Example usage for org.lwjgl.opengl GL11 glScalef

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

Introduction

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

Prototype

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

Source Link

Document

Manipulates the current matrix with a general scaling matrix along the x-, y- and z- axes.

Usage

From source file:com.professorvennie.machinerycraft.client.gui.book.GuiBook.java

License:Creative Commons License

@Override
public void drawScreen(int par1, int par2, float par3) {
    GL11.glColor4f(1F, 1F, 1F, 1F);//from  w w w.j  ava2  s  .c om
    mc.renderEngine.bindTexture(texture);
    drawTexturedModalRect(left, top, 0, 0, guiWidth, guiHeight);
    drawCenteredString(fontRendererObj, getTitle(), left + guiWidth / 2, top - getTitleHeight(), 0xFF5A28);
    String subtitle = getSubtitle();
    if (subtitle != null) {
        GL11.glScalef(0.5F, 0.5F, 1F);
        drawCenteredString(fontRendererObj, subtitle, left * 2 + guiWidth, (top - getTitleHeight() + 10) * 2,
                0xFF5A28);
        GL11.glScalef(2F, 2F, 1F);
    }

    drawHeader();

    super.drawScreen(par1, par2, par3);
}

From source file:com.professorvennie.machinerycraft.client.renderer.tileentity.TileEntityRendererPlasticChest.java

License:Creative Commons License

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float tick) {
    if (tileEntity instanceof TileEntityPlasticChest) {
        TileEntityPlasticChest tileEntityPlasticChest = (TileEntityPlasticChest) tileEntity;
        ForgeDirection direction = null;

        if (tileEntityPlasticChest.getWorldObj() != null) {
            direction = tileEntityPlasticChest.getOrientation();
            //System.out.println(tileEntityPlasticChest.getOrientation());
        }/*from   www. j av a 2 s  .c  o  m*/
        this.bindTexture(texture);

        GL11.glPushMatrix();
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glTranslatef((float) x, (float) y + 1.0F, (float) z + 1.0F);
        GL11.glScalef(1.0F, -1.0F, -1.0F);
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        short angle = 0;

        if (direction != null) {
            if (direction == ForgeDirection.NORTH) {
                angle = 180;
            } else if (direction == ForgeDirection.SOUTH) {
                angle = 0;
            } else if (direction == ForgeDirection.WEST) {
                angle = 90;
            } else if (direction == ForgeDirection.EAST) {
                angle = -90;
            }
        }

        GL11.glRotatef(angle, 0.0F, 1.0F, 0.0F);
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
        float adjustedLidAngle = tileEntityPlasticChest.prevLidAngle
                + (tileEntityPlasticChest.lidAngle - tileEntityPlasticChest.prevLidAngle) * tick;
        adjustedLidAngle = 1.0F - adjustedLidAngle;
        adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle;
        modelChest.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F);
        modelChest.renderAll();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glPopMatrix();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    }
}

From source file:com.runescape.client.revised.editor.modelviewer.Model3D.java

License:Open Source License

public void render(final float x, final float y, final float z, final float rx, final float ry, final float rz,
        final float sx, final float sy, final float sz) {
    GL11.glLoadIdentity();/*from   w  ww  .jav a  2  s.  c  o m*/
    GL11.glTranslatef(x, y, z);
    GL11.glRotatef(rx, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(ry, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(rz, 0.0F, 0.0F, 1.0F);
    GL11.glScalef(sx, sy, sz);
    final short[] tri_x = this.triangle_viewspace_x;
    final short[] tri_y = this.triangle_viewspace_y;
    final short[] tri_z = this.triangle_viewspace_z;
    // final short[] tex_map_x = this.texture_map_x;
    // final short[] tex_map_y = this.texture_map_y;
    // final short[] tex_map_z = this.texture_map_z;
    final short[] textures = this.textures;
    final int[] vertices_x = this.vertices_x;
    final int[] vertices_y = this.vertices_y;
    final int[] vertices_z = this.vertices_z;
    final short[] colors = this.colors;
    final float model_scale = 4.0F;
    final float texture_scale = 1.0F;
    if (this.pointers != null) {
        //glEnable(GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    }
    Texture texture = null;
    for (int triangle = 0; triangle != this.triangle_count; ++triangle) {
        if ((this.alpha != null) && (this.alpha[triangle] == -1)) {
            continue;
        }
        final int point_a = tri_x[triangle];
        final int point_b = tri_y[triangle];
        final int point_c = tri_z[triangle];
        final int color = Model.hsl2rgb[colors[triangle] & 0xffff];
        int triangle_type;
        if (this.face_fill_attributes == null) {
            triangle_type = 0;
        } else {
            triangle_type = this.face_fill_attributes[triangle] & 3;
        }
        if ((textures != null) && (textures[triangle] != -1)) {
            final int id = textures[triangle] & 0xffff;
            if (ModelConstants.ENABLE_MODEL_TEXTURES && ((texture == null) && (id != -1))) {
                texture = TextureCache.get(id);
            }
            if (texture != null) {
                texture.bind();
            }
        }
        final boolean textured = ModelConstants.ENABLE_MODEL_TEXTURES && (texture != null);
        GL11.glBegin(GL11.GL_TRIANGLES);
        GL11.glColor4ub((byte) (color >>> 16), (byte) (color >>> 8), (byte) color,
                (byte) (this.alpha == null ? 0xff : ~this.alpha[triangle]));
        switch (triangle_type) {
        case 0://shaded triangle
        case 1://flat triangle
            if (textured) {
                GL11.glTexCoord2f(0.0F, 0.0F);
            }
            GL11.glVertex3f(vertices_x[point_a] / model_scale, vertices_y[point_a] / model_scale,
                    vertices_z[point_a] / model_scale);
            if (textured) {
                GL11.glTexCoord2f(0.0F, texture_scale / model_scale);
            }
            GL11.glVertex3f(vertices_x[point_b] / model_scale, vertices_y[point_b] / model_scale,
                    vertices_z[point_b] / model_scale);
            if (textured) {
                GL11.glTexCoord2f(texture_scale / model_scale, texture_scale / model_scale);
            }
            GL11.glVertex3f(vertices_x[point_c] / model_scale, vertices_y[point_c] / model_scale,
                    vertices_z[point_c] / model_scale);
            break;
        case 2://textured?
        case 3://textured?
            final int ptr = this.face_fill_attributes[triangle] >> 2;
            final int tex_point_a = this.texture_map_x[ptr];
            final int tex_point_b = this.texture_map_y[ptr];
            final int tex_point_c = this.texture_map_z[ptr];
            GL11.glTexCoord2f(0.0F, 0.0F);
            GL11.glVertex3f(vertices_x[tex_point_a] / model_scale, vertices_y[tex_point_a] / model_scale,
                    vertices_z[tex_point_a] / model_scale);
            GL11.glTexCoord2f(0.0F, texture_scale / model_scale);
            GL11.glVertex3f(vertices_x[tex_point_b] / model_scale, vertices_y[tex_point_b] / model_scale,
                    vertices_z[tex_point_b] / model_scale);
            GL11.glTexCoord2f(texture_scale / model_scale, texture_scale / model_scale);
            GL11.glVertex3f(vertices_x[tex_point_c] / model_scale, vertices_y[tex_point_c] / model_scale,
                    vertices_z[tex_point_c] / model_scale);
            break;
        }
        GL11.glEnd();
    }
    if (texture != null) {
        GL11.glDisable(GL11.GL_TEXTURE_2D);
    }
}

From source file:com.rvantwisk.cnctools.opengl.View2D.java

License:Open Source License

@Override
public void display_transform() {

    // _center_on_origin
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//from w  w w  .  j av  a2 s . c  o m
    GL11.glOrtho(-camera.getX(), camera.getX(), -camera.getY(), camera.getY(), NEAR, FAR);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    // _center_on_origin

    GL11.glTranslatef(camera.getX(), camera.getY(), camera.getZ());
    GL11.glRotatef(camera.getAzimuth(), 0.0f, 0.0f, 1.0f);
    GL11.glScalef(camera.getZoom_factor(), camera.getZoom_factor(), camera.getZoom_factor());
}

From source file:com.rvantwisk.cnctools.opengl.View3D.java

License:Open Source License

@Override
public void display_transform() {
    GL11.glRotatef(-90f, 1.0f, 0.0f, 0.0f);
    GL11.glTranslatef(0.0f, camera.getY(), 0.0f);

    float f = camera.getZoom_factor();
    if (camera.isOrtho()) {
        f *= camera.getZOOM_ORTHO_ADJ();
    }//from ww w.ja  v a 2  s  .co  m
    GL11.glScalef(f, f, f);

    GL11.glTranslatef(camera.getX(), 0.0f, camera.getZ());
    GL11.glRotatef(-camera.getElevation(), 1.0f, 0.0f, 0.0f);
    GL11.glRotatef(camera.getAzimuth(), 0.0f, 0.0f, 1.0f);

    GL11.glTranslatef(camera.getOffset_x(), camera.getOffset_y(), 0.0f);
}

From source file:com.savageboy74.savagetech.client.render.tileentity.TileEntityRendererLootBox.java

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float tick) {
    if (tileEntity instanceof TileEntityLootBox) {
        TileEntityLootBox tileEntityLootBox = (TileEntityLootBox) tileEntity;
        ForgeDirection direction = null;

        if (tileEntityLootBox.getWorldObj() != null) {
            direction = tileEntityLootBox.getOrientation();
        }/*  ww w.  java  2  s  .com*/

        this.bindTexture(Textures.Model.LOOT_BOX);
        GL11.glPushMatrix();
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glTranslatef((float) x, (float) y + 1.0F, (float) z + 1.0F);
        GL11.glScalef(1.0F, -1.0F, -1.0F);
        GL11.glTranslatef(0.5F, 0.5F, 0.5F);
        short angle = 0;

        if (direction != null) {
            if (direction == ForgeDirection.NORTH) {
                angle = 180;
            } else if (direction == ForgeDirection.SOUTH) {
                angle = 0;
            } else if (direction == ForgeDirection.WEST) {
                angle = 90;
            } else if (direction == ForgeDirection.EAST) {
                angle = -90;
            }
        }

        GL11.glRotatef(angle, 0.0F, 1.0F, 0.0F);
        GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
        float adjustedLidAngle = tileEntityLootBox.prevLidAngle
                + (tileEntityLootBox.lidAngle - tileEntityLootBox.prevLidAngle) * tick;
        adjustedLidAngle = 1.0F - adjustedLidAngle;
        adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle;
        modelChest.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F);
        modelChest.renderAll();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    }
}

From source file:com.sci.machinery.render.RenderTube.java

License:LGPL

public void renderItem(TravellingItem item, double x, double y, double z) {
    if (item == null)
        return;//from w w w.j a  v a 2s .  c  om
    if (item.getStack() == null)
        return;
    float renderScale = 0.3f;
    GL11.glPushMatrix();
    GL11.glTranslatef((float) x + 0.1f, (float) y - 0.175f, (float) z + 0.1f);
    GL11.glTranslatef(0, 0.25F, 0);
    GL11.glScalef(renderScale, renderScale, renderScale);
    dummyEntityItem.setEntityItemStack(item.getStack());
    item.setRotation(item.getRotation() + 0.5f % 360);
    customRenderItem.doRenderItem(dummyEntityItem, 0, 0, 0, 0, item.getRotation());
    GL11.glPopMatrix();
}

From source file:com.shinoow.abyssalcraft.client.gui.necronomicon.buttons.ButtonCategory.java

License:Apache License

@Override
public void drawButton(Minecraft mc, int mx, int my) {
    FontRenderer fr = mc.fontRenderer;/*from w  w  w .j  a  v a2  s.c  o  m*/
    boolean inside = mx >= xPosition && my >= yPosition && mx < xPosition + width && my < yPosition + height;
    float time = 5F;
    if (inside)
        ticksHovered = Math.min(time, ticksHovered);
    else
        ticksHovered = Math.max(0F, ticksHovered);

    ResourceLocation res = getTexture(icon);
    if (res == null)
        res = getTexture(AbyssalCraft.necronomicon);

    mc.renderEngine.bindTexture(res);

    float s = 1F / 48F;

    GL11.glPushMatrix();
    GL11.glColor4f(1F, 1F, 1F, 1);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glScalef(0.5F, 0.5F, 0.5F);
    drawTexturedModalRect(xPosition * 2, yPosition * 2, zLevel * 2, 0, 0, 48, 48, s, s);
    //      drawTexturedModalRect(xPosition, yPosition, 0, 16, 48, 48);
    GL11.glPopMatrix();
    fr.drawString(displayString, xPosition + 20, yPosition + 10, 0);
}

From source file:com.shinoow.abyssalcraft.client.handlers.AbyssalCraftClientEventHooks.java

License:Apache License

private void renderStarSpawnPlayer(EntityPlayer player, float partialTicks) {

    mc.renderEngine.bindTexture(new ResourceLocation("abyssalcraft:textures/model/tentacles.png"));

    for (int j = 0; j < 1; ++j) {
        GL11.glColor4f(1F, 1F, 1F, 1F);//from   w w  w.ja  v a2  s . c o  m
        float f10 = player.prevRotationYawHead
                + (player.rotationYawHead - player.prevRotationYawHead) * partialTicks
                - (player.prevRenderYawOffset
                        + (player.renderYawOffset - player.prevRenderYawOffset) * partialTicks);
        float f2 = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * partialTicks;
        GL11.glPushMatrix();
        GL11.glFrontFace(GL11.GL_CW);
        GL11.glRotatef(f10, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(f2, 1.0F, 0.0F, 0.0F);
        GL11.glTranslatef(0, -0.22F, 0);
        GL11.glScalef(1, 1, 1);
        model.renderTentacles(0.0625F);
        GL11.glFrontFace(GL11.GL_CCW);
        GL11.glPopMatrix();
    }
}

From source file:com.shinoow.abyssalcraft.client.model.entity.ModelChagaroth.java

License:Apache License

@Override
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
    GL11.glPushMatrix();/*from ww  w  .  jav  a 2s  . c om*/
    super.render(entity, f, f1, f2, f3, f4, f5);
    GL11.glScalef(2.0F, 2.0F, 2.0F);
    GL11.glTranslatef(0F, -0.75F, 0F);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    frontspike1.render(f5);
    frontspike2.render(f5);
    frontspike3.render(f5);
    frontspike4.render(f5);
    frontspike5.render(f5);
    leftneck.render(f5);
    middleneck.render(f5);
    rightneck.render(f5);
    body.render(f5);
    tentacle2base.render(f5);
    tentacle1.render(f5);
    tentacle2.render(f5);
    tentacle3.render(f5);
    tentacle4.render(f5);
    tentacle5.render(f5);
    tentacle6.render(f5);
    tentacle7.render(f5);
    tentacle8.render(f5);
    tentacle9.render(f5);
    tentacle10.render(f5);
    tentacle11.render(f5);
    tentacle12.render(f5);
    tentacle13.render(f5);
    tentacle14.render(f5);
    tentacle15.render(f5);
    tentacle16.render(f5);
    tentacle17.render(f5);
    tentacle18.render(f5);
    tentacle19.render(f5);
    tentacle20.render(f5);
    tlib12.render(f5);
    tlib22.render(f5);
    tspike12.render(f5);
    tspike22.render(f5);
    tspike32.render(f5);
    tspike42.render(f5);
    tlib1.render(f5);
    tlib2.render(f5);
    tspike1.render(f5);
    tspike2.render(f5);
    tspike3.render(f5);
    tspike4.render(f5);
    lefthead.render(f5);
    middlehead.render(f5);
    righthead.render(f5);
    middlewall.render(f5);
    rightwall.render(f5);
    leftwall.render(f5);
    walltentacle1.render(f5);
    walltentacle2.render(f5);
    walltentacle3.render(f5);
    walltentacle4.render(f5);
    walltentacle5.render(f5);
    walltentacle6.render(f5);
    walltentacle7.render(f5);
    walltentacle8.render(f5);
    GL11.glPopMatrix();
}