List of usage examples for org.lwjgl.opengl GL11 glRotatef
public static native void glRotatef(@NativeType("GLfloat") float angle, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
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); }