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.lambdacraft.mob.client.renderer.RenderTurret.java
License:Open Source License
@Override public void doRender(Entity entity, double par2, double par4, double par6, float par8, float f1) { EntitySentry turret = (EntitySentry) entity; GL11.glPushMatrix();/*from w w w .j a v a2 s .c o m*/ GL11.glDisable(GL11.GL_CULL_FACE); RenderUtils.loadTexture(ClientProps.TURRET_PATH); super.doRender(entity, par2, par4, par6, par8, f1); GL11.glTranslatef((float) par2, (float) par4 + turret.height - turret.deathTime * 0.06F, (float) par6); GL11.glScalef(-1.0F, -1.0F, 1.0F); if (turret.hurtResistantTime > 15) GL11.glColor3f(1.0F, 0.3F, 0.3F); GL11.glRotatef(turret.deathTime * 3, 1.0F, 0.2F, -1.0F); GL11.glRotatef(180.0F - turret.rotationYawHead, 0.0F, 1.0F, 0.0F); model.renderTop(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); }
From source file:cn.lambdalib.particle.RenderParticle.java
License:MIT License
@Override public void doRender(Entity ent, double x, double y, double z, float a, float b) { if (RenderUtils.isInShadowPass()) return;/*from w w w . j av a 2s .c o m*/ Particle ish = (Particle) ent; if (!ish.updated) return; ish.updateSprite(sprite); GL11.glAlphaFunc(GL11.GL_GREATER, 0.05f); GL11.glPushMatrix(); if (ish.needViewOptimize()) { GL11.glTranslated(0, -0.2, 0); } GL11.glTranslated(x, y, z); if (ish.customRotation) { GL11.glRotatef(ish.rotationYaw, 0, 1, 0); GL11.glRotatef(ish.rotationPitch, 0, 0, 1); } else { GL11.glRotatef(180F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); } sprite.draw(); GL11.glPopMatrix(); GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1f); }
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();// w ww .j a v a 2 s . c o m { 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
private void func_77026_a(Entity e, Tessellator tessllator) { float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); if (!hasLight) OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); firstTranslate(e);/*from w w w . j av a2 s . com*/ color.bind(); tessllator.startDrawingQuads(); if (!hasLight) tessllator.setBrightness(15728880); if (e instanceof IAssociatePlayer) { ViewOptimize.fix((IAssociatePlayer) e); } tessllator.addVertexWithUV(0.0F - f5, 0.0F - f6, 0.0D, 0, 1); tessllator.addVertexWithUV(f4 - f5, 0.0F - f6, 0.0D, 1, 1); tessllator.addVertexWithUV(f4 - f5, f4 - f6, 0.0D, 1, 0); tessllator.addVertexWithUV(0.0F - f5, f4 - f6, 0.0D, 0, 0); tessllator.draw(); }
From source file:cn.lambdalib.template.client.render.item.RenderModelItem.java
License:MIT License
public void renderInventory() { GL11.glDisable(GL11.GL_CULL_FACE);//ww w . j av a2 s . c o m 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 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. jav a 2 s.c om { 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
public static void renderOverlayEquip(ResourceLocation src) { //Setup//from w w w . j av a2 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 = 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 ww w.j av a 2s . 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.liutils.api.client.render.RenderIcon.java
License:Open Source License
private void func_77026_a(Tessellator tessllator) { float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); GL11.glColor4f(r, g, b, alpha);/* www. j av a 2 s . c om*/ if (!hasLight) OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); tessllator.startDrawingQuads(); if (!hasLight) tessllator.setBrightness(15728880); tessllator.addVertexWithUV(0.0F - f5, 0.0F - f6, 0.0D, 0, 1); tessllator.addVertexWithUV(f4 - f5, 0.0F - f6, 0.0D, 1, 1); tessllator.addVertexWithUV(f4 - f5, f4 - f6, 0.0D, 1, 0); tessllator.addVertexWithUV(0.0F - f5, f4 - f6, 0.0D, 0, 0); tessllator.draw(); }
From source file:cn.liutils.core.client.render.RenderPlayerHook.java
License:Open Source License
private void traverse(EntityPlayerHook ent, Set<IPlayerRenderHook> hooks) { for (IPlayerRenderHook hook : hooks) { GL11.glPushMatrix();/*from ww w.j av a 2 s . c o m*/ GL11.glRotatef(ent.rotationYaw, 0.0F, -1.0F, 0.0F); GL11.glPushMatrix(); { GL11.glTranslated(0, -1.67, 0); hook.renderBody(ent.player, ent.worldObj); } GL11.glPopMatrix(); GL11.glTranslatef(0.0F, 0.5F, 0.0F); hook.renderHead(ent.player, ent.worldObj); GL11.glPopMatrix(); } }