use of net.minecraft.client.render.BufferBuilder in project Hypnotic-Client by Hypnotic-Development.
the class Radar method drawPointer.
private void drawPointer(MatrixStack matrixStack) {
Matrix4f matrix4f = matrixStack.peek().getPositionMatrix();
Color color1 = color.getColor();
RenderUtils.setup2DRender(false);
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
matrixStack.scale(2.5f, 2.5f, 2.5f);
matrixStack.translate(0, 1.5, 0);
bufferBuilder.begin(VertexFormat.DrawMode.QUADS, /*QUADS*/
VertexFormats.POSITION_COLOR);
bufferBuilder.vertex(matrix4f, 0, -4, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, -1, 0, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, 1, 0, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, 0, -4, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderUtils.end2DRender();
}
use of net.minecraft.client.render.BufferBuilder in project Hypnotic-Client by Hypnotic-Development.
the class ESP method renderOutline.
void renderOutline(Entity e, Color color, MatrixStack stack) {
float red = color.getRed() / 255f;
float green = color.getGreen() / 255f;
float blue = color.getBlue() / 255f;
float alpha = color.getAlpha() / 255f;
Camera c = mc.gameRenderer.getCamera();
Vec3d camPos = c.getPos();
Vec3d start = e.getPos().subtract(camPos);
float x = (float) start.x;
float y = (float) start.y;
float z = (float) start.z;
double r = Math.toRadians(-c.getYaw() + 90);
float sin = (float) (Math.sin(r) * (e.getWidth() / 1.7));
float cos = (float) (Math.cos(r) * (e.getWidth() / 1.7));
stack.push();
Matrix4f matrix = stack.peek().getPositionMatrix();
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
GL11.glDepthFunc(GL11.GL_ALWAYS);
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
buffer.vertex(matrix, x + sin, y, z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y, z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y, z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y + e.getHeight(), z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y + e.getHeight(), z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y + e.getHeight(), z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y + e.getHeight(), z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y, z + cos).color(red, green, blue, alpha).next();
buffer.end();
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
stack.pop();
}
use of net.minecraft.client.render.BufferBuilder in project Paradise-Lost by devs-immortal.
the class InGameOverlayRendererMixin method renderInAercloudOverlay.
// Follows the same procedures as the renderUnderwaterOverlay method in the original class
private static void renderInAercloudOverlay(MinecraftClient minecraftClient, Block block, MatrixStack matrixStack) {
minecraftClient.getTextureManager().bindTexture(new Identifier("the_aether:textures/block/aercloud_overlay.png"));
// color[0] = red, color[1] = green, color[2] = blue
int[] color = rgbFromMaterialColor(block.getDefaultMaterialColor());
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
// m and n move the overlay as the player rotates
float m = -minecraftClient.player.yaw / 256.0F;
float n = minecraftClient.player.pitch / 256.0F;
Matrix4f matrix4f = matrixStack.peek().getModel();
bufferBuilder.begin(7, VertexFormats.POSITION_COLOR_TEXTURE);
// The reason it's 255-color[n] is because this function calculates colors backwards.
bufferBuilder.vertex(matrix4f, -2.0F, -2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(4.0F + m, 4.0F + n).next();
bufferBuilder.vertex(matrix4f, 2.0F, -2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(0.0F + m, 4.0F + n).next();
bufferBuilder.vertex(matrix4f, 2.0F, 2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(0.0F + m, 0.0F + n).next();
bufferBuilder.vertex(matrix4f, -2.0F, 2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(4.0F + m, 0.0F + n).next();
bufferBuilder.end();
// Overlays it on the screen
BufferRenderer.draw(bufferBuilder);
RenderSystem.disableBlend();
}
use of net.minecraft.client.render.BufferBuilder in project JexClient by DustinRepo.
the class GuiPasswordField method drawSelectionHighlight.
private void drawSelectionHighlight(int x1, int y1, int x2, int y2) {
int j;
if (x1 < x2) {
j = x1;
x1 = x2;
x2 = j;
}
if (y1 < y2) {
j = y1;
y1 = y2;
y2 = j;
}
if (x2 > this.x + this.width) {
x2 = this.x + this.width;
}
if (x1 > this.x + this.width) {
x1 = this.x + this.width;
}
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferBuilder = tessellator.getBuffer();
RenderSystem.setShader(GameRenderer::getPositionShader);
RenderSystem.setShaderColor(0.0F, 0.0F, 1.0F, 1.0F);
RenderSystem.disableTexture();
RenderSystem.enableColorLogicOp();
RenderSystem.logicOp(LogicOp.OR_REVERSE);
bufferBuilder.begin(DrawMode.QUADS, VertexFormats.POSITION);
bufferBuilder.vertex((double) x1, (double) y2, 0.0D).next();
bufferBuilder.vertex((double) x2, (double) y2, 0.0D).next();
bufferBuilder.vertex((double) x2, (double) y1, 0.0D).next();
bufferBuilder.vertex((double) x1, (double) y1, 0.0D).next();
tessellator.draw();
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
RenderSystem.disableColorLogicOp();
RenderSystem.enableTexture();
}
use of net.minecraft.client.render.BufferBuilder in project HWG by cybercat-mods.
the class SniperMixin method renderSniperOverlay.
private void renderSniperOverlay() {
RenderSystem.disableDepthTest();
RenderSystem.depthMask(false);
RenderSystem.defaultBlendFunc();
RenderSystem.setShader(GameRenderer::getPositionTexShader);
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
RenderSystem.setShaderTexture(0, SNIPER);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferBuilder = tessellator.getBuffer();
bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE);
bufferBuilder.vertex(0.0D, (double) this.scaledHeight, -90.0D).texture(0.0F, 1.0F).next();
bufferBuilder.vertex((double) this.scaledWidth, (double) this.scaledHeight, -90.0D).texture(1.0F, 1.0F).next();
bufferBuilder.vertex((double) this.scaledWidth, 0.0D, -90.0D).texture(1.0F, 0.0F).next();
bufferBuilder.vertex(0.0D, 0.0D, -90.0D).texture(0.0F, 0.0F).next();
tessellator.draw();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
}
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