Example usage for org.lwjgl.opengl GL11 glRotatef

List of usage examples for org.lwjgl.opengl GL11 glRotatef

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glRotatef.

Prototype

public static native void glRotatef(@NativeType("GLfloat") float angle, @NativeType("GLfloat") float x,
        @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);

Source Link

Document

Manipulates the current matrix with a rotation matrix.

Usage

From source file:cn.liutils.template.client.render.entity.RenderModel.java

License:Open Source License

@Override
public void doRender(Entity entity, double par2, double par4, double par6, float par8, float par9) {

    GL11.glPushMatrix();/*from  w ww  . j  a  v a  2  s  .c  om*/
    {
        bindTexture(texture);
        GL11.glTranslatef((float) par2, (float) par4 + 2 * entity.height, (float) par6);
        GL11.glTranslatef(offsetX, offsetY, offsetZ);
        GL11.glRotatef(180.0F - par8, 0.0F, 1.0F, 0.0F);
        GL11.glScalef(-1.0F, -1.0F, 1.0F);
        this.model.render(entity, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F * modelScale);
    }
    GL11.glPopMatrix();

}

From source file:cn.liutils.template.client.render.entity.RenderModelProjectile.java

License:Open Source License

@Override
public void doRender(Entity ent, double par2, double par4, double par6, float par8, float par9) {
    Motion3D motion = new Motion3D(ent);

    GL11.glPushMatrix();//  w ww.j av  a 2s .  co  m
    {
        bindTexture(TEXTURE_PATH);
        GL11.glTranslatef((float) par2, (float) par4, (float) par6);
        GL11.glRotatef(180.0F - ent.rotationYaw, 0.0F, -1.0F, 0.0F); // ?
        GL11.glRotatef(ent.rotationPitch, 1.0F, 0.0F, 0.0F); // 
        GL11.glScalef(-1.0F, -1.0F, 1.0F);
        model.render(ent, (float) par2, (float) par4, (float) par6, par8, par9, 0.0625F);
    }
    GL11.glPopMatrix();
}

From source file:cn.liutils.util.RenderUtils.java

License:Open Source License

public static void renderOverlay_Equip(ResourceLocation src) {
    //Setup//from   www  .  j a  va 2  s .co  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 = Minecraft.getSystemTime() % 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 = Minecraft.getSystemTime() % 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.liutils.util.RenderUtils.java

License:Open Source License

public static void renderOverlay_Inv(ResourceLocation src) {
    GL11.glDepthFunc(GL11.GL_EQUAL);/*from   w  w w  .  j a  v  a  2  s. com*/
    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 = Minecraft.getSystemTime() % 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 = Minecraft.getSystemTime() % 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.weaponmod.api.client.render.RenderBulletWeapon.java

License:Open Source License

public void renderEquipped(ItemStack item, RenderBlocks render, EntityLivingBase entity) {
    Tessellator t = Tessellator.instance;

    int mode = 0;
    if (item.stackTagCompound != null)
        mode = item.getTagCompound().getInteger("mode");

    GL11.glPushMatrix();//from w  ww  .  j  a  v  a  2 s  .c om

    InformationBullet inf = (InformationBullet) weaponType.getInformation(item, entity.worldObj);
    if (inf == null) {
        RenderUtils.renderItemIn2d(item, width);
        return;
    }

    if (entity instanceof EntityPlayer) {
        EntityPlayer player = (EntityPlayer) entity;
        boolean left = ItemControlHandler.getUsingTickLeft(player, false) == 0 ? true
                : ItemControlHandler.getUsingSide(player);
        boolean firstPerson = (entity == Minecraft.getMinecraft().thePlayer
                && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0)
                && Minecraft.getMinecraft().currentScreen == null;
        int mt = inf == null ? -1 : (left ? inf.muzzle_left : inf.muzzle_right);
        if (left ? inf.lastShooting_left : inf.lastShooting_right) {
            int dt = inf.getDeltaTick(left);
            float recoverTime = 0.5F * weaponType.upLiftRadius / weaponType.recoverRadius;
            if (dt < recoverTime) {
                float uplift = 2.0F * weaponType.upLiftRadius
                        * MathHelper.cos(mt * (float) Math.PI / recoverTime);
                GL11.glRotatef(uplift, 0.0F, 0.0F, 1.0F);
            }
        }

        if (mt > 0) {
            mt = 3 - mt;
            RenderBulletWeapon.renderMuzzleflashIn2d(t,
                    muzzleflash[mt < muzzleflash.length ? mt : muzzleflash.length - 1], tx, ty, tz);
        }

        if (firstPerson && inf.isReloading) {
            float rotation = weaponType.getRotationForReload(item);
            if (reloadAnimStyle == 0)
                GL11.glRotatef(upliftRatio * rotation * 75F, 0.0F, 1.0F, 0.0F);
            else if (reloadAnimStyle == 1) {
                GL11.glRotatef(upliftRatio * rotation * 17F, 0.0F, 0.0F, -1.0F);
                GL11.glRotatef(upliftRatio * rotation * 30F, 0.0F, -1.0F, 0.0F);
                GL11.glRotatef(upliftRatio * rotation * 14F, 1.0F, 0.0F, 0.0F);
            }
        }
    }
    RenderUtils.renderItemIn2d(item, width);
    GL11.glPopMatrix();
}

From source file:cn.weaponmod.api.client.render.RenderBulletWeapon.java

License:Open Source License

public static void renderMuzzleflashIn2d(Tessellator t, String texture, double tx, double ty, double tz) {

    Vec3 a1 = RenderUtils.newV3(1.2, -0.4, -0.5), a2 = RenderUtils.newV3(1.2, 0.4, -0.5),
            a3 = RenderUtils.newV3(1.2, 0.4, 0.3), a4 = RenderUtils.newV3(1.2, -0.4, 0.3);

    float u1 = 0.0F, v1 = 0.0F, u2 = 1.0F, v2 = 1.0F;

    t = Tessellator.instance;//  w  w w  .j  a  va2 s. c o m
    GL11.glPushMatrix();
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderUtils.loadTexture(texture);

    GL11.glRotatef(45, 0.0F, 0.0F, 1.0F);
    GL11.glTranslated(tx, ty + 0.1F, tz + 0.1F);

    OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
    t.startDrawingQuads();
    t.setColorRGBA_F(0.8F, .8F, .8F, 1.0F);
    t.setBrightness(15728880);
    addVertex(a1, u2, v2);
    addVertex(a2, u2, v1);
    addVertex(a3, u1, v1);
    addVertex(a4, u1, v2);
    t.draw();

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glPopMatrix();

}

From source file:cn.weaponmod.api.client.render.RenderDualWieldWeapon.java

License:Open Source License

@Override
public void renderInventory() {
    GL11.glPushMatrix();//from ww w  . j a v a  2s.  c o m
    GL11.glTranslatef(-1.5F, -3F, -6.0F);
    super.renderInventory();

    GL11.glTranslatef(3.0F, 3.0F, 6.0F);
    GL11.glRotatef(20, 0.0F, 1.0F, 0.0F);
    super.renderInventory();
    GL11.glPopMatrix();
}

From source file:cn.weaponmod.api.client.render.RendererBulletWeapon.java

License:Open Source License

public static void renderMuzzleflashIn2d(Tessellator t, ResourceLocation texture, double tx, double ty,
        double tz, float size) {
    Vec3 a1 = RenderUtils.newV3(1.2, -0.4, -0.5), a2 = RenderUtils.newV3(1.2, 0.4, -0.5),
            a3 = RenderUtils.newV3(1.2, 0.4, 0.3), a4 = RenderUtils.newV3(1.2, -0.4, 0.3);

    float u1 = 0.0F, v1 = 0.0F, u2 = 1.0F, v2 = 1.0F;

    t = Tessellator.instance;// w w w .j a  va  2s  . c o m
    GL11.glPushMatrix();
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderUtils.loadTexture(texture);

    GL11.glRotatef(45, 0.0F, 0.0F, 1.0F);
    GL11.glTranslated(tx, ty + 0.1F, tz + 0.1F);
    GL11.glScalef(size, size, size);
    OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
    t.startDrawingQuads();
    t.setBrightness(15728880);
    addVertex(a1, u2, v2);
    addVertex(a2, u2, v1);
    addVertex(a3, u1, v1);
    addVertex(a4, u1, v2);
    t.draw();

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glPopMatrix();
}

From source file:cn.weaponmod.api.client.render.RenderModelBulletWeapon.java

License:Open Source License

public void doRenderEquipped(ItemStack item, RenderBlocks render, EntityLivingBase entity, boolean left,
        ItemRenderType type) {/*  w w  w .  j a  va2  s. co m*/

    InformationBullet inf = (InformationBullet) weaponType.getInformation(item, entity.worldObj);
    if (inf == null) {
        super.renderEquipped(item, render, entity, type);
        return;
    }

    int mt = inf == null ? -1 : (left ? inf.muzzle_left : inf.muzzle_right);
    if (left ? inf.lastShooting_left : inf.lastShooting_right) {
        int dt = inf.getDeltaTick(left);
        float recoverTime = 0.5F * weaponType.upLiftRadius / weaponType.recoverRadius;
        if (dt < recoverTime) {
            float uplift = 2.0F * weaponType.upLiftRadius * MathHelper.cos(mt * (float) Math.PI / recoverTime);
            GL11.glRotatef(uplift, 0.0F, 0.0F, 1.0F);
        }
    }

    boolean firstPerson = (entity == Minecraft.getMinecraft().thePlayer
            && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0)
            && Minecraft.getMinecraft().currentScreen == null;
    GL11.glRotatef(2.5F * MathHelper.sin(inf.getDeltaTick(left) * (float) Math.PI * 0.025F), 0.0F, 0.0F, 1.0F);
    if (firstPerson && inf.isReloading) {
        float rotation = weaponType.getRotationForReload(item);
        if (reloadAnimStyle == 0)
            GL11.glRotatef(upliftRatio * rotation * 60F, 0.0F, 1.0F, 0.0F);
        else if (reloadAnimStyle == 1) {
            GL11.glRotatef(upliftRatio * rotation * 17F, 0.0F, 0.0F, -1.0F);
            GL11.glRotatef(upliftRatio * rotation * 30F, 0.0F, -1.0F, 0.0F);
            GL11.glRotatef(upliftRatio * rotation * 14F, 1.0F, 0.0F, 0.0F);
        }
    }

    super.renderEquipped(item, render, entity, type);
    if (mt > 0) {
        mt = 3 - mt;
        RenderBulletWeapon.renderMuzzleflashIn2d(t,
                muzzleflash[mt < muzzleflash.length ? mt : muzzleflash.length - 1], tx, ty, tz);
    }
}

From source file:cn.weaponry.impl.classic.client.animation.Muzzleflash.java

License:Open Source License

@Override
public void render(ItemInfo info, PartedModel model, boolean firstPerson) {
    double alpha = 1.0;

    if (texture == null && textures != null) {
        texture = textures[RandUtils.nextInt(textures.length)];
    }/*  ww w  . j  a va2 s .  co m*/

    //Blend in
    long dt = getTime();
    if (dt < 40) {
        alpha = dt / 40.0;
    } else if (dt > lifeTime - 40.0) {
        alpha = (lifeTime - dt) / 40.0;
    }

    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glPushMatrix();
    RenderUtils.loadTexture(texture == null ? MISSING : texture);
    GL11.glTranslated(x, y, z);

    material.setTexture(texture);
    GL11.glScaled(size, size, size);
    material.color.a = alpha * 0.8;
    GL11.glRotatef(90, 0, 1, 0);
    mesh.draw(material);
    GL11.glColor4d(1, 1, 1, 1);

    GL11.glPopMatrix();
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_CULL_FACE);
}