java类net.minecraft.client.renderer.RenderBlocks的实例源码

RenderLatexExtractor.java 文件源码 项目:TFCTech 阅读 15 收藏 0 点赞 0 评论 0
private void setRotatedRenderBounds(RenderBlocks renderer, byte rotation, float minX, float minY, float minZ, float maxX, float maxY, float maxZ) {
    switch (rotation) {
    case 0:
        renderer.setRenderBounds(minX, minY, minZ, maxX, maxY, maxZ);
        break;
    case 1:
        renderer.setRenderBounds(MAX_Z - maxZ, minY, minX, MAX_Z - minZ, maxY, maxX);
        break;
    case 2:
        renderer.setRenderBounds(minX, minY, MAX_Z - maxZ, maxX, maxY, MAX_Z - minZ);
        break;
    case 3:
        renderer.setRenderBounds(minZ, minY, minX, maxZ, maxY, maxX);
        break;
    default:
        break;
    }
}
Utils.java 文件源码 项目:Steam-and-Steel 阅读 20 收藏 0 点赞 0 评论 0
public static void renderBlockByCompleteness(Block block, Fluid fluid, int meta, RenderBlocks renderer, double complete, int x, int y, int z) {

        renderer.setRenderBounds(0.01, 0.01, 0.01, 0.99, complete * 0.99, 0.99);
        renderer.setOverrideBlockTexture(fluid.getIcon());
        renderer.renderStandardBlock(block, x, y, z);
        renderer.clearOverrideBlockTexture();
    }
Utils.java 文件源码 项目:Steam-and-Steel 阅读 22 收藏 0 点赞 0 评论 0
public static void renderInventoryBlock(RenderBlocks renderblocks, Block block, IIcon icon) {

    Tessellator tessellator = Tessellator.instance;
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, -1F, 0.0F);
    renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 0.0F, -1F);
    renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 0.0F, 1.0F);
    renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(-1F, 0.0F, 0.0F);
    renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(1.0F, 0.0F, 0.0F);
    renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(icon));
    tessellator.draw();
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);

}
Utils.java 文件源码 项目:Steam-and-Steel 阅读 21 收藏 0 点赞 0 评论 0
public static void renderInventoryBlock(RenderBlocks renderblocks, Block block, Fluid fluid) {

    Tessellator tessellator = Tessellator.instance;
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, -1F, 0.0F);
    renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 0.0F, -1F);
    renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(0.0F, 0.0F, 1.0F);
    renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(-1F, 0.0F, 0.0F);
    renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    tessellator.startDrawingQuads();
    tessellator.setNormal(1.0F, 0.0F, 0.0F);
    renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, getValidIIcon(fluid.getIcon()));
    tessellator.draw();
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
}
BlockSlimeBlockRender.java 文件源码 项目:connor41-etfuturum2 阅读 15 收藏 0 点赞 0 评论 0
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
    renderer.renderStandardBlock(ModBlocks.slime, x, y, z);
    float f = 0.0625F;
    renderer.setRenderBounds(f * 3, f * 3, f * 3, f * 13, f * 13, f * 13);
    renderer.renderAllFaces = true;
    boolean flag = renderer.renderStandardBlock(ModBlocks.slime, x, y, z);
    renderer.renderAllFaces = false;
    return flag;
}
RenderWoodenPress.java 文件源码 项目:TFCPrimitiveTech 阅读 17 收藏 0 点赞 0 评论 0
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
{
    setBound(_bound, renderer);
    renderer.renderStandardBlock(block, x, y, z);

    return true;
}
RenderWoodenPress.java 文件源码 项目:TFCPrimitiveTech 阅读 19 收藏 0 点赞 0 评论 0
private static void renderInvBlock(Block block, RenderBlocks renderer)
{
    Tessellator var14 = Tessellator.instance;

    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    var14.startDrawingQuads();
    var14.setNormal(0.0F, -1.0F, 0.0F);
    renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, block.getIcon(0, 0));
    var14.draw();
    var14.startDrawingQuads();
    var14.setNormal(0.0F, 1.0F, 0.0F);
    renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, block.getIcon(1, 0));
    var14.draw();
    var14.startDrawingQuads();
    var14.setNormal(-1.0F, 0.0F, 0.0F);
    renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, block.getIcon(2, 0));
    var14.draw();
    var14.startDrawingQuads();
    var14.setNormal(0.0F, 0.0F, -1.0F);
    renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, block.getIcon(3, 0));
    var14.draw();
    var14.startDrawingQuads();
    var14.setNormal(-1.0F, 0.0F, 0.0F);
    renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, block.getIcon(4, 0));
    var14.draw();
    var14.startDrawingQuads();
    var14.setNormal(0.0F, 0.0F, 1.0F);
    renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, block.getIcon(5, 0));
    var14.draw();
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
}
BlockInfusedBlockOreRenderer.java 文件源码 项目:ThaumOres 阅读 16 收藏 0 点赞 0 评论 0
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId,
        RenderBlocks renderer) {
    if (world != null && block instanceof BlockInfusedBlockOre)
        return renderWorldBlock(world, x, y, z, (BlockInfusedBlockOre) block, modelId, renderer);
    return false;
}
BlockInfusedBlockOreRenderer.java 文件源码 项目:ThaumOres 阅读 17 收藏 0 点赞 0 评论 0
private boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, BlockInfusedBlockOre block, int modelId,
        RenderBlocks renderer) {
    renderer.setRenderBoundsFromBlock(block);
    renderer.renderStandardBlock(block.getBaseBlock(), x, y, z);
    renderer.clearOverrideBlockTexture();
    return true;
}
RenderItemBlockDrum.java 文件源码 项目:ExtraUtilities 阅读 20 收藏 0 点赞 0 评论 0
public void renderItem(final IItemRenderer.ItemRenderType type, final ItemStack item, final Object... data) {
    if (!(item.getItem() instanceof ItemBlock)) {
        return;
    }
    final Block block = ((ItemBlock)item.getItem()).field_150939_a;
    if (block == null) {
        return;
    }
    final RenderBlocks renderer = (RenderBlocks)data[0];
    Entity holder = null;
    if (data.length > 1 && data[1] instanceof Entity) {
        holder = (Entity)data[1];
    }
    if (holder == null) {
        holder = (Entity)Minecraft.getMinecraft().thePlayer;
    }
    final Tessellator var4 = Tessellator.instance;
    block.setBlockBoundsForItemRender();
    renderer.setRenderBoundsFromBlock(block);
    GL11.glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
    switch (type) {
        case EQUIPPED:
        case EQUIPPED_FIRST_PERSON: {
            GL11.glTranslatef(-1.0f, 0.5f, 0.0f);
            break;
        }
        default: {
            GL11.glTranslatef(-0.5f, -0.0f, -0.5f);
            break;
        }
    }
    OpenGlHelper.glBlendFunc(770, 771, 1, 0);
    GL11.glEnable(3008);
    RenderBlockDrum.drawInvBlock(block, item);
    GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glTranslatef(0.5f, 0.0f, 0.5f);
}


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