Example usage for org.lwjgl.opengl GL11 glTranslatef

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

Introduction

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

Prototype

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

Source Link

Document

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

Usage

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  ww  . 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
 *///from 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 .j  a  v  a2  s. com
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
 *//*from ww  w.  j a va  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();//w  w w  .j av a2 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();
}

From source file:com.minestellar.core.render.tile.TileEntityRenderComputer.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/computer.png"));
    GL11.glPushMatrix();//from  w ww  .  j a  va  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);
    model.renderModel(0.0625F);
    GL11.glPopMatrix();
}

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

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tile, double translationX, double translationY, double translationZ,
        float f) {
    texture = new ResourceLocation(MinestellarCore.TEXTURE_PREFIX + "textures/model/tile/gasSink.png");
    this.bindTexture(texture);
    GL11.glPushMatrix();/*w ww . j  av  a2s .  c om*/
    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);
    model.renderModel(0.0625F);
    // model.render(null, 0.04F, 1.0F, 1.0F, 1.0F, 1.0F, 0.0625F);
    GL11.glPopMatrix();
}

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

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tile, double translationX, double translationY, double translationZ,
        float f) {
    texture = new ResourceLocation(MinestellarCore.TEXTURE_PREFIX + "textures/model/tile/oxygenCollector.png");
    this.bindTexture(texture);
    GL11.glPushMatrix();/*w  w w.j  a v  a  2s  .  com*/
    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);
    model.renderModel(0.0625F);
    GL11.glPopMatrix();
}

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

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tile, double translationX, double translationY, double translationZ,
        float f) {
    texture = new ResourceLocation(MinestellarCore.TEXTURE_PREFIX + "textures/model/tile/solarPanel.png");
    this.bindTexture(texture);
    GL11.glPushMatrix();/*from w  w w .  j a v  a2 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);
    model.render(null, 0.04F, 1.0F, 1.0F, 1.0F, 1.0F, 0.0625F);
    GL11.glPopMatrix();
}

From source file:com.minestellar.moon.world.SkyRendererMoon.java

License:Open Source License

@Override
public void render(float partialTicks, WorldClient world, Minecraft mc) {
    WorldProviderMoon gcProvider = null;

    if (world.provider instanceof WorldProviderMoon) {
        gcProvider = (WorldProviderMoon) world.provider;
    }// w ww  . java  2  s. com

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glColor3f(1, 1, 1);
    final Tessellator var23 = Tessellator.instance;
    GL11.glDepthMask(false);
    GL11.glEnable(GL11.GL_FOG);
    GL11.glColor3f(0, 0, 0);
    GL11.glCallList(this.glSkyList);
    GL11.glDisable(GL11.GL_FOG);
    GL11.glDisable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderHelper.disableStandardItemLighting();
    float var10;
    float var11;
    float var12;

    float var20 = 0;

    if (gcProvider != null) {
        var20 = gcProvider.getStarBrightness(partialTicks);
    }

    if (var20 > 0.0F) {
        GL11.glColor4f(1.0F, 1.0F, 1.0F, var20);
        GL11.glCallList(this.starGLCallList);
    }

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
    GL11.glPushMatrix();

    GL11.glPopMatrix();

    GL11.glPushMatrix();

    // SUN:
    GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 5F);
    GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F);
    var12 = 30.0F;
    FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.sunTexture);
    var23.startDrawingQuads();
    var23.addVertexWithUV(-var12, 150.0D, -var12, 0.0D, 0.0D);
    var23.addVertexWithUV(var12, 150.0D, -var12, 1.0D, 0.0D);
    var23.addVertexWithUV(var12, 150.0D, var12, 1.0D, 1.0D);
    var23.addVertexWithUV(-var12, 150.0D, var12, 0.0D, 1.0D);
    var23.draw();

    GL11.glPopMatrix();

    GL11.glPushMatrix();

    GL11.glDisable(GL11.GL_BLEND);

    // EARTH:
    var12 = 50.0F;
    final float earthRotation = (float) (world.getSpawnPoint().posZ - mc.thePlayer.posZ) * 0.01F;
    GL11.glScalef(0.6F, 0.6F, 0.6F);
    GL11.glRotatef(earthRotation, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F);
    FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyRendererMoon.earthTexture);
    world.getMoonPhase();
    var23.startDrawingQuads();
    var23.addVertexWithUV(-var12, -400.0D, var12, 0, 1);
    var23.addVertexWithUV(var12, -400.0D, var12, 1, 1);
    var23.addVertexWithUV(var12, -400.0D, -var12, 1, 0);
    var23.addVertexWithUV(-var12, -400.0D, -var12, 0, 0);
    var23.draw();

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_FOG);
    GL11.glPopMatrix();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glColor3f(0.0F, 0.0F, 0.0F);
    final double var25 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon();

    if (var25 < 0.0D) {
        GL11.glPushMatrix();
        GL11.glTranslatef(0.0F, 12.0F, 0.0F);
        GL11.glCallList(this.glSkyList2);
        GL11.glPopMatrix();
        var10 = 1.0F;
        var11 = -((float) (var25 + 65.0D));
        var12 = -var10;
        var23.startDrawingQuads();
        var23.setColorRGBA_I(0, 255);
        var23.addVertex(-var10, var11, var10);
        var23.addVertex(var10, var11, var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(var10, var12, -var10);
        var23.addVertex(var10, var11, -var10);
        var23.addVertex(-var10, var11, -var10);
        var23.addVertex(var10, var12, -var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(var10, var11, var10);
        var23.addVertex(var10, var11, -var10);
        var23.addVertex(-var10, var11, -var10);
        var23.addVertex(-var10, var11, var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(-var10, var12, -var10);
        var23.addVertex(-var10, var12, var10);
        var23.addVertex(var10, var12, var10);
        var23.addVertex(var10, var12, -var10);
        var23.draw();
    }

    GL11.glColor3f(70F / 256F, 70F / 256F, 70F / 256F);

    GL11.glPushMatrix();
    GL11.glTranslatef(0.0F, -((float) (var25 - 16.0D)), 0.0F);
    GL11.glCallList(this.glSkyList2);
    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(true);
}