Example usage for org.lwjgl.opengl GL11 glTranslated

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

Introduction

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

Prototype

public static native void glTranslated(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y,
        @NativeType("GLdouble") double z);

Source Link

Document

Double version of #glTranslatef Translatef .

Usage

From source file:cn.academy.misc.client.render.RendererRayBase.java

License:Open Source License

protected void transformThirdPerson(T ent, double x, double y, double z) {
     if (this.viewOptimize)
         GL11.glTranslated(tpOffsetX, tpOffsetY, tpOffsetZ);
 }

From source file:cn.academy.misc.client.render.RendererRayBlended.java

License:Open Source License

@Override
protected void drawAtOrigin(T ent, double len, boolean w) {
    double width = w ? widthFp : widthTp;

    double forw = width * ratio;
    if (len < 2 * forw)
        len = 2 * forw; //Change to safe range

    GL11.glPushMatrix();//from w  ww.  java  2s .  co m
    {

        GL11.glTranslated(0, -width * 0.5, 0);

        RenderUtils.loadTexture(blendTex);
        //Beginning blend
        GL11.glPushMatrix();
        rect.map.set(0, 0, 1, 1);
        rect.setSize(forw, width);
        drawer.draw();
        GL11.glPopMatrix();

        //Ending blend
        //         GL11.glPushMatrix();
        //         GL11.glTranslated(0, 0, len);
        //         GL11.glScaled(1, 1, -1);
        //         rect.map.set(0, 0, 1, 1);
        //         drawer.draw();
        //         GL11.glPopMatrix();

        RenderUtils.loadTexture(tex);
        //Real ray
        RenderUtils.loadTexture(tex);
        GL11.glTranslated(0, 0, forw);
        len = len - forw;
        rect.map.set(0, 0, len * ratio, 1);
        rect.setSize(len, width);
        drawer.draw();

    }
    GL11.glPopMatrix();
}

From source file:cn.academy.misc.client.render.RendererRaySimple.java

License:Open Source License

@Override
protected void drawAtOrigin(T ent, double len, boolean firstPerson) {
    double width = firstPerson ? widthFp : widthTp;
    GL11.glPushMatrix();/*from  www.  j a va 2s  . c o  m*/
    {

        RenderUtils.loadTexture(tex);

        GL11.glTranslated(0, -width * 0.5, 0);
        rect.map.set(0, 0, len / width / ratio, 1);
        rect.setSize(len, width);
        drawer.draw();

    }
    GL11.glPopMatrix();
}

From source file:cn.academy.misc.client.render.RenderMarker.java

License:Open Source License

@Override
public void doRender(Entity ent, double x, double y, double z, float a, float b) {
    EntityMarker marker = (EntityMarker) ent;
    Entity targ = marker.target;//from ww w.j  a va  2s. com
    double width = targ.width, height = targ.height;
    Tessellator t = Tessellator.instance;
    if (targ != null) {
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glPushMatrix();
        GL11.glTranslated(x - width / 2, y, z - width / 2);
        GL11.glColor4d(marker.r, marker.g, marker.b, marker.a);
        for (int i = 0; i < 8; ++i) {
            GL11.glPushMatrix();
            boolean rev = i < 4;
            double sx = width * mulArray[i][0], sy = height * mulArray[i][1], sz = width * mulArray[i][2];
            final double len = 0.2 * width;
            GL11.glTranslated(sx, sy, sz);
            GL11.glRotated(rotArray[i], 0, 1, 0);
            GL11.glColor4d(marker.r, marker.g, marker.b, marker.a);
            GL11.glLineWidth(3f);
            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
            t.startDrawing(GL11.GL_LINES);
            t.setBrightness(15728880);
            t.addVertex(0, 0, 0);
            t.addVertex(0, rev ? len : -len, 0);
            t.addVertex(0, 0, 0);
            t.addVertex(len, 0, 0);
            t.addVertex(0, 0, 0);
            t.addVertex(0, 0, len);
            t.draw();

            GL11.glPushMatrix();
            GL11.glScaled(0.1, 0.1, 0.1);
            //ACModels.MDL_SOLAR.renderAll();
            GL11.glPopMatrix();
            GL11.glPopMatrix();
        }
        GL11.glPopMatrix();
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_LIGHTING);
    }
}

From source file:cn.academy.terminal.client.TerminalUI.java

License:GNU General Public License

@Override
public void draw(ScaledResolution sr) {
    //Frame update
    selection = (int) ((mouseY - 0.01) / MAX_MY * 3) * 3 + (int) ((mouseX - 0.01) / MAX_MX * 3);

    if (mouseY == 0) {
        mouseY = 1;//from  w  w w.  ja  v  a 2 s .c o  m
        if (scroll > 0)
            scroll--;
    }
    if (mouseY == MAX_MY) {
        mouseY -= 1;
        if (scroll < getMaxScroll())
            scroll++;
    }

    //Draw
    Minecraft mc = Minecraft.getMinecraft();
    long time = GameTimer.getTime();
    if (lastFrameTime == 0)
        lastFrameTime = time;
    long dt = time - lastFrameTime;

    mouseX += helper.dx * SENSITIVITY;
    mouseY -= helper.dy * SENSITIVITY;
    mouseX = Math.max(0, Math.min(MAX_MX, mouseX));
    mouseY = Math.max(0, Math.min(MAX_MY, mouseY));

    buffX = balance(dt, buffX, mouseX);
    buffY = balance(dt, buffY, mouseY);

    helper.dx = helper.dy = 0;

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    float aspect = (float) mc.displayWidth / mc.displayHeight;
    GLU.gluPerspective(50, aspect, 1f, 100);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glColor4d(1, 1, 1, 1);

    double scale = 1.0 / 310;
    GL11.glTranslated(.35 * aspect, 1.2, -4);

    GL11.glTranslated(1, -1.8, 0);

    GL11.glRotated(-1.6, 0, 0, 1);
    GL11.glRotated(-18 - 4 * (buffX / MAX_MX - 0.5) + 1 * Math.sin(time / 1000.0), 0, 1, 0);
    GL11.glRotated(7 + 4 * (buffY / MAX_MY - 0.5), 1, 0, 0);

    //DEBUG CODE
    //        GL11.glPointSize(20);
    //        GL11.glColor4d(1, 1, 1, 1);
    //        GL11.glDisable(GL11.GL_TEXTURE_2D);
    //        GL11.glBegin(GL11.GL_POINTS);
    //        GL11.glVertex3f(0, 0, 0);
    //        GL11.glEnd();
    //        GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glTranslated(-1, 1.8, 0);

    GL11.glScaled(scale, -scale, scale);

    gui.draw(mouseX, mouseY);

    {
        GL11.glPushMatrix();
        double csize = (getSelectedApp() == null ? 1 : 1.3) * (20 + Math.sin(time / 300.0) * 2);
        RenderUtils.loadTexture(CURSOR);

        GL11.glColor4d(1, 1, 1, .4);
        GL11.glTranslated(0, 0, -2);
        GL11.glDisable(GL11.GL_ALPHA_TEST);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
        HudUtils.rect(-csize / 2 + buffX, -csize / 2 + buffY + 120, csize, csize);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glPopMatrix();
    }

    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();

    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glCullFace(GL11.GL_BACK);
}

From source file:cn.academy.vanilla.electromaster.client.effect.CurrentChargingHUD.java

License:GNU General Public License

@Override
public void draw(ScaledResolution sr) {
    double width = sr.getScaledWidth_double(), height = sr.getScaledHeight_double();
    GL11.glDisable(GL11.GL_ALPHA_TEST);/*  w w  w  .j a  v a 2 s. co m*/

    arcHandler.xScale = width / 2;
    arcHandler.yScale = height / 2;

    double mAlpha;
    if (isBlendingOut()) {
        mAlpha = 1 - (double) (GameTimer.getTime() - blendTime) / BLEND_OUT_TIME;
        if (mAlpha < 0)
            mAlpha = 0;
    } else {
        mAlpha = Math.min((double) this.getTimeActive() / BLEND_TIME, 1.0);
    }

    /* Black Mask */ {
        GL11.glColor4d(0, 0, 0, 0.1 * mAlpha);
        HudUtils.colorRect(0, 0, width, height);
        GL11.glColor4d(1, 1, 1, 1);
    }

    /* Blue Mask */ {
        GL11.glColor4d(1, 1, 1, 1 * mAlpha);
        RenderUtils.loadTexture(mask);
        HudUtils.rect(0, 0, width, height);
    }

    /* SubArc */ {
        GL11.glColor4d(1, 1, 1, isBlendingOut() ? 0.4 : 0.3);
        GL11.glPushMatrix();
        GL11.glTranslated(width / 2, height / 2, 0);
        arcHandler.drawAll();
        GL11.glPopMatrix();
    }

    if (isBlendingOut() && GameTimer.getTime() - blendTime > 1000)
        dispose();
}

From source file:cn.academy.vanilla.electromaster.client.effect.SubArcHandler.java

License:GNU General Public License

public void drawAll() {
    Iterator<SubArc> iter = list.iterator();

    GL11.glDepthMask(false);/*w w w  .java 2s.  com*/
    while (iter.hasNext()) {
        SubArc arc = iter.next();
        if (!arc.dead && arc.draw) {

            GL11.glPushMatrix();
            RenderUtils.glTranslate(arc.pos);
            GL11.glRotated(arc.rotZ, 0, 0, 1);
            GL11.glRotated(arc.rotY, 0, 1, 0);
            GL11.glRotated(arc.rotX, 1, 0, 0);

            final double scale = 0.3;
            GL11.glScaled(scale, scale, scale);
            GL11.glTranslated(-arcs[arc.texID].length / 2, 0, 0);
            arcs[arc.texID].draw();
            GL11.glPopMatrix();
        }
    }
    GL11.glDepthMask(true);
}

From source file:cn.academy.vanilla.electromaster.client.effect.SubArcHandler2D.java

License:GNU General Public License

public void drawAll() {
    Iterator<SubArc2D> iter = list.iterator();

    GL11.glDepthMask(false);/*from ww w .j  av a  2  s  .  c om*/
    GL11.glPushMatrix();

    while (iter.hasNext()) {
        SubArc2D arc = iter.next();
        if (!arc.dead && arc.draw) {

            GL11.glPushMatrix();

            GL11.glTranslated(xScale * arc.x - arc.size / 2, yScale * arc.y - arc.size / 2, 0);

            RenderUtils.loadTexture(arcs[arc.texID]);
            HudUtils.rect(0, 0, arc.size, arc.size);

            GL11.glPopMatrix();
        }
    }

    GL11.glPopMatrix();
    GL11.glDepthMask(true);
}

From source file:cn.academy.vanilla.electromaster.client.renderer.RendererCoinThrowing.java

License:GNU General Public License

@Override
public void doRender(Entity var1, double x, double y, double z, float var8, float var9) {
    EntityCoinThrowing etc = (EntityCoinThrowing) var1;
    EntityPlayer player = etc.player;/*from   w w  w.  j  ava  2  s.c  om*/
    boolean fp = player == Minecraft.getMinecraft().thePlayer
            && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0;

    double dt = GameTimer.getTime() % 150;

    if (etc.player == null)
        return;
    //If syncedSingle and in client computer, do not render
    if (etc.isSync && player == Minecraft.getMinecraft().thePlayer)
        return;
    if (etc.posY < player.posY)
        return;
    GL11.glPushMatrix();
    {
        //x = player.posX - RenderManager.renderPosX;
        //y = etc.posY - RenderManager.renderPosY;
        //z = player.posZ - RenderManager.renderPosZ;
        if (player == Minecraft.getMinecraft().thePlayer) {
            x = z = 0;
        }

        GL11.glTranslated(x, y, z);
        if (fp) {
            GL11.glRotated(player.rotationYaw, 0, -1, 0);
        } else
            GL11.glRotated(player.renderYawOffset, 0, -1, 0);
        GL11.glTranslated(-0.63, -0.60, 0.30);
        float scale = 0.3F;
        GL11.glScalef(scale, scale, scale);
        GL11.glTranslated(0.5, 0.5, 0);
        GL11.glRotated((dt * 360.0 / 300.0), etc.axis.xCoord, etc.axis.yCoord, etc.axis.zCoord);
        GL11.glTranslated(-0.5, -0.5, 0);
        RenderUtils.drawEquippedItem(0.0625, Resources.TEX_COIN_FRONT, Resources.TEX_COIN_BACK);
    }
    GL11.glPopMatrix();
}

From source file:cn.academy.vanilla.electromaster.client.renderer.RendererMagHook.java

License:GNU General Public License

@Override
public void doRender(Entity ent, double x, double y, double z, float a, float b) {
    EntityMagHook hook = (EntityMagHook) ent;
    IModelCustom realModel = model;//from   ww  w.  ja  va  2s  .c o  m
    if (hook.isHit) {
        realModel = model_open;
        hook.preRender();
        x = hook.posX - RenderManager.renderPosX;
        y = hook.posY - RenderManager.renderPosY;
        z = hook.posZ - RenderManager.renderPosZ;
    }

    GL11.glPushMatrix();
    RenderUtils.loadTexture(texture);
    GL11.glTranslated(x, y, z);
    GL11.glRotated(-hook.rotationYaw + 90, 0, 1, 0);
    GL11.glRotated(hook.rotationPitch - 90, 0, 0, 1);
    double scale = 0.0054;
    GL11.glScaled(scale, scale, scale);
    realModel.renderAll();
    GL11.glPopMatrix();
}