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authorsyeyoung <cyong06@naver.com>2021-01-15 23:18:13 +0900
committersyeyoung <cyong06@naver.com>2021-01-15 23:18:13 +0900
commit2f31ee747d693ed444334c84b4e2b112ef142531 (patch)
tree6d45305ca7547710081bf866970d6a320358d4b0 /src/main/java/kr/syeyoung/dungeonsguide/utils
parent58040f039287bcbfcfb6a5bd06172820f0fa16cf (diff)
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facking glstatemanager
Diffstat (limited to 'src/main/java/kr/syeyoung/dungeonsguide/utils')
-rwxr-xr-xsrc/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java97
1 files changed, 49 insertions, 48 deletions
diff --git a/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java b/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
index bd2dfbcd..65d2fef3 100755
--- a/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
+++ b/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
@@ -40,6 +40,7 @@ public class RenderUtils {
float f = (float)(color >> 16 & 255) / 255.0F;
float f1 = (float)(color >> 8 & 255) / 255.0F;
float f2 = (float)(color & 255) / 255.0F;
+ if (!chroma && f3 == 0) return;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.enableBlend();
@@ -56,7 +57,7 @@ public class RenderUtils {
worldrenderer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
float blah = (System.currentTimeMillis() / 10) % 360;
;
- GL11.glShadeModel(GL11.GL_SMOOTH);
+ GlStateManager.shadeModel(GL11.GL_SMOOTH);
color(worldrenderer.pos((double) left, (double) bottom, 0.0D), Color.HSBtoRGB((((blah + 20) % 360) / 360.0f), 1, 1)).endVertex();
color(worldrenderer.pos((double) right, (double) bottom, 0.0D), Color.HSBtoRGB((((blah + 40) % 360) / 360.0f), 1, 1)).endVertex();
color(worldrenderer.pos((double) right, (double) top, 0.0D), Color.HSBtoRGB((((blah + 20) % 360) / 360.0f), 1, 1)).endVertex();
@@ -78,17 +79,17 @@ public class RenderUtils {
double playerZ = player.prevPosZ + (player.posZ - player.prevPosZ) * partialTicks;
//because of the way 3D rendering is done, all coordinates are relative to the camera. This "resets" the "0,0,0" position to the location that is (0,0,0) in the world.
- GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
- GL11.glPushMatrix();
- GL11.glTranslated(-playerX, -playerY, -playerZ);
- GL11.glDisable(GL11.GL_TEXTURE_2D);
- GL11.glDisable(GL11.GL_CULL_FACE);
+ GlStateManager.pushAttrib();
+ GlStateManager.pushMatrix();
+ GlStateManager.translate(-playerX, -playerY, -playerZ);
+ GlStateManager.disableTexture2D();
+ GlStateManager.disableCull();
GlStateManager.enableAlpha();
if (dungeonDoor.isExist())
- GL11.glColor4ub((byte)0,(byte)255,(byte)0, (byte)255);
+ GlStateManager.color(0,1,0,1);
else
- GL11.glColor4ub((byte)255,(byte)0,(byte)0, (byte)255);
+ GlStateManager.color(1,0,0,1);
double x = dungeonDoor.getPosition().getX() + 0.5;
double y = dungeonDoor.getPosition().getY() -0.99;
@@ -105,7 +106,7 @@ public class RenderUtils {
if (dungeonDoor.isExist()) {
GL11.glBegin(GL11.GL_QUADS);
- GL11.glColor4ub((byte)0,(byte)0,(byte)255, (byte)255);
+ GlStateManager.color(0,0,1,1);
if (dungeonDoor.isZDir()) {
GL11.glVertex3d(x - 0.5, y + 0.1, z - 2.5);
GL11.glVertex3d(x - 0.5, y+ 0.1, z + 2.5);
@@ -138,11 +139,11 @@ public class RenderUtils {
// GlStateManager.disableAlpha();
GlStateManager.disableBlend();
- GL11.glEnable(GL11.GL_TEXTURE_2D);
- GL11.glEnable(GL11.GL_CULL_FACE);
+ GlStateManager.enableTexture2D();
+ GlStateManager.enableCull();
- GL11.glPopAttrib();
- GL11.glPopMatrix();
+ GlStateManager.popAttrib();
+ GlStateManager.popMatrix();
}
@@ -158,8 +159,8 @@ public class RenderUtils {
GlStateManager.translate(-realX, -realY, -realZ);
GlStateManager.disableTexture2D();
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(false);
}
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
@@ -175,8 +176,8 @@ public class RenderUtils {
GlStateManager.translate(realX, realY, realZ);
GlStateManager.disableBlend();
if (!depth) {
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ GlStateManager.enableDepth();
+ GlStateManager.depthMask(true);
}
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
@@ -198,8 +199,8 @@ public class RenderUtils {
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(false);
}
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glLineWidth(2);
@@ -215,8 +216,8 @@ public class RenderUtils {
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
if (!depth) {
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ GlStateManager.enableDepth();
+ GlStateManager.depthMask(true);
}
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
@@ -242,12 +243,12 @@ public class RenderUtils {
GlStateManager.disableTexture2D();
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(false);
}
- GL11.glColor4ub((byte)c.getRed(), (byte)c.getGreen(), (byte)c.getBlue(), (byte)c.getAlpha());
+ GlStateManager.color(c.getRed() /255.0f, c.getGreen() / 255.0f, c.getBlue()/ 255.0f, c.getAlpha()/ 255.0f);
- GL11.glTranslated(blockpos.getX(), blockpos.getY(), blockpos.getZ());
+ GlStateManager.translate(blockpos.getX(), blockpos.getY(), blockpos.getZ());
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3d(0, 0, 0);
@@ -286,8 +287,8 @@ public class RenderUtils {
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(true);
}
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
@@ -317,13 +318,13 @@ public class RenderUtils {
GlStateManager.disableTexture2D();
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(false);
}
- GL11.glColor4ub((byte)c.getRed(), (byte)c.getGreen(), (byte)c.getBlue(), (byte)c.getAlpha());
+ GlStateManager.color(c.getRed()/ 255.0f, c.getGreen()/ 255.0f, c.getBlue()/ 255.0f, c.getAlpha()/ 255.0f);
AxisAlignedBB axisAlignedBB = AxisAlignedBB.fromBounds(-0.4,-1.5,-0.4,0.4,0,0.4);
- GL11.glTranslated(-0.4 + entity.posX, -1.5 + entity.posY, -0.4 + entity.posZ);
+ GlStateManager.translate(-0.4 + entity.posX, -1.5 + entity.posY, -0.4 + entity.posZ);
double x = 0.8;
double y = 1.5;
@@ -365,8 +366,8 @@ public class RenderUtils {
if (!depth) {
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ GlStateManager.disableDepth();
+ GlStateManager.depthMask(true);
}
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
@@ -392,17 +393,17 @@ public class RenderUtils {
lScale *= 0.45f * multiplier;
}
- GL11.glColor4f(1f, 1f, 1f, 0.5f);
- GL11.glPushMatrix();
- GL11.glTranslatef(renderPos.x, renderPos.y, renderPos.z);
- GL11.glRotatef(-renderManager.playerViewY, 0.0f, 1.0f, 0.0f);
- GL11.glRotatef(renderManager.playerViewX, 1.0f, 0.0f, 0.0f);
- GL11.glScalef(-lScale, -lScale, lScale);
- GL11.glDisable(GL11.GL_LIGHTING);
- GL11.glDepthMask(false);
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glEnable(GL11.GL_BLEND);
- GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
+ GlStateManager.color(1f, 1f, 1f, 0.5f);
+ GlStateManager.pushMatrix();
+ GlStateManager.translate(renderPos.x, renderPos.y, renderPos.z);
+ GlStateManager.rotate(-renderManager.playerViewY, 0.0f, 1.0f, 0.0f);
+ GlStateManager.rotate(renderManager.playerViewX, 1.0f, 0.0f, 0.0f);
+ GlStateManager.scale(-lScale, -lScale, lScale);
+ GlStateManager.disableLighting();
+ GlStateManager.depthMask(false);
+ GlStateManager.disableDepth();
+ GlStateManager.enableBlend();
+ GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
int textWidth = fontRenderer.getStringWidth(text);
@@ -422,10 +423,10 @@ public class RenderUtils {
fontRenderer.drawString(text, -textWidth / 2, 0, color);
- GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- GL11.glDepthMask(true);
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glPopMatrix();
+ GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);
+ GlStateManager.depthMask(true);
+ GlStateManager.enableDepth();
+ GlStateManager.popMatrix();
}
private static Vector3f getRenderPos(float x, float y, float z, float partialTicks) {