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pahtek я немогу принятьго в дс кинешь PASHVOT или pahtek я хз какой правильний
давай вот мой дс fr1zka01давай помогу раз?
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pahtek я немогу принятьго в дс кинешь PASHVOT или pahtek я хз какой правильний
давай вот мой дс fr1zka01давай помогу раз?
Гпт парашаэто я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
ммм пиздецГпт параша
pahtek я немогу принять
давай вот мой дс fr1zka01
+rep это имбаэто я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
Бро, можешь скинуть пожалуйста RenderSystem.setShader +это я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
ку бери у @Sanch3zs таргет еспБро, можешь скинуть пожалуйста RenderSystem.setShader +
ColorUtil.multAlpha
/upэто я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
это я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
/up имбулечкаэто я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
50/50, если доделать нормик будетэто я взял со своих сурсов. Ливаю с этой уебещной базы, решил слить такие прикольные таргет есп все ихсходники у @Sanch3zs без EntytiEsp они смотрятся красиво а так пиздатые думаю.
ss:
Посмотреть вложение 324021
сам код
Код:private void renderGarland(EventRender3D event) { float anim = this.animationProgress; if (anim <= 0.0F) return; LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget; if (entityToRender == null) return; MatrixStack ms = event.getMatrix(); Camera camera = mc.gameRenderer.getCamera(); Vec3d targetPos = MathUtil.interpolate(entityToRender); double renderX = targetPos.x - camera.getPos().x; double renderY = targetPos.y - camera.getPos().y; double renderZ = targetPos.z - camera.getPos().z; float height = entityToRender.getHeight(); float width = entityToRender.getWidth(); float radius = width * 1.2f; float time = (System.currentTimeMillis() % 4000) / 4000f; float offset = time * 360f; int lightsCount = 30; int spirals = 3; ms.push(); ms.translate(renderX, renderY, renderZ); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.disableCull(); if (throughWalls.isEnabled()) { RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); } else { RenderSystem.enableDepthTest(); RenderSystem.depthMask(false); } RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.DEBUG_LINE_STRIP, VertexFormats.POSITION_COLOR); int wireColor = 0xFF0B3B0B; for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; int color = ColorUtil.multAlpha(wireColor, anim); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(ms.peek().getPositionMatrix(), x, y, z).color(r, g, b, a); } BufferRenderer.drawWithGlobalProgram(buffer.end()); RenderSystem.setShader(ShaderProgramKeys.POSITION_TEX_COLOR); RenderSystem.setShaderTexture(0, bloom); RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE); BufferBuilder bulbBuffer = tessellator.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); float pitch = camera.getPitch(); float yaw = camera.getYaw(); for (int i = 0; i <= lightsCount; i++) { float progress = (float) i / lightsCount; float angle = (float) Math.toRadians(offset + (progress * 360f * spirals)); float currentRadius = radius * (1.0f - (progress * 0.6f)); float x = (float) Math.cos(angle) * currentRadius; float z = (float) Math.sin(angle) * currentRadius; float y = progress * height; float size = 0.15f * easeOutCubic(anim); float twinkle = (float) Math.sin((System.currentTimeMillis() / 100.0) + i) * 0.2f + 0.8f; float alpha = anim * twinkle; int color = getFestiveColor(i); int finalColor = ColorUtil.multAlpha(color, alpha); drawBillboard(bulbBuffer, ms, x, y, z, size, yaw, pitch, finalColor); } BufferRenderer.drawWithGlobalProgram(bulbBuffer.end()); RenderSystem.depthMask(true); RenderSystem.disableBlend(); RenderSystem.enableCull(); ms.pop(); } private void drawBillboard(BufferBuilder buffer, MatrixStack ms, float x, float y, float z, float scale, float yaw, float pitch, int color) { ms.push(); ms.translate(x, y, z); ms.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(-yaw)); ms.multiply(RotationAxis.POSITIVE_X.rotationDegrees(pitch)); Matrix4f matrix = ms.peek().getPositionMatrix(); int r = (color >> 16) & 0xFF; int g = (color >> 8) & 0xFF; int b = color & 0xFF; int a = (color >> 24) & 0xFF; buffer.vertex(matrix, -scale, -scale, 0).texture(0, 0).color(r, g, b, a); buffer.vertex(matrix, -scale, scale, 0).texture(0, 1).color(r, g, b, a); buffer.vertex(matrix, scale, scale, 0).texture(1, 1).color(r, g, b, a); buffer.vertex(matrix, scale, -scale, 0).texture(1, 0).color(r, g, b, a); ms.pop(); } private int getFestiveColor(int index) { int type = index % 4; return switch (type) { case 0 -> 0xFFFF0000; case 1 -> 0xFFFFD700; case 2 -> 0xFF00FF00; case 3 -> 0xFF00BFFF; default -> 0xFFFFFFFF; }; }
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz