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.shinoow.abyssalcraft.client.render.item.RenderStaff.java

License:Apache License

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {

    if (type == ItemRenderType.EQUIPPED_FIRST_PERSON || type == ItemRenderType.EQUIPPED) {
        GL11.glPushMatrix();//from   www.  jav a  2  s.c om

        FMLClientHandler.instance().getClient().renderEngine.bindTexture(resource);

        GL11.glRotatef(170F, 1.0F, 0.4F, -0.5F);

        if (type == ItemRenderType.EQUIPPED)
            GL11.glTranslatef(0.41F, -0.4F, -0.55F);
        else
            GL11.glTranslatef(0.61F, -0.4F, -0.55F);

        float scale = 1.1F;
        GL11.glScalef(scale, scale, scale);

        model.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);

        GL11.glPopMatrix();
    }
    if (type == ItemRenderType.ENTITY) {

        GL11.glPushMatrix();
        float scale = 1.5F;
        GL11.glScalef(scale, scale, scale);
        FMLClientHandler.instance().getClient().renderEngine.bindTexture(resource);
        GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f);
        GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f);
        GL11.glRotatef(90F, 0.0f, 0.0f, 1.0f);
        GL11.glTranslatef(0.1F, -0.5F, 0.1F);
        model.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
        GL11.glPopMatrix();

    }
    if (type == ItemRenderType.INVENTORY) {
        GL11.glPushMatrix();
        float scale = 1.0F;
        GL11.glScalef(scale, scale, scale);
        FMLClientHandler.instance().getClient().renderEngine.bindTexture(resource);

        GL11.glRotatef(80F, 1.0f, 0.0f, 0.0f);
        GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f);
        GL11.glTranslatef(0.0F, 0.0F, 0F);
        model.render(0.0625F);
        GL11.glPopMatrix();
    }
}

From source file:com.sijobe.console.GuiConsole.java

License:Open Source License

/**
 * Draws the specified String flipped upside down
 *
 * @param fontrenderer//  w  w w . ja  v a2s.co m
 * @param s string to draw
 * @param i position of the x coordinate
 * @param j position of the y coordinate
 * @param k colour of the render
 * @param flag if true draw with shadow, if false draw without shadow
 */

public void drawStringFlipped(FontRenderer fontrenderer, String s, int i, int j, int k, boolean flag) {
    GL11.glPushMatrix();
    GL11.glScalef(-1F, -1F, 1F);
    GL11.glTranslatef((-i * 2) - fontrenderer.getStringWidth(s), (-j * 2) - fontrenderer.FONT_HEIGHT, 0.0F);
    if (flag) {
        fontrenderer.drawString(s, i - 1, j - 1, (k & 0xfcfcfc) >> 2 | k & 0xff000000); //Took the last argument from FrontRenderer.renderString() because it's private and I want the shadow on the correct side when flipped
    }
    fontrenderer.drawString(s, i, j, k);
    GL11.glPopMatrix();
}

From source file:com.sirolf2009.necroapi.NecroEntityQuadruped.java

License:LGPL

@Override
public void preRender(Entity entity, BodyPart[] parts, BodyPartLocation location, ModelBase model) {
    if (entity.getDataWatcher().getWatchableObjectByte(16) == 1 && location == BodyPartLocation.Torso) {
        GL11.glRotatef(-90, 1, 0, 0);//from   w  w  w .ja  v  a2  s.  c  o  m
        GL11.glTranslatef(0, -0.5F, 1);
    }
}

From source file:com.smithsmodding.smithscore.util.client.gui.GuiHelper.java

/**
 * Renders a texture as if it would be the center of a MultiComponentTexture.
 *
 * @param pComponent         The Component to Render
 * @param pWidth             The total width of the Component in the End
 * @param pHeight            The total height of the Component in the End
 * @param pElementCoordinate The offset of the Component from the current GL Buffer Matric Origin.
 *///ww w  .  j a  va  2  s . c om
private static void renderCenter(TextureComponent pComponent, int pWidth, int pHeight,
        Coordinate2D pElementCoordinate) {
    GL11.glPushMatrix();
    GL11.glTranslatef(pElementCoordinate.getXComponent() + pComponent.iRelativeTranslation.getXComponent(),
            pElementCoordinate.getYComponent() + pComponent.iRelativeTranslation.getYComponent(), 0F);
    pComponent.iRotation.performGLRotation();

    bindTexture(pComponent.iAddress);
    if (pWidth <= pComponent.iWidth && pHeight <= pComponent.iHeight) {
        drawTexturedModalRect(0, 0, 0, pComponent.iU, pComponent.iV, pWidth, pHeight);
    } else {
        int tDrawnHeight = 0;
        int tDrawnWidth = 0;
        while (tDrawnHeight < (pHeight)) {
            int tHeightToRender = pHeight - tDrawnHeight;
            if (tHeightToRender >= pComponent.iHeight)
                tHeightToRender = pComponent.iHeight;

            if (pWidth <= pComponent.iWidth) {
                drawTexturedModalRect(0, tDrawnHeight, 0, pComponent.iU, pComponent.iV, pWidth,
                        tHeightToRender);
                tDrawnHeight += tHeightToRender;
            } else {
                while (tDrawnWidth < (pWidth)) {
                    int tWidthToRender = pWidth - tDrawnWidth;
                    if (tWidthToRender >= pComponent.iWidth)
                        tWidthToRender = pComponent.iWidth;

                    if (pHeight <= pComponent.iHeight) {
                        drawTexturedModalRect(tDrawnWidth, 0, 0, pComponent.iU, pComponent.iV, tWidthToRender,
                                tHeightToRender);
                        tDrawnWidth += tWidthToRender;
                    } else {
                        drawTexturedModalRect(tDrawnWidth, tDrawnHeight, 0, pComponent.iU, pComponent.iV,
                                tWidthToRender, tHeightToRender);
                        tDrawnWidth += pComponent.iWidth;
                    }
                }
                tDrawnWidth = 0;
                tDrawnHeight += tHeightToRender;
            }
        }
    }

    GL11.glPopMatrix();
}

From source file:com.smithsmodding.smithscore.util.client.gui.GuiHelper.java

/**
 * Renders a texture as if it would be the corner of a MultiComponentTexture.
 *
 * @param pComponent         The Component to Render
 * @param pElementCoordinate The offset of the Component from the current GL Buffer Matric Origin.
 *///from  ww w. j a va  2s  .c  o  m
private static void renderCorner(TextureComponent pComponent, Coordinate2D pElementCoordinate) {
    GL11.glPushMatrix();
    GL11.glTranslatef(pElementCoordinate.getXComponent() + pComponent.iRelativeTranslation.getXComponent(),
            pElementCoordinate.getYComponent() + pComponent.iRelativeTranslation.getYComponent(), 0F);
    pComponent.iRotation.performGLRotation();

    bindTexture(pComponent.iAddress);
    drawTexturedModalRect(0, 0, 0, pComponent.iU, pComponent.iV, pComponent.iWidth, pComponent.iHeight);

    GL11.glPopMatrix();
}

From source file:com.smithsmodding.smithscore.util.client.gui.GuiHelper.java

/**
 * Renders a texture as if it would be the side of a MultiComponentTexture.
 *
 * @param pComponent         The Component to Render
 * @param pWidth             The total width of the Component in the End
 * @param pHeight            The total height of the Component in the End
 * @param pElementCoordinate The offset of the Component from the current GL Buffer Matric Origin.
 *///  w  w  w.j  ava 2s . c  o m
private static void renderBorder(TextureComponent pComponent, int pWidth, int pHeight,
        Coordinate2D pElementCoordinate) {
    GL11.glPushMatrix();
    GL11.glTranslatef(pElementCoordinate.getXComponent() + pComponent.iRelativeTranslation.getXComponent(),
            pElementCoordinate.getYComponent() + pComponent.iRelativeTranslation.getYComponent(), 0F);
    pComponent.iRotation.performGLRotation();

    bindTexture(pComponent.iAddress);

    if (pWidth <= pComponent.iWidth && pHeight <= pComponent.iHeight) {
        drawTexturedModalRect(0, 0, 0, pComponent.iU, pComponent.iV, pWidth, pHeight);
    } else {
        int tDrawnHeigth = 0;
        int tDrawnWidth = 0;
        if (pWidth <= pComponent.iWidth) {
            while (pHeight > tDrawnHeigth) {
                int tDrawableHeight = pHeight - tDrawnHeigth;
                if (tDrawableHeight > pComponent.iHeight)
                    tDrawableHeight = pComponent.iHeight;

                drawTexturedModalRect(0, tDrawnHeigth, 0, pComponent.iU, pComponent.iV, pWidth,
                        tDrawableHeight);

                tDrawnHeigth += tDrawableHeight;
            }
        } else {
            while (tDrawnWidth < (pWidth)) {
                int tWidthToRender = pWidth - tDrawnWidth;
                if (tWidthToRender >= pComponent.iWidth)
                    tWidthToRender = pComponent.iWidth;

                drawTexturedModalRect(tDrawnWidth, 0, 0, pComponent.iU, pComponent.iV, tWidthToRender,
                        pComponent.iHeight);
                tDrawnWidth += tWidthToRender;
            }
        }
    }
    GL11.glPopMatrix();
}

From source file:com.spawck.hs2.client.renderer.model.ModelSoul.java

License:GNU General Public License

@Override
public void render(Entity entity, float par2, float par3, float par4, float par5, float par6, float par7) {
    GL11.glPushMatrix();/*from   w  ww .  j  a va 2  s  .c  o m*/
    GL11.glScalef(1.0F, 1.0F, 1.0F);
    GL11.glTranslatef(0.0F, -0.5F, 0.0F);

    if (this.base != null) {
        this.base.render(par7);
    }

    GL11.glEnable(2977);
    GL11.glEnable(3042);
    GL11.glBlendFunc(770, 771);
    GL11.glRotatef(par3, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(0.0F, 0.8F + par4, 0.0F);
    GL11.glRotatef(60.0F, 0.7071F, 0.0F, 0.7071F);
    this.glass.render(par7);
    float var8 = 0.875F;
    GL11.glScalef(var8, var8, var8);
    GL11.glRotatef(60.0F, 0.7071F, 0.0F, 0.7071F);
    GL11.glRotatef(par3, 0.0F, 1.0F, 0.0F);
    this.glass.render(par7);
    GL11.glScalef(var8, var8, var8);
    GL11.glRotatef(60.0F, 0.7071F, 0.0F, 0.7071F);
    GL11.glRotatef(par3, 0.0F, 1.0F, 0.0F);
    this.cube.render(par7);
    GL11.glDepthFunc(514);
    GL11.glDisable(2896);
    GL11.glEnable(3042);
    GL11.glBlendFunc(768, 1);
    float var14 = 0.76F;
    GL11.glColor4f(0.5F * var14, 0.25F * var14, 0.8F * var14, 1.0F);
    GL11.glMatrixMode(5890);
    GL11.glPushMatrix();
    float var15 = 0.125F;
    GL11.glScalef(var15, var15, var15);
    float var16 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
    GL11.glTranslatef(var16, 0.0F, 0.0F);
    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
    this.cube.render(par7);
    GL11.glPopMatrix();
    GL11.glPushMatrix();
    GL11.glScalef(var15, var15, var15);
    var16 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
    GL11.glTranslatef(-var16, 0.0F, 0.0F);
    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
    this.cube.render(par7);
    GL11.glPopMatrix();
    GL11.glMatrixMode(5888);
    GL11.glDisable(3042);
    GL11.glEnable(2896);
    GL11.glDepthFunc(515);
    GL11.glPopMatrix();
}

From source file:com.spawck.hs2.client.renderer.render.RenderSoul.java

License:GNU General Public License

private void doRenderSoulCube(EntitySoul soul, double par2, double par4, double par6, float par8, float par9) {
    if (this.field_76996_a != 1) {
        this.soulModel = new ModelSoul(); // 0.0F, true removed (were they really necessary? They were never called)
        this.field_76996_a = 1;
    }/*from w  w w  .  j  av  a2  s.c o m*/

    float var10 = soul.innerRotation + par9;
    GL11.glPushMatrix();
    GL11.glTranslatef((float) par2, (float) par4, (float) par6);
    // TODO:loadTexture(par1EntityHSSoul.getSoulTexture());
    float var11 = MathHelper.sin(var10 * 0.2F) / 2.0F + 0.5F;
    var11 += var11 * var11;
    this.soulModel.render(soul, 0.0F, var10 * 3.0F, var11 * 0.2F, 0.0F, 0.0F, 0.0625F);
    GL11.glPopMatrix();
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private void doPaint() {
    if (isDisposed() || mNode == null) {
        return;/*  w  ww . jav a  2  s  .c  om*/
    }

    setCurrent();

    // Clear the color, depth and stencil buffers.
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);

    GL11.glLoadIdentity();

    GLU.gluLookAt(0.0f, 0.0f, mCamera.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    // Transformations happen in the reverse.
    if (mIsOrtho) {
        // User's translation.
        GL11.glTranslatef(mOrthoTranslate.x, mOrthoTranslate.y, 0.0f);

        // Rotate 180 degrees.
        GL11.glRotatef(180.0f, 1.0f, 0.0f, 0.0f);

        // Center the nodes.
        final Rectangle bounds = getBounds();
        final float scaledWidth = mNode.bounds.width * mOrthoScale;
        final float scaledHeight = mNode.bounds.height * mOrthoScale;
        GL11.glTranslatef((bounds.width - scaledWidth) / 2, 0.0f, 0.0f);

        // Scale based on viewport size.
        GL11.glTranslatef(scaledWidth / 2, -scaledHeight / 2, 0.0f);
        GL11.glScalef(mOrthoScale, mOrthoScale, 0.0f);
        GL11.glTranslatef(-scaledWidth / 2, scaledHeight / 2, 0.0f);

    } else {
        // Translate all the nodes.
        GL11.glTranslatef(mTranslate.x, mTranslate.y, 0.0f);

        // Rotate.
        GL11.glRotatef(mRotate.x, 1.0f, 0.0f, 0.0f);
        GL11.glRotatef(mRotate.y, 0.0f, 1.0f, 0.0f);

        // Center the nodes.
        GL11.glTranslatef(-mNode.bounds.width / 2, mNode.bounds.height / 2, 0.0f);
    }

    final float absX = Math.abs(mRotate.x);
    final float absY = Math.abs(mRotate.y);
    mDepth = Math.max(absX, absY) * 5 / 9.0f;

    drawHierarchy(mNode);

    if (!mIsPicking && mIsOrtho && mShowOverdraw) {
        for (int i = 2; i <= 5; i++) {
            drawOverdraw(i);
        }
    }

    GL11.glFlush();

    if (!mIsPicking) {
        swapBuffers();
    }
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private void drawOverdraw(int level) {
    GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT);

    GL11.glStencilFunc(level == 5 ? GL11.GL_LEQUAL : GL11.GL_EQUAL, level, 0xf);
    GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);

    GL11.glTranslatef(mNode.bounds.x, -mNode.bounds.y, 0.0f);

    if (level == 2) {
        loadColor(ColorType.OVERDRAW_BLUE);
    } else if (level == 3) {
        loadColor(ColorType.OVERDRAW_GREEN);
    } else if (level == 4) {
        loadColor(ColorType.OVERDRAW_RED_LOW);
    } else if (level > 4) {
        loadColor(ColorType.OVERDRAW_RED_HIGH);
    }//from w w  w  .ja  va 2s  .  c  o m

    GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(mNode.bounds.width, 0.0f, 0.0f);
    GL11.glVertex3f(mNode.bounds.width, -mNode.bounds.height, 0.0f);
    GL11.glVertex3f(0.0f, -mNode.bounds.height, 0.0f);
    GL11.glEnd();

    GL11.glPopAttrib();
}