List of usage examples for org.lwjgl.opengl GL11 glRotated
public static native void glRotated(@NativeType("GLdouble") double angle, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
From source file:cn.academy.ability.electro.client.render.entity.RenderArcEff.java
License:Open Source License
@Override protected void firstTranslate(Entity ent) { EntityArcS arc = (EntityArcS) ent; GL11.glRotated(arc.roll, 0, 0, 1); }
From source file:cn.academy.ability.electro.client.render.entity.RenderElecArc.java
License:Open Source License
@Override protected void drawPerBillboard(EntityArcBase ent, int i) { GL11.glRotated(ent.getRotation(i), 0, 0, 1); }
From source file:cn.academy.ability.electro.client.render.skill.RailgunPlaneEffect.java
License:Open Source License
@SideOnly(Side.CLIENT) @Override//from w w w. ja v a2 s.c o m public void renderHandEffect(EntityPlayer player, HandRenderType type, long dt) { if (type == HandRenderType.EQUIPPED) return; if (dt < DELAY) return; dt -= DELAY; double tz = dt * dt / 3e4; double TRANS_TIME = ANIM_LEN * 0.2; double alpha = (dt < TRANS_TIME ? dt / TRANS_TIME : (dt > ANIM_LEN - TRANS_TIME ? (ANIM_LEN - dt) / TRANS_TIME : 1)); //Draw a screen-filling blackout GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GLU.gluOrtho2D(0, 255, 0, 255); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glDepthMask(false); GL11.glLoadIdentity(); { GL11.glTranslated(0, 0, 0); GL11.glColor4d(0, 0, 0, 0.2 * alpha); HudUtils.setZLevel(1); HudUtils.drawModalRect(0, 0, 255, 255); HudUtils.setZLevel(-90); } GL11.glDepthMask(true); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_MODELVIEW); //Restore the matrix //Draw the real effect GL11.glColor4d(1, 1, 1, alpha * 0.6); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); GL11.glPushMatrix(); { GL11.glTranslated(-.4, 0.85 + tz * 0.37, tz); GL11.glRotated(-20.4, 1, 0, 0); drawSingleSide(7); // GL11.glPushMatrix(); { // GL11.glTranslated(-2.3, 0, 0); // drawSingleSide(7); // } GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glDisable(GL11.GL_ALPHA_TEST); }
From source file:cn.academy.ability.electro.client.render.skill.SRSmallCharge.java
License:Open Source License
@Override public void draw() { GL11.glDisable(GL11.GL_CULL_FACE);/*from w w w . j a v a2s .c om*/ GL11.glDepthMask(false); GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4d(1, 1, 1, 0.7); GL11.glTranslated(0, 0.9, 0.2); GL11.glRotated(120, 1, 0, 0); GL11.glScaled(0.5, 0.5, 0.5); //RenderUtils.drawCube(1, 1, 2); for (ArcObject arc : arcs) { arc.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.academy.ability.teleport.client.render.entity.MarkRender.java
License:Open Source License
@Override public void doRender(Entity ent, double x, double y, double z, float var8, float var9) { EntityTPMarking mark = (EntityTPMarking) ent; int texID = (int) ((mark.ticksExisted / 2.5) % tex.length); GL11.glEnable(GL11.GL_BLEND);/*w ww. j av a2 s . co m*/ GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glColor4d(1, 1, 1, 1); GL11.glPushMatrix(); { GL11.glTranslated(x, y, z); GL11.glRotated(-mark.rotationYaw, 0, 1, 0); GL11.glScaled(-1, -1, 1); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); Tessellator.instance.setBrightness(15728880); RenderUtils.loadTexture(tex[texID]); model.draw(); } GL11.glPopMatrix(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:cn.academy.core.client.ACRenderingHelper.java
License:GNU General Public License
/** * Draws a circular progress bar at (0, 0) with radius 1 */// w w w . jav a 2s . c o m public static void drawCircularProgbar(ResourceLocation texture, double progress) { progress *= 360; if (progress > 360) progress %= 360; Tessellator t = Tessellator.instance; GL11.glPushMatrix(); RenderUtils.loadTexture(texture); for (int i = 0; i < 4; ++i) { double angle = Math.min(90, progress - 90 * i); if (angle <= 0) break; double u1, v1; t.startDrawing(GL11.GL_TRIANGLES); if (angle <= 45) { u1 = Math.tan(MathUtils.toRadians(angle)); v1 = 0; } else { u1 = 1; v1 = 0; double x = Math.tan(MathUtils.toRadians(90 - angle)); t.addVertexWithUV(1, -1, 0, 1, 0); t.addVertexWithUV(0, 0, 0, 0, 1); t.addVertexWithUV(1, -x, 0, 1, 1 - x); } t.addVertexWithUV(0, -1, 0, 0, 0); t.addVertexWithUV(0, 0, 0, 0, 1); t.addVertexWithUV(u1, -1 - v1, 0, u1, v1); t.draw(); GL11.glRotated(90, 0, 0, 1); } GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:cn.academy.core.client.ACRenderingHelper.java
License:GNU General Public License
private static void dirQuad(double x0, double y0, double x1, double y1, float width) { float hw = width / 2; Tessellator t = Tessellator.instance; double dy = y1 - y0, dx = x1 - x0, len = Math.sqrt(dy * dy + dx * dx); double theta = MathUtils.toDegrees(Math.atan2(dy, dx)); GL11.glPushMatrix();//from w w w. j a v a 2 s. c o m GL11.glTranslated(x0, y0, 0); GL11.glRotated(theta, 0, 0, 1); t.startDrawingQuads(); t.addVertexWithUV(0, -hw, 0, 0, 0); t.addVertexWithUV(0, hw, 0, 0, 1); t.addVertexWithUV(len, hw, 0, 1, 1); t.addVertexWithUV(len, -hw, 0, 1, 0); t.draw(); GL11.glPopMatrix(); }
From source file:cn.academy.core.client.gui.dev.PageMain.java
License:Open Source License
private void drawPlayer() { EntityPlayer player = dev.user;// ww w . j a va 2s. c om RenderUtils.loadTexture(RenderUtils.STEVE_TEXTURE); float x = 100, y = 100, scale = 2.1F; GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glPushMatrix(); { GL11.glTranslatef(183, 58, 100F); GL11.glScalef((-scale), scale, scale); GL11.glRotated(-25, 1, 0, 0); RenderHelper.enableStandardItemLighting(); GL11.glRotatef(Minecraft.getSystemTime() / 100F, 0F, 1F, 0F); //Rotate around Y model.render(player, 0, 0, 0, 0, 0, 1F); } GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glDisable(GL11.GL_TEXTURE_2D); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); GL11.glDepthFunc(GL11.GL_ALWAYS); }
From source file:cn.academy.core.client.render.ACModelBiped.java
License:Open Source License
@Override public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { GL11.glPushMatrix();//from www. ja v a 2 s .c om { if (par1Entity == Minecraft.getMinecraft().thePlayer) { GL11.glPopMatrix(); return; } //System.out.println(DebugUtils.formatArray(par2, par3, par4, par5, par6, par7)); GL11.glTranslated(0, 1, 0); GL11.glRotated(180, 0, 1, 0); GL11.glRotated(90, 1, 0, 0); GL11.glRotated(180, 0, 1, 0); super.render(par1Entity, par2, par3, par4, par5, par6, par7); } GL11.glPopMatrix(); }
From source file:cn.academy.core.client.render.ray.RendererRayBaseSimple.java
License:GNU General Public License
@Override public void doRender(Entity ent, double x, double y, double z, float a, float b) { IRay ray = (IRay) ent;/*from w w w .ja v a 2s . c o m*/ GL11.glPushMatrix(); double length = ray.getLength(); double fix = ray.getStartFix(); Vec3 vo; if (ray.needsViewOptimize()) vo = ViewOptimize.getFixVector(ray); else vo = vec(0, 0, 0); // Rotate fix vector to world coordinate vo.rotateAroundY(MathUtils.toRadians(270 - ent.rotationYaw)); Vec3 start = vec(0, 0, 0), end = add(start, multiply(new Motion3D(ent, true).getMotionVec(), length)); start = add(start, vo); x += start.xCoord; y += start.yCoord; z += start.zCoord; Vec3 delta = subtract(end, start); double dxzsq = delta.xCoord * delta.xCoord + delta.zCoord * delta.zCoord; double npitch = MathUtils.toDegrees(Math.atan2(delta.yCoord, Math.sqrt(dxzsq))); double nyaw = MathUtils.toDegrees(Math.atan2(delta.xCoord, delta.zCoord)); GL11.glTranslated(x, y, z); GL11.glRotated(-90 + nyaw, 0, 1, 0); GL11.glRotated(npitch, 0, 0, 1); GL11.glTranslated(fix, 0, 0); draw(ent, ray.getLength() - fix); GL11.glPopMatrix(); }