/** * Actually renders the given argument. This is a synthetic bridge method, always casting down its * argument and then handing it off to a worker function which does the actual work. In all * probabilty, the class Render is generic (Render<T extends Entity) and this method has signature * public void doRender(T entity, double d, double d1, double d2, float f, float f1). But JAD is * pre 1.5 so doesn't do that. */ public void doRender( Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F, 0.5F); // this.loadTexture("/warpcraft/items/Items.png"); Tessellator var10 = Tessellator.instance; if (this.itemIconIndex == 9) { int var11 = PotionHelper.func_77915_a(((EntityPotion) par1Entity).getPotionDamage(), false); float var12 = (float) (var11 >> 16 & 255) / 255.0F; float var13 = (float) (var11 >> 8 & 255) / 255.0F; float var14 = (float) (var11 & 255) / 255.0F; GL11.glColor3f(var12, var13, var14); GL11.glPushMatrix(); this.func_77026_a(var10, 141); GL11.glPopMatrix(); GL11.glColor3f(1.0F, 1.0F, 1.0F); } this.func_77026_a(var10, this.itemIconIndex); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); }
private void drawLightningBolt(Entity entity) { glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glColor3f(0, 0.6f, 1); glBegin(GL_QUADS); int lastX = 0; int lastY = 0; for (int i = 0; i < 60; i++) { int x = i * 2; int y = (int) (Math.sin(i * (Math.PI / 4) - entity.ticksExisted * 2.05f) * 2.5f); glColor3f(1, 1f, 1); glVertex3d(x + 0, y + 0, 0); glVertex3d(x + 0, y + 1, 0); glVertex3d(lastX, lastY + 1, 0); glVertex3d(lastX, lastY, 0); glColor3f(0, 0.6f, 1); glVertex3d(x + 0, y + 1, 0); glVertex3d(x + 0, y + 1.25, 0); glVertex3d(lastX, lastY + 1.25, 0); glVertex3d(lastX, lastY + 1, 0); glVertex3d(x + 0, y - 0.25, 0); glVertex3d(x + 0, y, 0); glVertex3d(lastX, lastY, 0); glVertex3d(lastX, lastY - 0.25, 0); lastX = x; lastY = y; } glEnd(); glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); }
public final void debugRenderRegions(float landscape_x, float landscape_y) { int RADIUS = 30; int center_x = toGridCoordinate(landscape_x); int center_y = toGridCoordinate(landscape_y); int start_x = StrictMath.max(0, center_x - RADIUS); int end_x = StrictMath.min(occupants.length - 0, center_x + RADIUS); int start_y = StrictMath.max(0, center_y - RADIUS); int end_y = StrictMath.min(occupants.length - 0, center_y + RADIUS); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPointSize(3f); GL11.glBegin(GL11.GL_POINTS); Region last_region = null; for (int y = start_y; y < end_y; y++) for (int x = start_x; x < end_x; x++) { float xf = coordinateFromGrid(x); float yf = coordinateFromGrid(y); Region region = getRegion(x, y); if (region == null) { GL11.glColor3f(1f, 0f, 0f); } else { last_region = region; DebugRender.setColor(region.hashCode()); } GL11.glVertex3f(xf, yf, heightmap.getNearestHeight(xf, yf) + 2f); } GL11.glEnd(); GL11.glBegin(GL11.GL_LINES); GL11.glColor3f(1f, 0f, 0f); if (last_region != null) { last_region.debugRenderConnections(heightmap); last_region.debugRenderConnectionsReset(); } GL11.glEnd(); GL11.glEnable(GL11.GL_TEXTURE_2D); }
/** Draws a basic loading splash screen. */ public void drawLoading() { // setup String s = "Loading..."; int sWidth = fontManager.s.getWidth(s); int sHeight = fontManager.s.getLineHeight(); int x = -sWidth / 2; int y = -sHeight / 2; // draw gameWindow.clearScreen(); glDisable(GL_TEXTURE_2D); // bottom fade glBegin(GL_QUADS); glColor3f(0.0f, 0.0f, 0.0f); { glVertex2f(-gameWindow.getGameWidth() / 2, -gameWindow.getWindowHeight() / 2); glVertex2f(gameWindow.getGameWidth() / 2, -gameWindow.getWindowHeight() / 2); glVertex2f(gameWindow.getGameWidth() / 2, gameWindow.getWindowHeight() / 2); glVertex2f(-gameWindow.getGameWidth() / 2, gameWindow.getWindowHeight() / 2); } glEnd(); // center stripe glBegin(GL_QUADS); glColor3f(0.2f, 0.2f, 0.2f); { glVertex2f(-gameWindow.getGameWidth() / 2, y - sHeight * 2); glVertex2f(gameWindow.getGameWidth() / 2, y - sHeight * 2); glVertex2f(gameWindow.getGameWidth() / 2, y + fontManager.s.getLineHeight() + sHeight * 2); glVertex2f(-gameWindow.getGameWidth() / 2, y + fontManager.s.getLineHeight() + sHeight * 2); } glEnd(); // text fontManager.s.drawString(x, y, s, Color.black); gameWindow.update(); }
public void renderGL() { GL11.glClear( GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer GL11.glColor3f(0.5f, 0.5f, 1.0f); // set the color of the quad (R,G,B,A) GL11.glBegin(GL11.GL_QUADS); // draw quad GL11.glVertex2f(100, 100); GL11.glVertex2f(100 + 200, 100); GL11.glVertex2f(100 + 200, 100 + 200); GL11.glVertex2f(100, 100 + 200); GL11.glEnd(); font.draw_str("HELLO", 150, 150); s.draw(100, 400, 2f); s.draw(300, 400, 2.23f); GL11.glColor3f(0.5f, 0.5f, 1.0f); // R,G,B,A Set The Color To Blue One Time Only GL11.glPushMatrix(); // draw quad GL11.glTranslatef(x, y, 0); GL11.glRotatef(rotation, 0f, 0f, 1f); GL11.glTranslatef(-x, -y, 0); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(x - 50, y - 50); GL11.glVertex2f(x + 50, y - 50); GL11.glVertex2f(x + 50, y + 50); GL11.glVertex2f(x - 50, y + 50); GL11.glEnd(); GL11.glPopMatrix(); }
public static void minimap(float playerX, float playerZ, List<Zombie> zombies) { glColor3f(0, 0, 0); glBegin(GL_QUADS); glVertex2i(64, 64); glVertex2i(192, 64); glVertex2i(192, 192); glVertex2i(64, 192); glEnd(); glBegin(GL_POINTS); for (int i = 0; i < zombies.size(); i++) { glColor3f(zombies.get(i).getCr(), zombies.get(i).getCg(), zombies.get(i).getCb()); glVertex2f(zombies.get(i).getPx() + 64, (64 - zombies.get(i).getPz()) + 128); } glColor3f(1, 1, 1); for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { glVertex2f(playerX + 64 + i, (64 - playerZ) + 128 + j); } } glEnd(); glColor3f(0, 1, 0); glBegin(GL_LINE_LOOP); glVertex2i(64, 64); glVertex2i(192, 64); glVertex2i(192, 192); glVertex2i(64, 192); glEnd(); }
public void render( Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale, boolean headOverlay) { resetRotations(); this.setRotationAngles( p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, p_78088_1_); GL11.glColor3f(1F, 1F, 1F); this.bipedHead.render(scale); this.bipedBody.render(scale); this.bipedRightArm.render(scale); this.bipedLeftArm.render(scale); this.bipedRightLeg.render(scale); this.bipedLeftLeg.render(scale); if (headOverlay) { GL11.glDisable(GL11.GL_CULL_FACE); this.bipedHeadwear.render(scale); GL11.glEnable(GL11.GL_CULL_FACE); } GL11.glColor3f(1F, 1F, 1F); }
/** * Actually renders the given argument. This is a synthetic bridge method, always casting down its * argument and then handing it off to a worker function which does the actual work. In all * probabilty, the class Render is generic (Render<T extends Entity) and this method has signature * public void doRender(T entity, double d, double d1, double d2, float f, float f1). But JAD is * pre 1.5 so doesn't do that. */ public void doRender( Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { Icon icon = this.field_94151_a.getIconFromDamage(this.field_94150_f); if (icon != null) { GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4, (float) par6); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F, 0.5F); this.bindEntityTexture(par1Entity); Tessellator tessellator = Tessellator.instance; if (icon == ItemPotion.func_94589_d("bottle_splash")) { int i = PotionHelper.func_77915_a(((LaunchedPotion) par1Entity).getPotionDamage(), false); float f2 = (float) (i >> 16 & 255) / 255.0F; float f3 = (float) (i >> 8 & 255) / 255.0F; float f4 = (float) (i & 255) / 255.0F; GL11.glColor3f(f2, f3, f4); GL11.glPushMatrix(); this.func_77026_a(tessellator, ItemPotion.func_94589_d("overlay")); GL11.glPopMatrix(); GL11.glColor3f(1.0F, 1.0F, 1.0F); } this.func_77026_a(tessellator, icon); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } }
public static void drawSkeleton(Model m) { glPointSize(4); // Bones glBegin(GL_POINTS); { for (Bone b : m.bones) { glColor3f(0, 0, 1); glVertex3f(b.pos.x, b.pos.y, b.pos.z); } } glEnd(); glColor3f(1, 1, 0); Bone b2; glBegin(GL_LINES); { for (Bone b : m.bones) { if (b.parent != null) { b2 = b.parent; glVertex3f(b.pos.x, b.pos.y, b.pos.z); glVertex3f(b2.pos.x, b2.pos.y, b2.pos.z); } } } glEnd(); glColor4f(1, 1, 1, 1); glPointSize(1); }
public static void renderSphere(Vector3f center, float radius, Vector3f colour) { glPushAttrib(GL_ENABLE_BIT); { glDisable(GL_TEXTURE_2D); // Texture 2D is disabled so no textures are incorporated glDisable(GL_LIGHTING); // Lighting is turned off for 2D glBegin(GL_LINE_LOOP); { glColor3f(colour.x, colour.y, colour.z); for (int i = 0; i < 360; i++) { double degInRad = i * Math.PI / 180; glVertex3f( (float) (center.x + Math.cos(degInRad) * radius), (float) (center.y + Math.sin(degInRad) * radius), center.z); } } glEnd(); glBegin(GL_LINE_LOOP); { glColor3f(colour.x, colour.y, colour.z); for (int i = 0; i < 360; i++) { double degInRad = i * Math.PI / 180; glVertex3f( center.x, (float) (center.y + Math.cos(degInRad) * radius), (float) (center.z + Math.sin(degInRad) * radius)); } } glEnd(); } glPopAttrib(); }
/** Render quiver on skeletons if possible */ @SubscribeEvent public void renderLiving(RenderLivingEvent.Post event) { if (BattlegearConfig.enableSkeletonQuiver && event.entity instanceof EntitySkeleton && event.renderer instanceof RenderSkeleton) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glColor3f(1, 1, 1); Minecraft.getMinecraft().getTextureManager().bindTexture(quiverDetails); GL11.glTranslatef((float) event.x, (float) event.y, (float) event.z); GL11.glScalef(1, -1, 1); float f2 = interpolateRotation(event.entity.prevRenderYawOffset, event.entity.renderYawOffset, 0); GL11.glRotatef(180.0F - f2, 0.0F, 1.0F, 0.0F); if (event.entity.deathTime > 0) { float f3 = ((float) event.entity.deathTime + BattlegearClientTickHandeler.getPartialTick() - 1.0F) / 20.0F * 1.6F; f3 = MathHelper.sqrt_float(f3); if (f3 > 1.0F) { f3 = 1.0F; } GL11.glRotatef(-f3 * 90, 0.0F, 0.0F, 1.0F); } GL11.glTranslatef(0, -1.5F, 0); GL11.glRotatef(event.entity.rotationPitch, 0, 1, 0); if (event.entity.getEquipmentInSlot(3) != null) { // chest armor GL11.glTranslatef(0, 0, BattlegearRenderHelper.RENDER_UNIT); } ((ModelBiped) event.renderer.mainModel) .bipedBody.postRender(BattlegearRenderHelper.RENDER_UNIT); GL11.glScalef(1.05F, 1.05F, 1.05F); quiverModel.render(SKELETON_ARROW, BattlegearRenderHelper.RENDER_UNIT); Minecraft.getMinecraft().getTextureManager().bindTexture(quiverBase); GL11.glColor3f(0.10F, 0.10F, 0.10F); quiverModel.render(0, BattlegearRenderHelper.RENDER_UNIT); GL11.glColor3f(1, 1, 1); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); } }
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { GL11.glDisable(GL11.GL_LIGHTING); GL11.glColor3f(1f, 1f, 1f); // if (!YC_Options.EnableOptifineCompability) // GL11.glTranslatef(0, 0, 1f); GL11.glBindTexture(GL11.GL_TEXTURE_2D, YC_Constants.RemainsTextureID); YC_Mod.m_Ore.Draw(0, 0, 1); GL11.glColor3f(1f, 1f, 1f); GL11.glBindTexture( GL11.GL_TEXTURE_2D, Minecraft.getMinecraft().renderEngine.getTexture("/terrain.png")); GL11.glEnable(GL11.GL_LIGHTING); }
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glColor3f(1, 1, 1); GL11.glBindTexture(GL11.GL_TEXTURE_2D, YC_Constants.TreeCrystalTextureID); GL11.glTranslatef(0, 0, 1); YC_Mod.m_TreeCrystal.DrawWOTranslation(); GL11.glColor3f(1f, 1f, 1f); GL11.glPopMatrix(); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, YC_Constants.TerrainTextureID); GL11.glEnable(GL11.GL_LIGHTING); }
public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 0.42F, 0.0F); GL11.glScalef(0.76F, 0.66F, 0.76F); GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F); setMaterialTexture(metadata); GL11.glColor3f(1.0F, 1.0F, 1.0F); this.model.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); this.bindTexture(resourceTop); float[] color = BlockRendererInterface.colorTable[15 - metadata]; GL11.glColor3f(color[0], color[1], color[2]); this.top.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); }
public void render(int frame) { if (childs == null) return; Vec3 a = getOffset(frame).getPosition(); for (int i = 0; i < childs.size(); i++) { Vec3 cOffset = childs.get(i).getOffset(frame).getPosition(); glBegin(GL_LINES); glColor3f(1, 0, 0); glVertex3f(a.x, a.y, a.z); glColor3f(1, 1, 1); glVertex3f(cOffset.x, cOffset.y, cOffset.z); glEnd(); childs.get(i).render(frame); } }
public void draw() { float x = 0, y = 0, z = 0, X = (float) -Math.PI, Y = 0.0f, Z = 0.0f; Vector3f first = new Vector3f(); Vector3f second = new Vector3f(); Vector3f thrird = new Vector3f(); glPushMatrix(); { glTranslatef(translate.getX(), translate.getY(), translate.getZ()); glRotatef(angleOfRotation, rotate.getX(), rotate.getY(), rotate.getZ()); glScalef(scale.getX(), scale.getY(), scale.getZ()); glColor3f(color.getX(), color.getY(), color.getY()); glDisable(GL_CULL_FACE); glLineWidth(10); glBegin(GL_LINE_STRIP); { while (X < 2 * Math.PI) { while (Y < 2 * Math.PI) { x = size * (float) Math.cos(X) * (float) Math.cos(Y); y = size * (float) Math.cos(X) * (float) Math.sin(Y); z = size * (float) Math.sin(X); glVertex3f(x, y, z); first.setX(x); first.setY(y); first.setZ(z); x = size * (float) Math.cos(X) * (float) Math.cos(Y); y = size * (float) Math.cos(X) * (float) Math.sin(Y); z = size * (float) Math.sin(X); glVertex3f(x, y, z); second.setX(x); second.setY(y); second.setZ(z); x = size * (float) Math.cos(X) * (float) Math.cos(Y); y = size * (float) Math.cos(X) * (float) Math.sin(Y); z = size * (float) Math.sin(X); glVertex3f(x, y, z); Y += 0.1; thrird.setX(x); thrird.setY(y); thrird.setZ(z); first = thrird.crossProduct(first, second, thrird); glNormal3f(first.getX(), first.getY(), first.getZ()); } Y = 0; X += 0.1; } } glEnd(); glEnable(GL_CULL_FACE); glLineWidth(1); } glPopMatrix(); }
public void RenderContingency(int i, int j) { AMVector2 contingencyPos = getShiftedVector(AMCore.config.getContingencyPosition(), i, j); IIcon icon = null; ContingencyTypes type = ExtendedProperties.For(Minecraft.getMinecraft().thePlayer).getContingencyType(); switch (type) { case DAMAGE_TAKEN: icon = SpellIconManager.instance.getIcon("Contingency_Damage"); break; case FALL: icon = SpellIconManager.instance.getIcon("Contingency_Fall"); break; case HEALTH_LOW: icon = SpellIconManager.instance.getIcon("Contingency_Health"); break; case ON_FIRE: icon = SpellIconManager.instance.getIcon("Contingency_Fire"); break; case DEATH: icon = SpellIconManager.instance.getIcon("Contingency_Death"); break; case NONE: default: return; } DrawIconAtXY(icon, "items", contingencyPos.iX, contingencyPos.iY, 16, 16, true); GL11.glColor3f(1.0f, 1.0f, 1.0f); }
public void render() { glBindTexture(GL_TEXTURE_2D, x_pos * 2 * (1 + y_pos * 2)); glBegin(GL_TRIANGLES); glColor3f(1f, 1f, 1f); glTexCoord2f(0f, 1f); glVertex2f(x_pos + 0f, y_pos + 0f); glTexCoord2f(1f, 1f); glVertex2f(x_pos + 1f, y_pos + 0f); glTexCoord2f(0f, 0f); glVertex2f(x_pos + 0f, y_pos + 1f); glEnd(); glBegin(GL_TRIANGLES); glTexCoord2f(1f, 1f); glVertex2f(x_pos + 1f, y_pos + 0f); glTexCoord2f(1f, 0f); glVertex2f(x_pos + 1f, y_pos + 1f); glTexCoord2f(0f, 0f); glVertex2f(x_pos + 0f, y_pos + 1f); glEnd(); }
@Override protected void doFlush() { // TODO: Use fallback material modes for this if (!(activeMaterial.getShader() instanceof BasicShader)) { throw new IllegalStateException("Need Basic Shader in 1.1 mode"); } GL11.glNewList(displayList, GL11.GL_COMPILE); ((BasicShader) activeMaterial.getShader()).assign(true); GL11.glPushMatrix(); GL11.glBegin(renderMode); for (int i = 0; i < numVerticies; i += 1) { int index = i * 4; if (useColors) { GL11.glColor3f( colorBuffer.get(index), colorBuffer.get(index + 1), colorBuffer.get(index + 2)); } if (useNormals) { GL11.glNormal3f( normalBuffer.get(index), normalBuffer.get(index + 1), normalBuffer.get(index + 2)); } if (useTextures) { GL11.glTexCoord2f(uvBuffer.get((i * 2)), uvBuffer.get((i * 2) + 1)); } GL11.glVertex4f( vertexBuffer.get(index), vertexBuffer.get(index + 1), vertexBuffer.get(index + 2), vertexBuffer.get(index + 3)); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glEndList(); }
private void func_77008_a(EntityPainting p_77008_1_, float p_77008_2_, float p_77008_3_) { int var4 = MathHelper.func_76128_c(p_77008_1_.field_70165_t); int var5 = MathHelper.func_76128_c(p_77008_1_.field_70163_u + (double) (p_77008_3_ / 16.0F)); int var6 = MathHelper.func_76128_c(p_77008_1_.field_70161_v); if (p_77008_1_.field_82332_a == 2) { var4 = MathHelper.func_76128_c(p_77008_1_.field_70165_t + (double) (p_77008_2_ / 16.0F)); } if (p_77008_1_.field_82332_a == 1) { var6 = MathHelper.func_76128_c(p_77008_1_.field_70161_v - (double) (p_77008_2_ / 16.0F)); } if (p_77008_1_.field_82332_a == 0) { var4 = MathHelper.func_76128_c(p_77008_1_.field_70165_t - (double) (p_77008_2_ / 16.0F)); } if (p_77008_1_.field_82332_a == 3) { var6 = MathHelper.func_76128_c(p_77008_1_.field_70161_v + (double) (p_77008_2_ / 16.0F)); } int var7 = this.field_76990_c.field_78722_g.func_72802_i(var4, var5, var6, 0); int var8 = var7 % 65536; int var9 = var7 / 65536; OpenGlHelper.func_77475_a(OpenGlHelper.field_77476_b, (float) var8, (float) var9); GL11.glColor3f(1.0F, 1.0F, 1.0F); }
public static void render() { GL11.glClearColor(0f, 255f / 191f, 1f, 0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glLoadIdentity(); lookThrough(); /*doPicking(); namemap = new HashMap<Integer, Location>(); Render.renderArray(world.getSpawn()); GL11.glLoadIdentity(); game.render(); stopPicking();*/ // Picking junk /*GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glColor3f(0.5f,0.5f,1.0f); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glLoadIdentity(); lookThrough();*/ Render.renderArray(world.getSpawn()); Render.renderEntities(world.entities); /*GL11.glLoadIdentity(); game.render();*/ Display.update(); }
public void renderFirstPersonArm(EntityPlayer p_82441_1_) { float f = 1.0F; GL11.glColor3f(f, f, f); this.modelBipedMain.onGround = 0.0F; this.modelBipedMain.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, p_82441_1_); this.modelMainEgg.RightArm_1.render(0.0625F); }
public void func_82441_a(EntityPlayer par1EntityPlayer) { float var2 = 1.0F; GL11.glColor3f(var2, var2, var2); this.modelBipedMain.onGround = 0.0F; this.modelBipedMain.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, par1EntityPlayer); this.modelBipedMain.bipedRightArm.render(0.0625F); }
/* * If the shader was setup succesfully, we use the shader. Otherwise * we run normal drawing code. */ public void draw() { if (useShader) { ARBShaderObjects.glUseProgramObjectARB(shader); } GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glColor3f(1.0f, 1.0f, 1.0f); // red GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(-1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 0.0f); GL11.glEnd(); // GL11.glColor3f(0.0f, 1.0f, 0.0f);//green // if(useShader) { // ARBShaderObjects.glUseProgramObjectARB(fragShader); // } /*GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(-1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 0.0f); GL11.glEnd();*/ // release the shader ARBShaderObjects.glUseProgramObjectARB(0); }
@Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glPushMatrix(); ArrayList upgrades = PolytoolItem.getUpgrades(item); int count = 1; float red = 0F; float green = 0F; float blue = 0F; for (int i = 0; i < upgrades.size(); i++) { for (int j = 0; j < ((PolytoolUpgradeType) upgrades.get(i)).power; j++) { count++; } } for (int i = 0; i < upgrades.size(); i++) { for (int j = 0; j < ((PolytoolUpgradeType) upgrades.get(i)).power; j++) { ElementEnum element = ((PolytoolUpgradeType) upgrades.get(i)).getElement(); red += (1 / count) * getRed(element); green += (1 / count) * getGreen(element); blue += (1 / count) * getBlue(element); } } GL11.glColor3f(red, green, blue); // Get icon index for the texture IIcon icon = item.getIconIndex(); // Use vanilla code to render the icon in a 16x16 square of inventory slot renderItem.renderIcon(0, 0, icon, 16, 16); GL11.glPopMatrix(); }
public void RenderAffinity(int i, int j) { AMVector2 affinityPos = getShiftedVector(AMCore.config.getAffinityPosition(), i, j); int x = affinityPos.iX; int y = affinityPos.iY; AffinityData ad = AffinityData.For(Minecraft.getMinecraft().thePlayer); for (Affinity affinity : ad.getHighestAffinities()) { if (affinity == null || affinity == Affinity.NONE) continue; GL11.glColor3f(1.0f, 1.0f, 1.0f); AMGuiHelper.instance.DrawIconAtXY( affinity.representItem.getIconFromDamage(affinity.representMeta), x, y, j, 12, 12, true); if (AMCore.config.getShowNumerics()) { String display = String.format( "%.2f%%", AffinityData.For(mc.thePlayer).getAffinityDepth(affinity) * 100); if (x < i / 2) Minecraft.getMinecraft().fontRenderer.drawString(display, x + 14, y + 2, affinity.color); else Minecraft.getMinecraft() .fontRenderer .drawString( display, x - 2 - Minecraft.getMinecraft().fontRenderer.getStringWidth(display), y + 2, affinity.color); } y += 15; } }
@SubscribeEvent(priority = EventPriority.LOWEST) @Optional.Method(modid = Mods.OpenComputers) public void onRobotRender(RobotRenderEvent e) { if (!rendering) { return; } if (e.mountPoints == null || e.mountPoints.length < 2) { return; } MountPoint mountPoint = e.mountPoints[1]; GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS); GL11.glTranslatef(0.5f, 0.5f, 0.5f); GL11.glColor3f(color.r, color.g, color.b); float degrees = 360 - ((time % 160) / 160F * 360F); Minecraft.getMinecraft().getTextureManager().bindTexture(modelRadar); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glRotatef(180, 1, 0, 0); GL11.glRotatef( mountPoint.rotation.getW(), mountPoint.rotation.getX(), mountPoint.rotation.getY(), mountPoint.rotation.getZ()); GL11.glTranslatef(0F, -0.8F, 0F); GL11.glTranslatef(mountPoint.offset.getX(), mountPoint.offset.getY(), mountPoint.offset.getZ()); GL11.glScalef(0.3f, 0.3f, 0.3f); GL11.glPushMatrix(); radarModel.render(Math.max(degrees, 0)); GL11.glPopMatrix(); GL11.glPopMatrix(); GL11.glPopAttrib(); }
public void renderTileEntityAt( TileEntity var1, double var2, double var4, double var6, float var8) { TileTallLamp tile = (TileTallLamp) var1; GL11.glDisable('\u803a'); GL11.glPushMatrix(); GL11.glTranslatef((float) var2 + 0.5F, (float) var4 + 1.5F, (float) var6 + 0.5F); GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef((float) (90 * tile.rotation), 0.0F, 1.0F, 0.0F); GL11.glColor3f(1.0F, 1.0F, 1.0F); setMaterialTexture(var1.getBlockMetadata()); this.model.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); this.bindTexture(resourceTop); float[] color = BlockRendererInterface.colorTable[tile.color]; GL11.glColor3f(color[0], color[1], color[2]); this.top.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); }
public static void renderScene() { game.render(); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); Render.renderArray(world.getSpawn()); GL11.glLoadIdentity(); Display.update(); }
/** 画出视点跟视角 */ public void drawFrustum() { GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_GEN_S); GL11.glDisable(GL11.GL_TEXTURE_GEN_T); GL11.glBegin(GL11.GL_LINES); // Draw the View Vector starting at the eye (red) GL11.glColor3f(1, 0, 0); GL11.glVertex3f(viewPosition[0], viewPosition[1], viewPosition[2]); GL11.glVertex3f( (float) (viewPosition[0] + 50.0f * Math.sin(gClipAngle * Math.PI / 180.0f)), viewPosition[1], (float) (viewPosition[2] - 50.0f * Math.cos(gClipAngle * Math.PI / 180.0f))); // Draw the view frustum (blue) GL11.glColor3f(0, 0, 1); GL11.glVertex3f(viewPosition[0], viewPosition[1], viewPosition[2]); GL11.glVertex3f( (float) (viewPosition[0] + 1000.0f * Math.sin((gClipAngle - 45.0f) * Math.PI / 180.0f)), viewPosition[1], (float) (viewPosition[2] - 1000.0f * Math.cos((gClipAngle - 45.0f) * Math.PI / 180.0f))); GL11.glVertex3f(viewPosition[0], viewPosition[1], viewPosition[2]); GL11.glVertex3f( (float) (viewPosition[0] + 1000.0f * Math.sin((gClipAngle + 45.0f) * Math.PI / 180.0f)), viewPosition[1], (float) (viewPosition[2] - 1000.0f * Math.cos((gClipAngle + 45.0f) * Math.PI / 180.0f))); // Draw the clipping planes behind the eye (yellow) int ptEyeX = (int) (viewPosition[0] - patchSize * Math.sin(gClipAngle * PI_DIV_180)); int ptEyeY = (int) (viewPosition[2] + patchSize * Math.cos(gClipAngle * PI_DIV_180)); int ptLeftX = (int) (ptEyeX + 100.0f * Math.sin((gClipAngle - FOV_DIV_2) * PI_DIV_180)); int ptLeftY = (int) (ptEyeY - 100.0f * Math.cos((gClipAngle - FOV_DIV_2) * PI_DIV_180)); int ptRightX = (int) (ptEyeX + 100.0f * Math.sin((gClipAngle + FOV_DIV_2) * PI_DIV_180)); int ptRightY = (int) (ptEyeY - 100.0f * Math.cos((gClipAngle + FOV_DIV_2) * PI_DIV_180)); GL11.glColor3f(1, 1, 0); GL11.glVertex3f((float) ptEyeX, viewPosition[1], (float) ptEyeY); GL11.glVertex3f((float) ptLeftX, viewPosition[1], (float) ptLeftY); GL11.glVertex3f((float) ptEyeX, viewPosition[1], (float) ptEyeY); GL11.glVertex3f((float) ptRightX, viewPosition[1], (float) ptRightY); GL11.glEnd(); GL11.glLineWidth(1.f); GL11.glColor3f(1, 1, 1); }