float)var7, var12, 0.0F, 0.0F, var12);
         var11.vertexUV((float)var7, var12, (float)var9.level.height, 0.0F, var12);
         var11.vertexUV((float)(var7 + var5), var12, (float)var9.level.height, (float)var5, var12);
         var11.vertexUV((float)(var7 + var5), 0.0F, (float)var9.level.height, (float)var5, 0.0F);
         var11.vertexUV((float)var7, 0.0F, (float)var9.level.height, 0.0F, 0.0F);
      }

      GL11.glColor3f(0.6F, 0.6F, 0.6F);

      for(var7 = 0; var7 < var9.level.height; var7 += var5) {
         var11.vertexUV(0.0F, var12, (float)var7, 0.0F, 0.0F);
         var11.vertexUV(0.0F, var12, (float)(var7 + var5), (float)var5, 0.0F);
         var11.vertexUV(0.0F, 0.0F, (float)(var7 + var5), (float)var5, var12);
         var11.vertexUV(0.0F, 0.0F, (float)var7, 0.0F, var12);
         var11.vertexUV((float)var9.level.width, 0.0F, (float)var7, 0.0F, var12);
         var11.vertexUV((float)var9.level.width, 0.0F, (float)(var7 + var5), (float)var5, var12);
         var11.vertexUV((float)var9.level.width, var12, (float)(var7 + var5), (float)var5, 0.0F);
         var11.vertexUV((float)var9.level.width, var12, (float)var7, 0.0F, 0.0F);
      }

      var11.end();
      GL11.glEndList();
      GL11.glNewList(this.listId + 1, 4864);
      var9 = this;
      GL11.glColor3f(1.0F, 1.0F, 1.0F);
      var10 = this.level.getWaterLevel();
      GL11.glBlendFunc(770, 771);
      var11 = ShapeRenderer.instance;
      var4 = 128;
      if(128 > this.level.width) {
         var4 = this.level.width;
      }

      if(var4 > this.level.height) {
         var4 = this.level.height;
      }

      var5 = 2048 / var4;
      var11.begin();

      for(var6 = -var4 * var5; var6 < var9.level.width + var4 * var5; var6 += var4) {
         for(var7 = -var4 * var5; var7 < var9.level.height + var4 * var5; var7 += var4) {
            float var13 = var10 - 0.1F;
            if(var6 < 0 || var7 < 0 || var6 >= var9.level.width || var7 >= var9.level.height) {
               var11.vertexUV((float)var6, var13, (float)(var7 + var4), 0.0F, (float)var4);
               var11.vertexUV((float)(var6 + var4), var13, (float)(var7 + var4), (float)var4, (float)var4);
               var11.vertexUV((float)(var6 + var4), var13, (float)var7, (float)var4, 0.0F);
               var11.vertexUV((float)var6, var13, (float)var7, 0.0F, 0.0F);
               var11.vertexUV((float)var6, var13, (float)var7, 0.0F, 0.0F);
               var11.vertexUV((float)(var6 + var4), var13, (float)var7, (float)var4, 0.0F);
               var11.vertexUV((float)(var6 + var4), var13, (float)(var7 + var4), (float)var4, (float)var4);
               var11.vertexUV((float)var6, var13, (float)(var7 + var4), 0.0F, (float)var4);
            }
         }
      }

      var11.end();
      GL11.glDisable(3042);
      GL11.glEndList();
      this.queueChunks(0, 0, 0, this.level.width, this.level.depth, this.level.height);
   }
View Full Code Here

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Related Classes of com.mojang.minecraft.render.ShapeRenderer

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