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.stormister.rediscovered.RenderTileEntityTable.java

License:Open Source License

/**
 * Renders the TileEntity for the chest at a position.
 *///from   ww  w . j  a  v a 2  s.c  o m
public void render(TileEntityTable par1TileEntityChest, double par2, double par4, double par6, float par8) {
    int i;
    this.bindTexture(field_110871_a);

    if (!par1TileEntityChest.hasWorldObj()) {
        i = 0;
    } else {
        Block block = par1TileEntityChest.getBlockType();
        i = par1TileEntityChest.getBlockMetadata();

        if (block instanceof BlockTable && i == 0) {
            i = par1TileEntityChest.getBlockMetadata();
        }
    }
    ModelTable modelchest;
    modelchest = this.chestModel;
    GL11.glPushMatrix();
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glTranslatef((float) par2, (float) par4 + 1.0F, (float) par6 + 1.0F);
    GL11.glScalef(1.0F, -1.0F, -1.0F);
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    short short1 = 0;

    GL11.glRotatef((float) short1, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    float f1 = par1TileEntityChest.prevLidAngle
            + (par1TileEntityChest.lidAngle - par1TileEntityChest.prevLidAngle) * par8;
    float f2;
    f1 = 1.0F - f1;
    f1 = 1.0F - f1 * f1 * f1;
    modelchest.renderAll();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

    //***********************************************
    //RENDERS ITEM ON TABLE
    //***********************************************

    //            ItemStack itemstack = par1TileEntityChest.getTopItemStacks();
    //
    //            if (itemstack != null)
    //            {
    //                EntityItem entityitem = new EntityItem(par1TileEntityChest.worldObj, 0.0D, 0.0D, 0.0D, itemstack);
    //                entityitem.getEntityItem().stackSize = 1;
    //                entityitem.hoverStart = 0.0F;
    //                GL11.glPushMatrix();
    //                GL11.glTranslatef(-0.453125F * (float)Direction.offsetX[par1TileEntityChest.hangingDirection], -0.18F, -0.453125F * (float)Direction.offsetZ[par1TileEntityChest.hangingDirection]);
    //                GL11.glRotatef(180.0F + par1TileEntityChest.rotationYaw, 0.0F, 1.0F, 0.0F);
    //                GL11.glRotatef((float)(-90 * par1TileEntityChest.getRotation()), 0.0F, 0.0F, 1.0F);
    //                RenderItem.renderInFrame = true;
    //                RenderManager.instance.renderEntityWithPosYaw(entityitem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
    //                RenderItem.renderInFrame = false;
    //                GL11.glPopMatrix();
    //            }
}

From source file:com.swinggl.backend.Debug.java

License:Open Source License

public static void render(GLFrame frame) {
    if (enabled) {
        GL11.glPushMatrix();//from   www. ja  v a 2s . co  m
        GL11.glTranslatef(0f, 10f, 0f);
        engineFontBold.drawString("SwingGL v" + GLFrame.VERSION, 2, 18, fontColor);
        engineFontBold.drawString("FPS:", 2, 38, fontColor);
        engineFontBold.drawString("UPS:", 2, 58, fontColor);
        engineFontBold.drawString("Current GLPanel:", 2, 78, fontColor);
        engineFont.drawString(frame.getPanel().toString(), 180, 78, fontColor);
        engineFontBold.drawString("Render time:", 2, 98, fontColor);
        engineFontBold.drawString("Theory Max FPS: ", 2, 138, fontColor);

        renderSum += renderDelta;
        updateSum += updateDelta;
        renderTimeSum += renderTime;
        if (timer == 20) {
            avgRenderDelta = renderSum / 20.0;
            renderSum = 0.0;
            avgUpdateDelta = updateSum / 20.0;
            updateSum = 0.0;
            avgRenderTime = renderTimeSum / 20.0;
            renderTimeSum = 0L;
            timer = 0;
        }
        timer++;
        engineFont.drawString(noNotation.format(1.0 / avgRenderDelta), 50, 38, fontColor);
        engineFont.drawString(noNotation.format(1.0 / avgUpdateDelta), 50, 58, fontColor);
        engineFont.drawString(noNotation.format(avgRenderTime) + "ns", 140, 98, fontColor);
        engineFont.drawString(noNotationLong.format(avgRenderTime / 1000000000.0) + "s", 140, 118, fontColor);
        engineFont.drawString(noNotation.format(1.0 / (avgRenderTime / 1000000000.0)) + " fps", 178, 138,
                fontColor);
        GL11.glPopMatrix();
    }

}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

protected void renderTopEdge(Gui gui, int width) {
    GL11.glPushMatrix();/*from w w  w  .java  2s.  c o m*/
    GL11.glTranslatef(cellSize, 0, 0);
    GL11.glScalef(width - (cellSize * 2), 1, 0);
    gui.drawTexturedModalRect(0, 0, u + cellSize, v, 1, cellSize);
    GL11.glPopMatrix();
}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

protected void renderBottomEdge(Gui gui, int width, int height) {
    GL11.glPushMatrix();//from   ww  w.  ja  v  a2s .co m
    GL11.glTranslatef(cellSize, height - cellSize, 0);
    GL11.glScalef(width - (cellSize * 2), 1, 0);
    gui.drawTexturedModalRect(0, 0, u + cellSize, v + cellSize + cellSize, 1, cellSize);
    GL11.glPopMatrix();
}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

protected void renderLeftEdge(Gui gui, int height) {
    GL11.glPushMatrix();/*from   w  w w.j  ava 2 s  .  c o m*/
    GL11.glTranslatef(0, cellSize, 0);
    GL11.glScalef(1, height - (cellSize * 2), 0);
    gui.drawTexturedModalRect(0, 0, u, v + cellSize, cellSize, 1);
    GL11.glPopMatrix();
}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

protected void renderRightEdge(Gui gui, int width, int height) {
    GL11.glPushMatrix();/*from w ww . j  a va2  s . c o  m*/
    GL11.glTranslatef(width - cellSize, cellSize, 0);
    GL11.glScalef(1, height - (cellSize * 2), 0);
    gui.drawTexturedModalRect(0, 0, u + cellSize + cellSize, v + cellSize, cellSize, 1);
    GL11.glPopMatrix();
}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

protected void renderBackground(Gui gui, int width, int height) {
    GL11.glPushMatrix();//from ww  w. j a  v  a 2s  .c  o  m
    GL11.glTranslatef(cellSize - 1, cellSize - 1, 0);
    GL11.glScalef(width - (cellSize * 2) + 2, height - (cellSize * 2) + 2, 0);
    gui.drawTexturedModalRect(0, 0, u + cellSize, v + cellSize, 1, 1);
    GL11.glPopMatrix();
}

From source file:com.teambr.bookshelf.client.gui.component.NinePatchRenderer.java

License:Creative Commons License

/**
 * Main render call. This must be called in the parent gui to render the box.
 *
 * WARNING: Will bind texture to sheet, make sure you rebind afterwards or do this first
 *
 * @param gui The screen being rendered onto
 * @param x Screen X Position/*w w w  .  j  a v  a 2  s. c  o  m*/
 * @param y Screen Y Position
 * @param width Width
 * @param height Height
 * @param color Color to render
 */
public void render(Gui gui, int x, int y, int width, int height, Color color) {
    GL11.glPushMatrix();
    if (color != null)
        RenderUtils.setColor(color);
    if (patchLocation != null)
        RenderUtils.bindTexture(patchLocation);
    GL11.glTranslatef(x, y, 0);
    renderBackground(gui, width, height);
    renderTopEdge(gui, width);
    renderBottomEdge(gui, width, height);
    renderRightEdge(gui, width, height);
    renderLeftEdge(gui, height);
    renderTopLeftCorner(gui);
    renderTopRightCorner(gui, width);
    renderBottomLeftCorner(gui, height);
    renderBottomRightCorner(gui, width, height);
    GL11.glPopMatrix();
}

From source file:com.telinc1.rpjg.module.ModuleMap.java

License:Apache License

@Override
public void renderGraphics() {
    // Get references to our map and player.
    Player player = Game.getGame().getPlayer();
    Map map = Game.getGame().getMap();

    // Render the current map.
    GL11.glPushMatrix();//from   w  w w. java 2  s .  co m

    // Standard centering algorithm, just need to add half a tile
    // to completely center because of the 16:9 resolution.
    int cameraX = (player.getPixelX() - Display.getWidth() / 2) + (GameOptions.GRID_SIZE / 2);
    int cameraY = (player.getPixelY() - Display.getHeight() / 2) + (GameOptions.GRID_SIZE / 2);

    GL11.glTranslatef(-cameraX, -cameraY, 0);

    // Render the map's tiles.
    DrawingUtils.bindTexture(TextureLoader.tilesetTexture);
    DrawingUtils.startDrawing(GL11.GL_QUADS);
    for (int x = 0; x < map.getWidth(); x++) {
        for (int y = 0; y < map.getHeight(); y++) {
            Tile tile = map.getTileAt(x, y);
            // XXX: Is there a way to make this look nicer?
            DrawingUtils.drawTexturedTile(tile.getDisplayModifier().getTextureID(tile, map, x, y), x, y);
        }
    }
    DrawingUtils.stopDrawing();

    // Render all events, including the player.
    DrawingUtils.drawTexturedEvent(player);

    for (Event event : map.getEvents()) {
        if (event instanceof EventTextured) {
            DrawingUtils.drawTexturedEvent((EventTextured) event);
        }
    }

    DrawingUtils.stopDrawing();
    GL11.glPopMatrix();

    // Render the version in the top corner, just for information purposes.
    FontRenderer.drawString(String.format("%s-%s v.%s", GameOptions.GAME_NAME, GameOptions.GAME_BUILD,
            GameOptions.GAME_VERSION), FontRenderer.small, 3, 3, Color.BLACK);
}

From source file:com.theoriginalbit.moarperipherals.client.render.RendererItemSonic.java

License:Apache License

@Override
protected void manipulateEntityRender(ItemStack stack) {
    float scale = 0.145f;
    GL11.glScalef(scale, scale, scale);//from   w  ww.  j a  v a  2  s .co  m
    GL11.glRotatef(180, 1, 0, 0);
    GL11.glTranslatef(0f, -1f, 0f);
}