Advertisement
Guest User

Untitled

a guest
Jul 29th, 2015
207
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Java 1.93 KB | None | 0 0
  1.     private void renderLightRuneFx(Vec3Int coord) {
  2.         glPushMatrix();
  3.  
  4.         EntityClientPlayerMP player = Minecraft.getMinecraft().thePlayer;
  5.  
  6.  
  7.         double offsetX = coord.x - (player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks) + 0.5;
  8.         double offsetY = coord.y - (player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks) + 5.5;
  9.         double offsetZ = coord.z - (player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks) + 0.5;
  10.  
  11.         int renderDistBlocks = FMLClientHandler.instance().getClient().gameSettings.renderDistanceChunks * 16;
  12.         if ((offsetX*offsetX + offsetZ*offsetZ) > (renderDistBlocks*renderDistBlocks)) return;
  13.  
  14.         glTranslated(offsetX, offsetY, offsetZ);
  15.         glColor4f(0.8f, 0.8f, 1f, 0.9f);
  16.         glRotatef(renderTick, 0, 1, 0);
  17.         glDisable(GL_TEXTURE_2D);
  18.  
  19.         glEnable(GL_BLEND);
  20.         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  21.  
  22.         // Render to framebuffer A
  23.         bufferA.bindFramebuffer(false); // true = adjust viewport
  24.         sphere.draw(2, 24, 24);
  25.  
  26.         glEnable(GL_TEXTURE_2D);
  27.  
  28.         // Render to framebuffer B, apply first blur
  29.         ShaderHelper.useShader(ShaderHelper.GAUSSIAN_BLUR_X);
  30.         bufferB.bindFramebuffer(false);
  31.         ShaderHelper.setUniform(ShaderHelper.GAUSSIAN_BLUR_X, "tex", bufferA.framebufferTexture);
  32.         glBindTexture(GL_TEXTURE_2D, bufferA.framebufferTexture);
  33.         glDrawArrays(GL_TRIANGLES, 0, 6);
  34.  
  35.         // Render to screen, apply second blur
  36.         ShaderHelper.useShader(ShaderHelper.GAUSSIAN_BLUR_Y);
  37.         bufferB.unbindFramebuffer();
  38.         ShaderHelper.setUniform(ShaderHelper.GAUSSIAN_BLUR_Y, "tex", bufferB.framebufferTexture);
  39.         glBindTexture(GL_TEXTURE_2D, bufferB.framebufferTexture);
  40.         glDrawArrays(GL_TRIANGLES, 0, 6);
  41.  
  42.         glDisable(GL_BLEND);
  43.         glPopMatrix();
  44.         ShaderHelper.releaseShader();
  45.     }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement