net.minecraft.client.Minecraft.isAmbientOcclusionEnabled()方法的使用及代码示例

x33g5p2x  于2022-01-24 转载在 其他  
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本文整理了Java中net.minecraft.client.Minecraft.isAmbientOcclusionEnabled()方法的一些代码示例,展示了Minecraft.isAmbientOcclusionEnabled()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Minecraft.isAmbientOcclusionEnabled()方法的具体详情如下:
包路径:net.minecraft.client.Minecraft
类名称:Minecraft
方法名:isAmbientOcclusionEnabled

Minecraft.isAmbientOcclusionEnabled介绍

暂无

代码示例

代码示例来源:origin: Vazkii/Botania

GlStateManager.disableCull();
if (Minecraft.isAmbientOcclusionEnabled())

代码示例来源:origin: CoFH/ThermalDynamics

private static VertexLighterFlat setupLighter(CCRenderState ccrs, IBlockState state, IBlockAccess access, BlockPos pos, IBakedModel model) {
  boolean renderAO = Minecraft.isAmbientOcclusionEnabled() && state.getLightValue(access, pos) == 0 && model.isAmbientOcclusion();
  VertexLighterFlat lighter = renderAO ? lighterSmooth.get() : lighterFlat.get();
  CCRSConsumer consumer = new CCRSConsumer(ccrs);
  lighter.setParent(consumer);
  consumer.setOffset(pos);
  return lighter;
}

代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2

GlStateManager.disableCull();
if( Minecraft.isAmbientOcclusionEnabled() )

代码示例来源:origin: Darkhax-Minecraft/Bookshelf

/**
 * Handles all of the basic startup to minimize render conflicts with existing rendering.
 * Make sure to
 */
public static void setupRenderState () {
  
  GlStateManager.pushMatrix();
  RenderHelper.disableStandardItemLighting();
  GlStateManager.enableBlend();
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  
  if (Minecraft.isAmbientOcclusionEnabled()) {
    GL11.glShadeModel(GL11.GL_SMOOTH);
  }
  else {
    GL11.glShadeModel(GL11.GL_FLAT);
  }
}

代码示例来源:origin: P3pp3rF1y/AncientWarfare2

Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
GlStateManager.pushMatrix();
if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {

代码示例来源:origin: PenguinSquad/Harvest-Festival

void renderIngredient(ItemStack stack, float position, float rotation, float offset1, float offset2) {
  GlStateManager.pushMatrix();
  RenderHelper.disableStandardItemLighting();
  GlStateManager.enableBlend();
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  if (Minecraft.isAmbientOcclusionEnabled())  {
    GL11.glShadeModel(GL11.GL_SMOOTH);
  } else  {
    GL11.glShadeModel(GL11.GL_FLAT);
  }
  translateIngredient(stack.getItem() instanceof ItemBlock, position, rotation, offset1, offset2);
  GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
  GL14.glBlendColor(1F, 1F, 1F, 1F);
  MINECRAFT.getRenderItem().renderItem(stack, FIXED);
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  GlStateManager.disableBlend();
  RenderHelper.enableStandardItemLighting();
  GlStateManager.popMatrix();
}

代码示例来源:origin: PenguinSquad/Harvest-Festival

void renderResult(T t, ItemStack stack) {
  GlStateManager.pushMatrix();
  RenderHelper.disableStandardItemLighting();
  GlStateManager.enableBlend();
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  if (Minecraft.isAmbientOcclusionEnabled())  {
    GL11.glShadeModel(GL11.GL_SMOOTH);
  } else  {
    GL11.glShadeModel(GL11.GL_FLAT);
  }
  translateResult(t, stack.getItem() instanceof ItemBlock);
  GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
  GL14.glBlendColor(1F, 1F, 1F, 1F);
  MINECRAFT.getRenderItem().renderItem(stack, FIXED);
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  GlStateManager.disableBlend();
  RenderHelper.enableStandardItemLighting();
  GlStateManager.popMatrix();
}

代码示例来源:origin: PenguinSquad/Harvest-Festival

protected void renderItem(ItemStack stack, float position, float rotation, float offset1, float offset2) {
  GlStateManager.pushMatrix();
  RenderHelper.disableStandardItemLighting();
  GlStateManager.enableBlend();
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  if (Minecraft.isAmbientOcclusionEnabled())  {
    GL11.glShadeModel(GL11.GL_SMOOTH);
  } else  {
    GL11.glShadeModel(GL11.GL_FLAT);
  }
  translateItem(stack.getItem() instanceof ItemBlock, position, rotation, offset1, offset2);
  GlStateManager.blendFunc(GL11.GL_CONSTANT_ALPHA, GL11.GL_ONE_MINUS_CONSTANT_ALPHA);
  GL14.glBlendColor(1F, 1F, 1F, 1F);
  MINECRAFT.getRenderItem().renderItem(stack, FIXED);
  GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  GlStateManager.disableBlend();
  RenderHelper.enableStandardItemLighting();
  GlStateManager.popMatrix();
}

代码示例来源:origin: AlgorithmX2/Chisels-and-Bits

GlStateManager.enableTexture2D();
if ( Minecraft.isAmbientOcclusionEnabled() )

代码示例来源:origin: ForestryMC/ForestryMC

if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {

代码示例来源:origin: McJtyMods/ModTutorials

private void renderHandles(PedestalTileEntity te) {
  GlStateManager.pushMatrix();
  GlStateManager.translate(.5, 0, .5);
  long angle = (System.currentTimeMillis() / 10) % 360;
  GlStateManager.rotate(angle, 0, 1, 0);
  RenderHelper.disableStandardItemLighting();
  this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
  if (Minecraft.isAmbientOcclusionEnabled()) {
    GlStateManager.shadeModel(GL11.GL_SMOOTH);
  } else {
    GlStateManager.shadeModel(GL11.GL_FLAT);
  }
  World world = te.getWorld();
  // Translate back to local view coordinates so that we can do the acual rendering here
  GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ());
  Tessellator tessellator = Tessellator.getInstance();
  BufferBuilder bufferBuilder = tessellator.getBuffer();
  bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
  IBlockState state = ModBlocks.pedestalBlock.getDefaultState().withProperty(PedestalBlock.IS_HANDLES, true);
  BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
  IBakedModel model = dispatcher.getModelForState(state);
  dispatcher.getBlockModelRenderer().renderModel(world, model, state, te.getPos(), bufferBuilder, true);
  tessellator.draw();
  RenderHelper.enableStandardItemLighting();
  GlStateManager.popMatrix();
}

代码示例来源:origin: TeamWizardry/Wizardry

if (Minecraft.isAmbientOcclusionEnabled())
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
else GlStateManager.shadeModel(GL11.GL_FLAT);

代码示例来源:origin: PrinceOfAmber/Cyclic

RenderHelper.disableStandardItemLighting();
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
if (Minecraft.isAmbientOcclusionEnabled()) {
 GlStateManager.shadeModel(GL11.GL_SMOOTH);

代码示例来源:origin: PrinceOfAmber/Cyclic

if (Minecraft.isAmbientOcclusionEnabled()) {
 GlStateManager.shadeModel(GL11.GL_SMOOTH);

代码示例来源:origin: AlgorithmX2/Chisels-and-Bits

GlStateManager.shadeModel( Minecraft.isAmbientOcclusionEnabled() ? GL11.GL_SMOOTH : GL11.GL_FLAT );
GlStateManager.enableDepth();
GlStateManager.depthMask( true );

代码示例来源:origin: PrinceOfAmber/Cyclic

public static void renderBlockList(List<BlockPos> blockPosList, BlockPos center, double relX, double relY, double relZ, float red, float green, float blue) {
 GlStateManager.pushAttrib();
 GlStateManager.pushMatrix();
 // translate to center or te
 GlStateManager.translate(relX + 0.5F, relY + 0.5F, relZ + 0.5F);
 GlStateManager.disableLighting(); // so colors are correct
 GlStateManager.disableTexture2D(); // no texturing needed
 GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
 GlStateManager.enableBlend();
 float alpha = 0.5F;
 GlStateManager.color(red, green, blue, alpha);
 if (Minecraft.isAmbientOcclusionEnabled())
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
 else
  GlStateManager.shadeModel(GL11.GL_FLAT);
 for (BlockPos p : blockPosList) {
  GlStateManager.pushMatrix();
  GlStateManager.translate(
    (center.getX() - p.getX()) * -1.0F,
    (center.getY() - p.getY()) * -1.0F,
    (center.getZ() - p.getZ()) * -1.0F);
  shadedCube(0.4F);
  GlStateManager.popMatrix();
 }
 GlStateManager.disableBlend();
 GlStateManager.enableTexture2D();
 GlStateManager.enableLighting();
 GlStateManager.popMatrix();
 GlStateManager.popAttrib();
}

代码示例来源:origin: thraaawn/CompactMachines

GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {

代码示例来源:origin: thraaawn/CompactMachines

if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {

代码示例来源:origin: thraaawn/CompactMachines

GlStateManager.enableCull();
GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(7425);
} else {

代码示例来源:origin: thraaawn/CompactMachines

GlStateManager.enableCull();
GlStateManager.enableAlpha();
if (Minecraft.isAmbientOcclusionEnabled()) {
  GlStateManager.shadeModel(GL11.GL_SMOOTH);
} else {

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