List of usage examples for org.lwjgl.opengl GL11 glNormal3f
public static native void glNormal3f(@NativeType("GLfloat") float nx, @NativeType("GLfloat") float ny, @NativeType("GLfloat") float nz);
From source file:stevekung.mods.moreplanets.planets.fronos.render.entities.RenderPoisonArrow.java
License:Creative Commons License
public void doRender(EntityPoisonArrow entity, double par2, double par3, double par4, float par5, float par6) { this.bindEntityTexture(entity); GL11.glPushMatrix();//from w w w . java 2s .c o m GL11.glTranslatef((float) par2, (float) par3, (float) par4); GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * par6 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * par6, 0.0F, 0.0F, 1.0F); Tessellator localTessellator = Tessellator.instance; int i = 0; float f1 = 0.0F; float f2 = 0.5F; float f3 = (0 + i * 10) / 32.0F; float f4 = (5 + i * 10) / 32.0F; float f5 = 0.0F; float f6 = 0.15625F; float f7 = (5 + i * 10) / 32.0F; float f8 = (10 + i * 10) / 32.0F; float f9 = 0.05625F; GL11.glEnable(32826); float f10 = entity.arrowShake - par6; if (f10 > 0.0F) { float f11 = -MathHelper.sin(f10 * 3.0F) * f10; GL11.glRotatef(f11, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f9, f9, f9); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f9, 0.0F, 0.0F); localTessellator.startDrawingQuads(); localTessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f5, f7); localTessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f6, f7); localTessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f6, f8); localTessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f5, f8); localTessellator.draw(); GL11.glNormal3f(-f9, 0.0F, 0.0F); localTessellator.startDrawingQuads(); localTessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f5, f7); localTessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f6, f7); localTessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f6, f8); localTessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f5, f8); localTessellator.draw(); for (int j = 0; j < 4; j++) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f9); localTessellator.startDrawingQuads(); localTessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, f1, f3); localTessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, f2, f3); localTessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, f2, f4); localTessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, f1, f4); localTessellator.draw(); } GL11.glDisable(32826); GL11.glPopMatrix(); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glNormal3f(float a, float b, float c) { GL11.glNormal3f(a, b, c); }
From source file:zeldaswordskills.client.render.entity.RenderCustomArrow.java
License:Open Source License
public void renderArrow(EntityArrowCustom arrow, double dx, double dy, double dz, float yaw, float partialTick) { bindEntityTexture(arrow);/* w w w . ja va2 s . co m*/ GL11.glPushMatrix(); GL11.glTranslated(dx, dy, dz); GL11.glRotatef(arrow.prevRotationYaw + (arrow.rotationYaw - arrow.prevRotationYaw) * partialTick - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(arrow.prevRotationPitch + (arrow.rotationPitch - arrow.prevRotationPitch) * partialTick, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float) (0 + b0 * 10) / 32.0F; float f5 = (float) (5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float) (5 + b0 * 10) / 32.0F; float f9 = (float) (10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float) arrow.arrowShake - partialTick; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double) f2, (double) f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double) f3, (double) f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double) f3, (double) f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double) f2, (double) f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); }
From source file:zeldaswordskills.client.render.entity.RenderEntityHookShot.java
License:Open Source License
public void doRender(EntityHookShot entity, double x, double y, double z, float yaw, float partialTick) { bindEntityTexture(entity);//w ww . ja v a2 s. co m GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.pushMatrix(); GlStateManager.translate(x, y, z); GlStateManager.rotate( entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick - 90.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate( entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer renderer = tessellator.getWorldRenderer(); byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float) (0 + b0 * 10) / 32.0F; float f5 = (float) (5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float) (5 + b0 * 10) / 32.0F; float f9 = (float) (10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GlStateManager.enableRescaleNormal(); GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F); GlStateManager.scale(f10, f10, f10); GlStateManager.translate(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); renderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f4, (double) f6).endVertex(); renderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f5, (double) f6).endVertex(); renderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f5, (double) f7).endVertex(); renderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f4, (double) f7).endVertex(); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); renderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f6, (double) f8).endVertex(); renderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f7, (double) f8).endVertex(); renderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f7, (double) f9).endVertex(); renderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f6, (double) f9).endVertex(); tessellator.draw(); for (int i = 0; i < 4; ++i) { GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); renderer.pos(-8.0D, -2.0D, 0.0D).tex((double) f2, (double) f4).endVertex(); renderer.pos(8.0D, -2.0D, 0.0D).tex((double) f3, (double) f4).endVertex(); renderer.pos(8.0D, 2.0D, 0.0D).tex((double) f3, (double) f5).endVertex(); renderer.pos(-8.0D, 2.0D, 0.0D).tex((double) f2, (double) f5).endVertex(); tessellator.draw(); } GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix(); renderLeash(entity, x, y, z, yaw, partialTick); super.doRender(entity, x, y, z, yaw, partialTick); }