Render.java 文件源码

java
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项目:CustomWorldGen 作者:
private void renderShadowSingle(IBlockState state, double p_188299_2_, double p_188299_4_, double p_188299_6_, BlockPos p_188299_8_, float p_188299_9_, float p_188299_10_, double p_188299_11_, double p_188299_13_, double p_188299_15_)
{
    if (state.isFullCube())
    {
        Tessellator tessellator = Tessellator.getInstance();
        VertexBuffer vertexbuffer = tessellator.getBuffer();
        double d0 = ((double)p_188299_9_ - (p_188299_4_ - ((double)p_188299_8_.getY() + p_188299_13_)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(p_188299_8_);

        if (d0 >= 0.0D)
        {
            if (d0 > 1.0D)
            {
                d0 = 1.0D;
            }

            AxisAlignedBB axisalignedbb = state.getBoundingBox(this.getWorldFromRenderManager(), p_188299_8_);
            double d1 = (double)p_188299_8_.getX() + axisalignedbb.minX + p_188299_11_;
            double d2 = (double)p_188299_8_.getX() + axisalignedbb.maxX + p_188299_11_;
            double d3 = (double)p_188299_8_.getY() + axisalignedbb.minY + p_188299_13_ + 0.015625D;
            double d4 = (double)p_188299_8_.getZ() + axisalignedbb.minZ + p_188299_15_;
            double d5 = (double)p_188299_8_.getZ() + axisalignedbb.maxZ + p_188299_15_;
            float f = (float)((p_188299_2_ - d1) / 2.0D / (double)p_188299_10_ + 0.5D);
            float f1 = (float)((p_188299_2_ - d2) / 2.0D / (double)p_188299_10_ + 0.5D);
            float f2 = (float)((p_188299_6_ - d4) / 2.0D / (double)p_188299_10_ + 0.5D);
            float f3 = (float)((p_188299_6_ - d5) / 2.0D / (double)p_188299_10_ + 0.5D);
            vertexbuffer.pos(d1, d3, d4).tex((double)f, (double)f2).color(1.0F, 1.0F, 1.0F, (float)d0).endVertex();
            vertexbuffer.pos(d1, d3, d5).tex((double)f, (double)f3).color(1.0F, 1.0F, 1.0F, (float)d0).endVertex();
            vertexbuffer.pos(d2, d3, d5).tex((double)f1, (double)f3).color(1.0F, 1.0F, 1.0F, (float)d0).endVertex();
            vertexbuffer.pos(d2, d3, d4).tex((double)f1, (double)f2).color(1.0F, 1.0F, 1.0F, (float)d0).endVertex();
        }
    }
}
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