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:cn.liutils.api.client.render.RenderIcon.java

License:Open Source License

@Override
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) {
    GL11.glEnable(GL11.GL_BLEND);/*from w  w w  . j a  va2  s  .  c  om*/
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glDisable(GL11.GL_CULL_FACE);
    if (!enableDepth)
        GL11.glDisable(GL11.GL_DEPTH_TEST);
    if (!hasLight)
        GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glPushMatrix();
    {
        GL11.glTranslatef((float) par2, (float) par4, (float) par6);
        GL11.glScalef(size, size, size);

        if (this.viewOptimize) {
            boolean firstPerson = Minecraft.getMinecraft().gameSettings.thirdPersonView == 0;
            if (firstPerson) {
                GL11.glTranslated(fpOffsetX, fpOffsetY, fpOffsetZ);
            } else {
                GL11.glTranslated(tpOffsetX, tpOffsetY, tpOffsetZ);
            }
        }

        if (icon != null)
            RenderUtils.loadTexture(icon);

        Tessellator t = Tessellator.instance;
        this.func_77026_a(t);

    }
    GL11.glPopMatrix();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:cn.liutils.api.render.model.ModelBaseCustom.java

License:Open Source License

/**
 * Sets the models various rotation angles then renders the model.
 *///from  w w  w . j av  a2  s. c o  m
@Override
public final void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6,
        float par7) {
    GL11.glPushMatrix();
    {
        GL11.glTranslated(offset.xCoord, offset.yCoord, offset.zCoord);
        GL11.glScalef(scale, -scale, scale);
        doRenderModel(par3, par5);
    }
    GL11.glPopMatrix();
}

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 w w . 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  w w .j  av a  2  s  .c o  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 w  ww.ja  va2  s .c  o 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  ww  w .j a va 2 s .  co  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 = 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.RenderDualWieldWeapon.java

License:Open Source License

@Override
public void renderEquipped(ItemStack item, RenderBlocks render, EntityLivingBase entity, ItemRenderType type) {

    GL11.glPushMatrix();/*from w  w w.  ja  v a 2  s .c  o m*/

    super.doRenderEquipped(item, render, entity, false, type);

    boolean firstPerson = (entity == Minecraft.getMinecraft().thePlayer
            && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0)
            && Minecraft.getMinecraft().currentScreen == null;

    GL11.glTranslatef(0.0F, 0.0F, firstPerson ? -1.7F : 0.8F);
    GL11.glScalef(1.0F, 1.0F, -1.0F);

    GL11.glDisable(GL11.GL_CULL_FACE);
    super.doRenderEquipped(item, render, entity, true, type);
    GL11.glEnable(GL11.GL_CULL_FACE);

    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;/*from w  ww .  j a v a  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:com.a2client.utils3d.SceneCombi.java

License:Open Source License

public void Switch2D(boolean forced, boolean need_rescale) {
    if (forced || !is_2d_switched) {
        Render.set2D(Config.getScreenWidth(), Config.getScreenHeight());
        GL11.glLoadIdentity();/*from www  .j  a  v a  2s .co m*/
        if (need_rescale)
            GL11.glScalef(scale, scale, 1f);
        // ?? 
        node = null;
        is_2d_switched = true;
    }
}

From source file:com.a2client.utils3d.SceneCombi.java

License:Open Source License

/**
 * ?   ?  ?/* w w w. jav  a 2  s .  c om*/
 */
public void Render() {
    if (node == null)
        return;
    is_2d_switched = false;
    camera.UpdateMatrix();
    camera.UpdatePlanes();

    Render.setDepthTest(true);
    camera.Setup();

    GL11.glScalef(scale, scale, scale);

    Render.Mode = Const.RENDER_MODE.rmOpaque;
    node.onRender();

    //        Render.Mode = Const.RENDER_MODE.rmOpacity;
    //        node.Render();

    if (show_skeleton)
        RenderSkeleton();

    Render.lights[0].shadow_map = null;
}