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Визуальная часть Target ESP crystal | ExosWare 1.21.4

SsПосмотреть вложение 331350dw
Код:
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private void renderCrystals(Entity target, MatrixStack matrices, float tickDelta) {
Vec3d camPos = mc.gameRenderer.getCamera().getPos();
double x = MathHelper.lerp(tickDelta, target.prevX, target.getX()) - camPos.x;
double y = MathHelper.lerp(tickDelta, target.prevY, target.getY()) - camPos.y;
double z = MathHelper.lerp(tickDelta, target.prevZ, target.getZ()) - camPos.z;

float speed = crystalSpeed.get().floatValue();
float radius = crystalRadius.get().floatValue();
float anim = (float) animation.getOutput();

double time = (System.currentTimeMillis() - crystalStartTime) / 1000.0 * speed;

RenderSystem.disableCull();
RenderSystem.disableDepthTest();

RenderUtil.enableRender(
GlStateManager.SrcFactor.SRC_ALPHA,
GlStateManager.DstFactor.ONE
);

RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Matrix4f matrix = matrices.peek().getPositionMatrix();
BufferBuilder buffer = IMinecraft.tessellator()
.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);

int color = ColorUtil.getColorStyle(0);

float r = ((color >> 16) & 255) / 255f;
float g = ((color >> 8) & 255) / 255f;
float b = (color & 255) / 255f;

int crystals = 24;
float height = target.getHeight();

for(int i = 0; i < crystals; i++) {

float progress = (float)i / crystals;
double spiralOffset = progress * Math.PI * 4;

double angle1 = spiralOffset + time;
double angle2 = spiralOffset + time + Math.PI;

double yPos = y + progress * height;

double x1 = x + Math.cos(angle1) * radius * anim;
double z1 = z + Math.sin(angle1) * radius * anim;

double x2 = x + Math.cos(angle2) * radius * anim;
double z2 = z + Math.sin(angle2) * radius * anim;

drawCrystal(buffer, matrix, x1, yPos, z1, 0.13f * anim, r, g, b);
drawCrystal(buffer, matrix, x2, yPos, z2, 0.13f * anim, r, g, b);

}

RenderUtil.render3D.endBuilding(buffer);

RenderSystem.enableDepthTest();
RenderSystem.enableCull();

RenderUtil.disableRender();
}

private void drawCrystal(BufferBuilder buffer, Matrix4f matrix,
double x, double y, double z,
float size,
float r, float g, float b) {

float cx = (float)x;
float cy = (float)y;
float cz = (float)z;

float top = cy + size;
float bottom = cy - size;

float px = cx + size;
float nx = cx - size;

float pz = cz + size;
float nz = cz - size;

tri(buffer,matrix,cx,top,cz, nx,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,nz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,top,cz, px,cy,cz, cx,cy,pz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,pz, nx,cy,cz,r,g,b);

tri(buffer,matrix,cx,bottom,cz, cx,cy,nz, nx,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, px,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, cx,cy,pz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, nx,cy,cz, cx,cy,pz,r,g,b);
}

private void tri(BufferBuilder buffer, Matrix4f matrix,
float x1,float y1,float z1,
float x2,float y2,float z2,
float x3,float y3,float z3,
float r,float g,float b){

buffer.vertex(matrix,x1,y1,z1).color(r,g,b,1f);
buffer.vertex(matrix,x2,y2,z2).color(r,g,b,0.7f);
buffer.vertex(matrix,x3,y3,z3).color(r,g,b,0.7f);

}
Ваууу, молодец!!! Взял кристаллы с рокстара и нахуй их изуродовал :roflanzdarova: /del Хотя хуй знает, мб даже не с рокстара
 
SsПосмотреть вложение 331350dw
Код:
Expand Collapse Copy
private void renderCrystals(Entity target, MatrixStack matrices, float tickDelta) {
Vec3d camPos = mc.gameRenderer.getCamera().getPos();
double x = MathHelper.lerp(tickDelta, target.prevX, target.getX()) - camPos.x;
double y = MathHelper.lerp(tickDelta, target.prevY, target.getY()) - camPos.y;
double z = MathHelper.lerp(tickDelta, target.prevZ, target.getZ()) - camPos.z;

float speed = crystalSpeed.get().floatValue();
float radius = crystalRadius.get().floatValue();
float anim = (float) animation.getOutput();

double time = (System.currentTimeMillis() - crystalStartTime) / 1000.0 * speed;

RenderSystem.disableCull();
RenderSystem.disableDepthTest();

RenderUtil.enableRender(
GlStateManager.SrcFactor.SRC_ALPHA,
GlStateManager.DstFactor.ONE
);

RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Matrix4f matrix = matrices.peek().getPositionMatrix();
BufferBuilder buffer = IMinecraft.tessellator()
.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);

int color = ColorUtil.getColorStyle(0);

float r = ((color >> 16) & 255) / 255f;
float g = ((color >> 8) & 255) / 255f;
float b = (color & 255) / 255f;

int crystals = 24;
float height = target.getHeight();

for(int i = 0; i < crystals; i++) {

float progress = (float)i / crystals;
double spiralOffset = progress * Math.PI * 4;

double angle1 = spiralOffset + time;
double angle2 = spiralOffset + time + Math.PI;

double yPos = y + progress * height;

double x1 = x + Math.cos(angle1) * radius * anim;
double z1 = z + Math.sin(angle1) * radius * anim;

double x2 = x + Math.cos(angle2) * radius * anim;
double z2 = z + Math.sin(angle2) * radius * anim;

drawCrystal(buffer, matrix, x1, yPos, z1, 0.13f * anim, r, g, b);
drawCrystal(buffer, matrix, x2, yPos, z2, 0.13f * anim, r, g, b);

}

RenderUtil.render3D.endBuilding(buffer);

RenderSystem.enableDepthTest();
RenderSystem.enableCull();

RenderUtil.disableRender();
}

private void drawCrystal(BufferBuilder buffer, Matrix4f matrix,
double x, double y, double z,
float size,
float r, float g, float b) {

float cx = (float)x;
float cy = (float)y;
float cz = (float)z;

float top = cy + size;
float bottom = cy - size;

float px = cx + size;
float nx = cx - size;

float pz = cz + size;
float nz = cz - size;

tri(buffer,matrix,cx,top,cz, nx,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,nz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,top,cz, px,cy,cz, cx,cy,pz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,pz, nx,cy,cz,r,g,b);

tri(buffer,matrix,cx,bottom,cz, cx,cy,nz, nx,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, px,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, cx,cy,pz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, nx,cy,cz, cx,cy,pz,r,g,b);
}

private void tri(BufferBuilder buffer, Matrix4f matrix,
float x1,float y1,float z1,
float x2,float y2,float z2,
float x3,float y3,float z3,
float r,float g,float b){

buffer.vertex(matrix,x1,y1,z1).color(r,g,b,1f);
buffer.vertex(matrix,x2,y2,z2).color(r,g,b,0.7f);
buffer.vertex(matrix,x3,y3,z3).color(r,g,b,0.7f);

}
ты че вообще аут 3д рендер превратить в 2д?
 
SsПосмотреть вложение 331350dw
Код:
Expand Collapse Copy
private void renderCrystals(Entity target, MatrixStack matrices, float tickDelta) {
Vec3d camPos = mc.gameRenderer.getCamera().getPos();
double x = MathHelper.lerp(tickDelta, target.prevX, target.getX()) - camPos.x;
double y = MathHelper.lerp(tickDelta, target.prevY, target.getY()) - camPos.y;
double z = MathHelper.lerp(tickDelta, target.prevZ, target.getZ()) - camPos.z;

float speed = crystalSpeed.get().floatValue();
float radius = crystalRadius.get().floatValue();
float anim = (float) animation.getOutput();

double time = (System.currentTimeMillis() - crystalStartTime) / 1000.0 * speed;

RenderSystem.disableCull();
RenderSystem.disableDepthTest();

RenderUtil.enableRender(
GlStateManager.SrcFactor.SRC_ALPHA,
GlStateManager.DstFactor.ONE
);

RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Matrix4f matrix = matrices.peek().getPositionMatrix();
BufferBuilder buffer = IMinecraft.tessellator()
.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);

int color = ColorUtil.getColorStyle(0);

float r = ((color >> 16) & 255) / 255f;
float g = ((color >> 8) & 255) / 255f;
float b = (color & 255) / 255f;

int crystals = 24;
float height = target.getHeight();

for(int i = 0; i < crystals; i++) {

float progress = (float)i / crystals;
double spiralOffset = progress * Math.PI * 4;

double angle1 = spiralOffset + time;
double angle2 = spiralOffset + time + Math.PI;

double yPos = y + progress * height;

double x1 = x + Math.cos(angle1) * radius * anim;
double z1 = z + Math.sin(angle1) * radius * anim;

double x2 = x + Math.cos(angle2) * radius * anim;
double z2 = z + Math.sin(angle2) * radius * anim;

drawCrystal(buffer, matrix, x1, yPos, z1, 0.13f * anim, r, g, b);
drawCrystal(buffer, matrix, x2, yPos, z2, 0.13f * anim, r, g, b);

}

RenderUtil.render3D.endBuilding(buffer);

RenderSystem.enableDepthTest();
RenderSystem.enableCull();

RenderUtil.disableRender();
}

private void drawCrystal(BufferBuilder buffer, Matrix4f matrix,
double x, double y, double z,
float size,
float r, float g, float b) {

float cx = (float)x;
float cy = (float)y;
float cz = (float)z;

float top = cy + size;
float bottom = cy - size;

float px = cx + size;
float nx = cx - size;

float pz = cz + size;
float nz = cz - size;

tri(buffer,matrix,cx,top,cz, nx,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,nz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,top,cz, px,cy,cz, cx,cy,pz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,pz, nx,cy,cz,r,g,b);

tri(buffer,matrix,cx,bottom,cz, cx,cy,nz, nx,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, px,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, cx,cy,pz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, nx,cy,cz, cx,cy,pz,r,g,b);
}

private void tri(BufferBuilder buffer, Matrix4f matrix,
float x1,float y1,float z1,
float x2,float y2,float z2,
float x3,float y3,float z3,
float r,float g,float b){

buffer.vertex(matrix,x1,y1,z1).color(r,g,b,1f);
buffer.vertex(matrix,x2,y2,z2).color(r,g,b,0.7f);
buffer.vertex(matrix,x3,y3,z3).color(r,g,b,0.7f);

}
говно нахуй
 
SsПосмотреть вложение 331350dw
Код:
Expand Collapse Copy
private void renderCrystals(Entity target, MatrixStack matrices, float tickDelta) {
Vec3d camPos = mc.gameRenderer.getCamera().getPos();
double x = MathHelper.lerp(tickDelta, target.prevX, target.getX()) - camPos.x;
double y = MathHelper.lerp(tickDelta, target.prevY, target.getY()) - camPos.y;
double z = MathHelper.lerp(tickDelta, target.prevZ, target.getZ()) - camPos.z;

float speed = crystalSpeed.get().floatValue();
float radius = crystalRadius.get().floatValue();
float anim = (float) animation.getOutput();

double time = (System.currentTimeMillis() - crystalStartTime) / 1000.0 * speed;

RenderSystem.disableCull();
RenderSystem.disableDepthTest();

RenderUtil.enableRender(
GlStateManager.SrcFactor.SRC_ALPHA,
GlStateManager.DstFactor.ONE
);

RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Matrix4f matrix = matrices.peek().getPositionMatrix();
BufferBuilder buffer = IMinecraft.tessellator()
.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);

int color = ColorUtil.getColorStyle(0);

float r = ((color >> 16) & 255) / 255f;
float g = ((color >> 8) & 255) / 255f;
float b = (color & 255) / 255f;

int crystals = 24;
float height = target.getHeight();

for(int i = 0; i < crystals; i++) {

float progress = (float)i / crystals;
double spiralOffset = progress * Math.PI * 4;

double angle1 = spiralOffset + time;
double angle2 = spiralOffset + time + Math.PI;

double yPos = y + progress * height;

double x1 = x + Math.cos(angle1) * radius * anim;
double z1 = z + Math.sin(angle1) * radius * anim;

double x2 = x + Math.cos(angle2) * radius * anim;
double z2 = z + Math.sin(angle2) * radius * anim;

drawCrystal(buffer, matrix, x1, yPos, z1, 0.13f * anim, r, g, b);
drawCrystal(buffer, matrix, x2, yPos, z2, 0.13f * anim, r, g, b);

}

RenderUtil.render3D.endBuilding(buffer);

RenderSystem.enableDepthTest();
RenderSystem.enableCull();

RenderUtil.disableRender();
}

private void drawCrystal(BufferBuilder buffer, Matrix4f matrix,
double x, double y, double z,
float size,
float r, float g, float b) {

float cx = (float)x;
float cy = (float)y;
float cz = (float)z;

float top = cy + size;
float bottom = cy - size;

float px = cx + size;
float nx = cx - size;

float pz = cz + size;
float nz = cz - size;

tri(buffer,matrix,cx,top,cz, nx,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,nz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,top,cz, px,cy,cz, cx,cy,pz,r,g,b);
tri(buffer,matrix,cx,top,cz, cx,cy,pz, nx,cy,cz,r,g,b);

tri(buffer,matrix,cx,bottom,cz, cx,cy,nz, nx,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, px,cy,cz, cx,cy,nz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, cx,cy,pz, px,cy,cz,r,g,b);
tri(buffer,matrix,cx,bottom,cz, nx,cy,cz, cx,cy,pz,r,g,b);
}

private void tri(BufferBuilder buffer, Matrix4f matrix,
float x1,float y1,float z1,
float x2,float y2,float z2,
float x3,float y3,float z3,
float r,float g,float b){

buffer.vertex(matrix,x1,y1,z1).color(r,g,b,1f);
buffer.vertex(matrix,x2,y2,z2).color(r,g,b,0.7f);
buffer.vertex(matrix,x3,y3,z3).color(r,g,b,0.7f);

}
это тоже что такое,только что смотрел другую тему,и кажись там еще было нормально по сравнению с этим пиздецом... /del
 
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