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:com.kegare.frozenland.client.renderer.FrozenlandSkyRenderer.java

License:Minecraft Mod Public

@Override
public void render(float ticks, WorldClient world, Minecraft mc) {
    GL11.glPushMatrix();/*from   w  w w .j  a  v  a  2  s. co m*/
    GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(world.getCelestialAngle(ticks) * 360.0F, 1.0F, 0.0F, 0.0F);
    float color = world.getStarBrightness(ticks) * (1.0F - world.getRainStrength(ticks));

    if (color > 0.0F) {
        GL11.glColor4f(color, color, color, color);
        GL11.glCallList(starGLCallList);
    }

    GL11.glPopMatrix();
}

From source file:com.kegare.frozenland.client.renderer.RenderIceball.java

License:Minecraft Mod Public

private void doRender(Tessellator tessellator, IIcon icon) {
    float f = icon.getMinU();
    float f1 = icon.getMaxU();
    float f2 = icon.getMinV();
    float f3 = icon.getMaxV();
    float f4 = 1.0F;
    float f5 = 0.5F;
    float f6 = 0.25F;
    GL11.glRotatef(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    tessellator.startDrawingQuads();/*from www.ja  va 2s .co m*/
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    tessellator.addVertexWithUV(0.0F - f5, 0.0F - f6, 0.0D, f, f3);
    tessellator.addVertexWithUV(f4 - f5, 0.0F - f6, 0.0D, f1, f3);
    tessellator.addVertexWithUV(f4 - f5, f4 - f6, 0.0D, f1, f2);
    tessellator.addVertexWithUV(0.0F - f5, f4 - f6, 0.0D, f, f2);
    tessellator.draw();
}

From source file:com.kodehawa.gui.api.render.ModGuiUtils.java

License:Open Source License

/**
 * Triangle/*w  w  w  .  j  a  va 2s  .  c  o m*/
 * 
 * @param cx
 * @param cy
 * @param c
 */
public static void drawTri(int cx, int cy, int c) {
    GL11.glRotatef(180, 0F, 0F, 1.0F);
    float f = ((c >> 24) & 0xff) / 255F;
    float f1 = ((c >> 16) & 0xff) / 255F;
    float f2 = ((c >> 8) & 0xff) / 255F;
    float f3 = (c & 0xff) / 255F;
    GL11.glColor4f(f1, f2, f3, f);
    GL11.glEnable(3042);
    GL11.glDisable(3553);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glBlendFunc(770, 771);
    GL11.glBegin(GL11.GL_TRIANGLES);
    GL11.glRotatef(180, 0F, 0F, 1.0F);
    GL11.glVertex2d(cx, cy + 2);
    GL11.glVertex2d(cx + 2, cy - 2);
    GL11.glVertex2d(cx - 2, cy - 2);

    GL11.glEnd();
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(3553);
    GL11.glDisable(3042);
    GL11.glRotatef(-180, 0F, 0F, 1.0F);
}

From source file:com.kodehawa.gui.api.render.ModGuiUtils.java

License:Open Source License

/**
 * Triangle. Used for radars//from  w  ww. jav a  2  s .c  o  m
 * 
 * @param e
 * @param cx
 * @param cy
 * @param c
 */
public static void drawTriangle(Entity e, double cx, double cy, int c) {
    GL11.glPushMatrix();
    GL11.glScaled(0.5, 0.5, 0.5);
    GL11.glTranslated(cx, cy, 0);
    if (e instanceof EntityClientPlayerMP) {
        GL11.glRotatef(e.rotationYaw, 0F, 0F, 1.0F);
    } else {
        GL11.glRotatef(-e.rotationYaw, 0F, 0F, 1.0F);
    }
    float f = ((c >> 24) & 0xff) / 255F;
    float f1 = ((c >> 16) & 0xff) / 255F;
    float f2 = ((c >> 8) & 0xff) / 255F;
    float f3 = (c & 0xff) / 255F;
    GL11.glColor4f(f1, f2, f3, f);
    GL11.glEnable(3042);
    GL11.glDisable(3553);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glBlendFunc(770, 771);
    GL11.glBegin(GL11.GL_TRIANGLES);

    GL11.glVertex2d(0, 0 + 6);
    GL11.glVertex2d(0 + 3, 0 - 2);
    GL11.glVertex2d(0 - 3, 0 - 2);

    GL11.glEnd();
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(3553);
    GL11.glDisable(3042);
    GL11.glRotatef(e.rotationYaw, 0F, 0F, 1.0F);

    GL11.glPopMatrix();
}

From source file:com.mcgoodtime.productionline.client.RenderEntityThrowable.java

License:MIT License

private void draw(Tessellator tessellator, IIcon icon) {
    float f = icon.getMinU();
    float f1 = icon.getMaxU();
    float f2 = icon.getMinV();
    float f3 = icon.getMaxV();
    float f4 = 1.0F;
    float f5 = 0.5F;
    float f6 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    tessellator.startDrawingQuads();/* w  w  w  .  j a v a 2s .c  om*/
    tessellator.setNormal(0.0F, 1.0F, 0.0F);
    tessellator.addVertexWithUV((double) (0.0F - f5), (double) (0.0F - f6), 0.0D, (double) f, (double) f3);
    tessellator.addVertexWithUV((double) (f4 - f5), (double) (0.0F - f6), 0.0D, (double) f1, (double) f3);
    tessellator.addVertexWithUV((double) (f4 - f5), (double) (f4 - f6), 0.0D, (double) f1, (double) f2);
    tessellator.addVertexWithUV((double) (0.0F - f5), (double) (f4 - f6), 0.0D, (double) f, (double) f2);
    tessellator.draw();
}

From source file:com.minestellar.api.blocks.WireSpecialRender.java

License:Open Source License

/**
 * Draws the connector of a line of at least 3 wires connected to each others
 */// w  w  w  .j  a  v a  2  s .  c  o  m
public void drawStraight(ForgeDirection direction) {
    Tessellator tessellator = Tessellator.instance;

    tessellator.startDrawingQuads();
    {
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);

        if (direction.equals(ForgeDirection.SOUTH) || direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST) || direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(90, 0, 0, 1);
        }

        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);

        {
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            if (drawInside) {
                tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelX);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            }
        }
        tessellator.draw();

        GL11.glTranslatef(0.5F, 0.5F, 0.5F);

        if (direction.equals(ForgeDirection.SOUTH) || direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(-90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST) || direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(-90, 0, 0, 1);
        }

        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    }
}

From source file:com.minestellar.api.blocks.WireSpecialRender.java

License:Open Source License

/**
 * Draws the connector with other wires adjacent to other wires
 *//*w w w.j  a  v a  2  s .  c o  m*/
private void drawConnector(ForgeDirection direction) {
    Tessellator tessellator = Tessellator.instance;

    tessellator.startDrawingQuads();
    {
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);

        if (direction.equals(ForgeDirection.UP)) {
            // ROTATE
        } else if (direction.equals(ForgeDirection.DOWN)) {
            GL11.glRotatef(180, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.SOUTH)) {
            GL11.glRotatef(90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(270, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST)) {
            GL11.glRotatef(90, 0, 0, 1);
        } else if (direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(270, 0, 0, 1);
        }

        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);

        {
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2, location * pixel / 2,
                    blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 5 * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2, location * pixel / 2,
                    blockDimension * texturePixelX, 0);

            if (drawInside) {
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX,
                        blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX,
                        blockDimension * texturePixelY);
            }
        }

        tessellator.draw();

        GL11.glTranslatef(0.5F, 0.5F, 0.5F);

        if (direction.equals(ForgeDirection.UP)) {
            // NOPE
        } else if (direction.equals(ForgeDirection.DOWN)) {
            GL11.glRotatef(-180, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.SOUTH)) {
            GL11.glRotatef(-90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(-270, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST)) {
            GL11.glRotatef(-90, 0, 0, 1);
        } else if (direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(-270, 0, 0, 1);
        }

        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    }
}

From source file:com.minestellar.api.core.WireSpecialRender.java

License:Open Source License

/**
 * Draws the connector of a line of at least 3 wires connected to each others
 *//*from   ww  w.  jav  a  2  s  . c o m*/
public void drawStraight(ForgeDirection direction) {
    Tessellator tessellator = Tessellator.instance;

    tessellator.startDrawingQuads();
    {
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        if (direction.equals(ForgeDirection.SOUTH) || direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST) || direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(90, 0, 0, 1);
        }
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);

        {
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);

            if (drawInside) {
                tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelX);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(location * pixel / 2, 0, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        (imageDimensionX - blockDimension - 1) * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 0, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            }
        }
        tessellator.draw();

        GL11.glTranslatef(0.5F, 0.5F, 0.5F);

        if (direction.equals(ForgeDirection.SOUTH) || direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(-90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST) || direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(-90, 0, 0, 1);
        }

        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    }
}

From source file:com.minestellar.api.core.WireSpecialRender.java

License:Open Source License

/**
 * Draws the connector with other wires adjacent to other wires
 *//*w  ww . ja  v  a  2 s . c o  m*/
private void drawConnector(ForgeDirection direction) {
    Tessellator tessellator = Tessellator.instance;

    tessellator.startDrawingQuads();
    {
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        if (direction.equals(ForgeDirection.UP)) {
            // ROTATE
        } else if (direction.equals(ForgeDirection.DOWN)) {
            GL11.glRotatef(180, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.SOUTH)) {
            GL11.glRotatef(90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(270, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST)) {
            GL11.glRotatef(90, 0, 0, 1);
        } else if (direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(270, 0, 0, 1);
        }
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);

        {
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2, location * pixel / 2,
                    blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 5 * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, 0);

            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                    1 - location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                    blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
            tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                    blockDimension * 2 * texturePixelX, 0);
            tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2, location * pixel / 2,
                    blockDimension * texturePixelX, 0);

            if (drawInside) {
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX,
                        blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(1 - location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, blockDimension * texturePixelY);

                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        location * pixel / 2, blockDimension * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, location * pixel / 2,
                        blockDimension * 2 * texturePixelX, 0);
                tessellator.addVertexWithUV(location * pixel / 2, 1, 1 - location * pixel / 2,
                        blockDimension * 2 * texturePixelX, blockDimension * texturePixelY);
                tessellator.addVertexWithUV(location * pixel / 2, 1 - location * pixel / 2,
                        1 - location * pixel / 2, blockDimension * texturePixelX,
                        blockDimension * texturePixelY);
            }
        }
        tessellator.draw();

        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        if (direction.equals(ForgeDirection.UP)) {
            // NOPE
        } else if (direction.equals(ForgeDirection.DOWN)) {
            GL11.glRotatef(-180, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.SOUTH)) {
            GL11.glRotatef(-90, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.NORTH)) {
            GL11.glRotatef(-270, 1, 0, 0);
        } else if (direction.equals(ForgeDirection.WEST)) {
            GL11.glRotatef(-90, 0, 0, 1);
        } else if (direction.equals(ForgeDirection.EAST)) {
            GL11.glRotatef(-270, 0, 0, 1);
        }
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    }
}

From source file:com.minestellar.core.render.tile.TileEntityRenderAntenna.java

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tile, double translationX, double translationY, double translationZ,
        float f) {
    this.bindTexture(new ResourceLocation(MinestellarCore.TEXTURE_PREFIX + "textures/model/tile/antenna.png"));
    GL11.glPushMatrix();/*from w  w w . ja v  a  2  s  . c  o m*/
    GL11.glTranslatef((float) translationX + 0.5F, (float) translationY + 1.5F, (float) translationZ + 0.5F);
    GL11.glScalef(1.0F, -1F, -1F);
    GL11.glRotatef(0.0F, 0.0F, 1.0F, 0.0F);
    modelAntenna.renderModel(0.0625F);
    // model.render(null, 0.04F, 1.0F, 1.0F, 1.0F, 1.0F, 0.0625F);
    GL11.glPopMatrix();
}