List of usage examples for org.lwjgl.opengl GL11 glPushMatrix
public static native void glPushMatrix();
From source file:cn.lambdalib.template.client.render.block.RenderTileEntityModel.java
License:MIT License
@Override public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) { GL11.glPushMatrix(); {/*w ww. ja v a 2 s. c o m*/ GL11.glTranslated(d0 + .5, d1 + yOffset, d2 + .5); if (reverse) { GL11.glScaled(-scale, -scale, scale); } else { GL11.glScaled(scale, scale, scale); } RenderUtils.loadTexture(texture); model.render(tileentity, 0F, 0F); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.template.client.render.entity.RenderCrossedProjectile.java
License:MIT License
@Override public void doRender(Entity entity, double par2, double par4, double par6, float par8, float par9) { Motion3D motion = new Motion3D(entity); Tessellator t = Tessellator.instance; GL11.glPushMatrix(); {/* ww w . j a v a2 s.c om*/ Vec3 v1 = newV3(0, HEIGHT, 0), v2 = newV3(0, -HEIGHT, 0), v3 = newV3(LENGTH, -HEIGHT, 0), v4 = newV3(LENGTH, HEIGHT, 0), v5 = newV3(0, 0, -HEIGHT), v6 = newV3(0, 0, HEIGHT), v7 = newV3(LENGTH, 0, HEIGHT), v8 = newV3(LENGTH, 0, -HEIGHT); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (renderTexture) { bindTexture(TEXTURE_PATH); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(colorR, colorG, colorB); } if (ignoreLight) { GL11.glDisable(GL11.GL_LIGHTING); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); } GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glRotatef(90 + entity.rotationYaw, 0.0F, -1.0F, 0.0F); // ? GL11.glRotatef(-entity.rotationPitch, 0.0F, 0.0F, 1.0F); // if (this.playerViewOptm) { boolean firstPerson = Minecraft.getMinecraft().gameSettings.thirdPersonView == 0; if (firstPerson) { GL11.glTranslated(fpOffsetX, fpOffsetY, fpOffsetZ); } else { GL11.glTranslated(tpOffsetX, tpOffsetY, tpOffsetZ); } } t.startDrawingQuads(); if (ignoreLight) t.setBrightness(15728880); RenderUtils.addVertex(v1, 0, 0); RenderUtils.addVertex(v2, 0, 1); RenderUtils.addVertex(v3, 1, 1); RenderUtils.addVertex(v4, 1, 0); RenderUtils.addVertex(v5, 0, 0); RenderUtils.addVertex(v6, 0, 1); RenderUtils.addVertex(v7, 1, 1); RenderUtils.addVertex(v8, 1, 0); t.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.template.client.render.entity.RenderIcon.java
License:MIT License
@Override public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { GL11.glEnable(GL11.GL_BLEND);//from www .j a v a2s . c o m GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glDisable(GL11.GL_CULL_FACE); if (!hasLight) GL11.glDisable(GL11.GL_LIGHTING); //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glAlphaFunc(GL11.GL_GREATER, minTolerateAlpha); GL11.glPushMatrix(); { GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glScalef(size, size, size); postTranslate(par1Entity); if (icon != null) RenderUtils.loadTexture(icon); Tessellator t = Tessellator.instance; this.func_77026_a(par1Entity, t); } GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.lambdalib.template.client.render.item.RenderModelItem.java
License:MIT License
public void renderInventory() { GL11.glDisable(GL11.GL_CULL_FACE);/*from w w w.j a v a 2s . com*/ GL11.glPushMatrix(); { RenderUtils.loadTexture(texturePath); GL11.glTranslated(8.0F + invOffset.x, 8.0F + invOffset.y, 0.0F); GL11.glScaled(16F * invScale, 16F * invScale, 16F * invScale); float rotation = 145F; if (inventorySpin) rotation = GameTimer.getAbsTime() / 100F; GL11.glRotatef(rotation, 0, 1, 0); this.doRotation(invRotation); GL11.glScalef(-1F, -1F, 1F); renderAtStdPosition(); } GL11.glPopMatrix(); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.lambdalib.template.client.render.item.RenderModelItem.java
License:MIT License
public void renderEntityItem(RenderBlocks render, EntityItem ent) { GL11.glPushMatrix(); {/*from w w w .j av a 2 s . c o m*/ RenderUtils.loadTexture(texturePath); this.doRotation(entityItemRotation); this.doTransformation(entityItemOffset); GL11.glScaled(entityItemScale, entityItemScale, entityItemScale); renderAtStdPosition(); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.template.client.render.item.RenderModelItem.java
License:MIT License
public void renderEquipped(ItemStack item, RenderBlocks render, EntityLivingBase entity, ItemRenderType type) { if (item.stackTagCompound == null) item.stackTagCompound = new NBTTagCompound(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); {/* w w w . j av a 2 s.co m*/ RenderUtils.loadTexture(texturePath); float sc2 = 0.0625F; GL11.glRotatef(40F, 0, 0, 1); if (type == ItemRenderType.EQUIPPED) this.doTransformation(thirdPersonOffset); this.doTransformation(equipOffset); this.doRotation(equipRotation); GL11.glRotatef(90, 0, -1, 0); GL11.glScaled(equipScale, equipScale, equipScale); if (type == ItemRenderType.EQUIPPED) GL11.glScaled(thirdPersonScale, thirdPersonScale, thirdPersonScale); renderAtStdPosition(getModelAttribute(item, entity)); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
private static void drawEquippedItem(double w, ResourceLocation front, ResourceLocation back, double u1, double v1, double u2, double v2, boolean faceOnly) { Vec3 a1 = vec(0, 0, w), a2 = vec(1, 0, w), a3 = vec(1, 1, w), a4 = vec(0, 1, w), a5 = vec(0, 0, -w), a6 = vec(1, 0, -w), a7 = vec(1, 1, -w), a8 = vec(0, 1, -w); Minecraft mc = Minecraft.getMinecraft(); GL11.glPushMatrix(); RenderUtils.loadTexture(back);/*from w w w . j a v a 2s . co m*/ t.startDrawingQuads(); t.setNormal(0.0F, 0.0F, 1.0F); addVertex(a1, u2, v2); addVertex(a2, u1, v2); addVertex(a3, u1, v1); addVertex(a4, u2, v1); t.draw(); RenderUtils.loadTexture(front); t.startDrawingQuads(); t.setNormal(0.0F, 0.0F, -1.0F); addVertex(a8, u2, v1); addVertex(a7, u1, v1); addVertex(a6, u1, v2); addVertex(a5, u2, v2); t.draw(); int var7; float var8; double var9; float var10; /* * Gets the width/16 of the currently bound texture, used to fix the * side rendering issues on textures != 16 */ int tileSize = 32; float tx = 1.0f / (32 * tileSize); float tz = 1.0f / tileSize; if (!faceOnly) { t.startDrawingQuads(); t.setNormal(-1.0F, 0.0F, 0.0F); for (var7 = 0; var7 < tileSize; ++var7) { var8 = (float) var7 / tileSize; var9 = u2 - (u2 - u1) * var8 - tx; var10 = 1.0F * var8; t.addVertexWithUV(var10, 0.0D, -w, var9, v2); t.addVertexWithUV(var10, 0.0D, w, var9, v2); t.addVertexWithUV(var10, 1.0D, w, var9, v1); t.addVertexWithUV(var10, 1.0D, -w, var9, v1); t.addVertexWithUV(var10, 1.0D, w, var9, v1); t.addVertexWithUV(var10, 0.0D, w, var9, v2); t.addVertexWithUV(var10, 0.0D, -w, var9, v2); t.addVertexWithUV(var10, 1.0D, -w, var9, v1); } t.draw(); } GL11.glPopMatrix(); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayEquip(ResourceLocation src) { //Setup/*from w w w .java2s . c o m*/ GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; GL11.glMatrixMode(GL11.GL_TEXTURE); //Push texture mat GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); //xOffset loops between 0.0 and 8.0 GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Second pass GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; //Loop between 0 and 8, longer loop GL11.glTranslatef(-f9, 0.0F, 0.0F); //Still xOffset GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); //However, different rotation! ItemRenderer.renderItemIn2D(t, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); //Pop texture mat GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void renderOverlayInv(ResourceLocation src) { GL11.glDepthFunc(GL11.GL_EQUAL);//from w ww. j a va 2 s .c o m GL11.glDisable(GL11.GL_LIGHTING); loadTexture(src); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; //GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = GameTimer.getAbsTime() % 3000L / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = GameTimer.getAbsTime() % 4873L / 4873.0F * 8.0F; GL11.glTranslatef(-f9, 0.0F, 0.0F); GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); t.startDrawingQuads(); t.addVertexWithUV(0.0, 0.0, 0.0, 0.0, 0.0); t.addVertexWithUV(0.0, 16.0, 0.0, 0.0, 1.0); t.addVertexWithUV(16.0, 16.0, 0.0, 1.0, 1.0); t.addVertexWithUV(16.0, 0.0, 0.0, 1.0, 0.0); t.draw(); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); }
From source file:cn.lambdalib.util.client.RenderUtils.java
License:MIT License
public static void drawBlackout() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glDisable(GL11.GL_CULL_FACE);//from ww w.j ava 2s . c om GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluOrtho2D(1, 0, 1, 0); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glColor4d(0, 0, 0, 0.7); GL11.glTranslated(0, 0, 0); HudUtils.colorRect(0, 0, 1, 1); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4d(1, 1, 1, 1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_MODELVIEW); }