本文整理汇总了Java中org.lwjgl.util.glu.Project类的典型用法代码示例。如果您正苦于以下问题:Java Project类的具体用法?Java Project怎么用?Java Project使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Project类属于org.lwjgl.util.glu包,在下文中一共展示了Project类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: renderCloudsCheck
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderCloudsCheck(RenderGlobal renderGlobalIn, float partialTicks, int pass)
{
if (this.mc.gameSettings.func_181147_e() != 0)
{
this.mc.mcProfiler.endStartSection("clouds");
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 4.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
this.setupFog(0, partialTicks);
renderGlobalIn.renderClouds(partialTicks, pass);
GlStateManager.disableFog();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
GlStateManager.matrixMode(5888);
}
}
示例2: renderCloudsCheck
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderCloudsCheck(RenderGlobal renderGlobalIn, float partialTicks, int pass)
{
if (this.mc.gameSettings.renderDistanceChunks >= 4 && !Config.isCloudsOff() && Shaders.shouldRenderClouds(this.mc.gameSettings))
{
this.mc.mcProfiler.endStartSection("clouds");
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.clipDistance * 4.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
this.setupFog(0, partialTicks);
renderGlobalIn.renderClouds(partialTicks, pass);
GlStateManager.disableFog();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.clipDistance);
GlStateManager.matrixMode(5888);
}
}
示例3: renderCloudsCheck
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderCloudsCheck(RenderGlobal renderGlobalIn, float partialTicks, int pass) {
if (this.mc.gameSettings.renderDistanceChunks >= 4 && !Config.isCloudsOff()) {
this.mc.mcProfiler.endStartSection("clouds");
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true),
(float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.clipDistance * 4.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
this.setupFog(0, partialTicks);
renderGlobalIn.renderClouds(partialTicks, pass);
GlStateManager.disableFog();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true),
(float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.clipDistance);
GlStateManager.matrixMode(5888);
}
}
示例4: renderCloudsCheck
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderCloudsCheck(RenderGlobal renderGlobalIn, float partialTicks, int pass, double p_180437_4_, double p_180437_6_, double p_180437_8_)
{
if (this.mc.gameSettings.renderDistanceChunks >= 4 && !Config.isCloudsOff() && Shaders.shouldRenderClouds(this.mc.gameSettings))
{
this.mc.mcProfiler.endStartSection("clouds");
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.clipDistance * 4.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
this.setupFog(0, partialTicks);
renderGlobalIn.renderClouds(partialTicks, pass, p_180437_4_, p_180437_6_, p_180437_8_);
GlStateManager.disableFog();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.clipDistance);
GlStateManager.matrixMode(5888);
}
}
示例5: renderCloudsCheck
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderCloudsCheck(RenderGlobal renderGlobalIn, float partialTicks, int pass)
{
if (this.mc.gameSettings.shouldRenderClouds() != 0)
{
this.mc.mcProfiler.endStartSection("clouds");
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 4.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
this.setupFog(0, partialTicks);
renderGlobalIn.renderClouds(partialTicks, pass);
GlStateManager.disableFog();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
GlStateManager.matrixMode(5888);
}
}
示例6: renderHand
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* Render player hand
*/
private void renderHand(float partialTicks, int xOffset)
{
if (!this.debugView)
{
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
float f = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(-(xOffset * 2 - 1)) * f, 0.0F, 0.0F);
}
Project.gluPerspective(this.getFOVModifier(partialTicks, false), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(xOffset * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
GlStateManager.pushMatrix();
this.hurtCameraEffect(partialTicks);
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(partialTicks);
}
boolean flag = this.mc.getRenderViewEntity() instanceof EntityLivingBase && ((EntityLivingBase)this.mc.getRenderViewEntity()).isPlayerSleeping();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag && !this.mc.gameSettings.hideGUI && !this.mc.playerController.isSpectator())
{
this.enableLightmap();
this.itemRenderer.renderItemInFirstPerson(partialTicks);
this.disableLightmap();
}
GlStateManager.popMatrix();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag)
{
this.itemRenderer.renderOverlays(partialTicks);
this.hurtCameraEffect(partialTicks);
}
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(partialTicks);
}
}
}
示例7: drawPanorama
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
Tessellator var4 = Tessellator.getInstance();
WorldRenderer var5 = var4.getWorldRenderer();
GlStateManager.matrixMode((int)5889);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
Project.gluPerspective((float)120.0f, (float)1.0f, (float)0.05f, (float)10.0f);
GlStateManager.matrixMode((int)5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.color((float)1.0f, (float)1.0f, (float)1.0f, (float)1.0f);
GlStateManager.rotate((float)180.0f, (float)1.0f, (float)0.0f, (float)0.0f);
GlStateManager.rotate((float)90.0f, (float)0.0f, (float)0.0f, (float)1.0f);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.disableCull();
GlStateManager.depthMask((boolean)false);
GlStateManager.tryBlendFuncSeparate((int)770, (int)771, (int)1, (int)0);
int var6 = 8;
int var7 = 0;
while (var7 < var6 * var6) {
GlStateManager.pushMatrix();
float var8 = ((float)(var7 % var6) / (float)var6 - 0.5f) / 64.0f;
float var9 = ((float)(var7 / var6) / (float)var6 - 0.5f) / 64.0f;
float var10 = 0.0f;
GlStateManager.translate((float)var8, (float)var9, (float)var10);
GlStateManager.rotate((float)(MathHelper.sin((float)((this.panoramaTimer + p_73970_3_) / 400.0f)) * 25.0f + 20.0f), (float)1.0f, (float)0.0f, (float)0.0f);
GlStateManager.rotate((float)((- this.panoramaTimer + p_73970_3_) * 0.1f), (float)0.0f, (float)1.0f, (float)0.0f);
int var11 = 0;
while (var11 < 6) {
GlStateManager.pushMatrix();
if (var11 == 1) {
GlStateManager.rotate((float)90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 2) {
GlStateManager.rotate((float)180.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 3) {
GlStateManager.rotate((float)-90.0f, (float)0.0f, (float)1.0f, (float)0.0f);
}
if (var11 == 4) {
GlStateManager.rotate((float)90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
}
if (var11 == 5) {
GlStateManager.rotate((float)-90.0f, (float)1.0f, (float)0.0f, (float)0.0f);
}
this.mc.getTextureManager().bindTexture(titlePanoramaPaths[var11]);
var5.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
int l = 255 / (var11 + 1);
float f3 = 0.0F;
var5.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
var5.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
var5.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
var5.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
var4.draw();
GlStateManager.popMatrix();
++var11;
}
GlStateManager.popMatrix();
GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)false);
++var7;
}
var5.setTranslation(0.0, 0.0, 0.0);
GlStateManager.colorMask((boolean)true, (boolean)true, (boolean)true, (boolean)true);
GlStateManager.matrixMode((int)5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode((int)5888);
GlStateManager.popMatrix();
GlStateManager.depthMask((boolean)true);
GlStateManager.enableCull();
GlStateManager.enableDepth();
}
示例8: drawPanorama
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void drawPanorama(int p_73970_1_, int p_73970_2_, float p_73970_3_) {
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
GlStateManager.matrixMode(5889);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
Project.gluPerspective(120.0F, 1.0F, 0.05F, 10.0F);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.disableCull();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
int i = 8;
for (int j = 0; j < i * i; ++j) {
GlStateManager.pushMatrix();
float f = ((float) (j % i) / (float) i - 0.5F) / 64.0F;
float f1 = ((float) (j / i) / (float) i - 0.5F) / 64.0F;
float f2 = 0.0F;
GlStateManager.translate(f, f1, f2);
GlStateManager.rotate(MathHelper.sin(((float) this.panoramaTimer + p_73970_3_) / 400.0F) * 25.0F + 20.0F,
1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-((float) this.panoramaTimer + p_73970_3_) * 0.1F, 0.0F, 1.0F, 0.0F);
for (int k = 0; k < 6; ++k) {
GlStateManager.pushMatrix();
if (k == 1) {
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 2) {
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 3) {
GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 4) {
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
}
if (k == 5) {
GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
}
this.mc.getTextureManager().bindTexture(titlePanoramaPaths[k]);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
int l = 255 / (j + 1);
float f3 = 0.0F;
worldrenderer.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
worldrenderer.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
GlStateManager.colorMask(true, true, true, false);
}
worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
GlStateManager.colorMask(true, true, true, true);
GlStateManager.matrixMode(5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
GlStateManager.enableCull();
GlStateManager.enableDepth();
}
示例9: renderHand
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* Render player hand
*/
private void renderHand(float partialTicks, int xOffset) {
if (!this.debugView) {
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
float f = 0.07F;
if (this.mc.gameSettings.anaglyph) {
GlStateManager.translate((float) (-(xOffset * 2 - 1)) * f, 0.0F, 0.0F);
}
Project.gluPerspective(this.getFOVModifier(partialTicks, false),
(float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
if (this.mc.gameSettings.anaglyph) {
GlStateManager.translate((float) (xOffset * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
GlStateManager.pushMatrix();
this.hurtCameraEffect(partialTicks);
if (this.mc.gameSettings.viewBobbing) {
this.setupViewBobbing(partialTicks);
}
boolean flag = this.mc.getRenderViewEntity() instanceof EntityLivingBase
&& ((EntityLivingBase) this.mc.getRenderViewEntity()).isPlayerSleeping();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag && !this.mc.gameSettings.hideGUI
&& !this.mc.playerController.isSpectator()) {
this.enableLightmap();
this.itemRenderer.renderItemInFirstPerson(partialTicks);
this.disableLightmap();
}
GlStateManager.popMatrix();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag) {
this.itemRenderer.renderOverlays(partialTicks);
this.hurtCameraEffect(partialTicks);
}
if (this.mc.gameSettings.viewBobbing) {
this.setupViewBobbing(partialTicks);
}
}
}
示例10: renderHand
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
public void renderHand(float p_renderHand_1_, int p_renderHand_2_, boolean p_renderHand_3_, boolean p_renderHand_4_, boolean p_renderHand_5_)
{
if (!this.debugView)
{
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
float f = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(-(p_renderHand_2_ * 2 - 1)) * 0.07F, 0.0F, 0.0F);
}
if (Config.isShaders())
{
Shaders.applyHandDepth();
}
Project.gluPerspective(this.getFOVModifier(p_renderHand_1_, false), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(p_renderHand_2_ * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
boolean flag = false;
if (p_renderHand_3_)
{
GlStateManager.pushMatrix();
this.hurtCameraEffect(p_renderHand_1_);
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(p_renderHand_1_);
}
flag = this.mc.getRenderViewEntity() instanceof EntityLivingBase && ((EntityLivingBase)this.mc.getRenderViewEntity()).isPlayerSleeping();
boolean flag1 = !ReflectorForge.renderFirstPersonHand(this.mc.renderGlobal, p_renderHand_1_, p_renderHand_2_);
if (flag1 && this.mc.gameSettings.thirdPersonView == 0 && !flag && !this.mc.gameSettings.hideGUI && !this.mc.playerController.isSpectator())
{
this.enableLightmap();
if (Config.isShaders())
{
ShadersRender.renderItemFP(this.itemRenderer, p_renderHand_1_, p_renderHand_5_);
}
else
{
this.itemRenderer.renderItemInFirstPerson(p_renderHand_1_);
}
this.disableLightmap();
}
GlStateManager.popMatrix();
}
if (!p_renderHand_4_)
{
return;
}
this.disableLightmap();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag)
{
this.itemRenderer.renderOverlays(p_renderHand_1_);
this.hurtCameraEffect(p_renderHand_1_);
}
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(p_renderHand_1_);
}
}
}
示例11: setupCameraTransform
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* sets up projection, view effects, camera position/rotation
*/
private void setupCameraTransform(float partialTicks, int pass)
{
this.farPlaneDistance = (float)(this.mc.gameSettings.renderDistanceChunks * 16);
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
float f = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(-(pass * 2 - 1)) * 0.07F, 0.0F, 0.0F);
}
if (this.cameraZoom != 1.0D)
{
GlStateManager.translate((float)this.cameraYaw, (float)(-this.cameraPitch), 0.0F);
GlStateManager.scale(this.cameraZoom, this.cameraZoom, 1.0D);
}
Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(pass * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
this.hurtCameraEffect(partialTicks);
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(partialTicks);
}
float f1 = this.mc.thePlayer.prevTimeInPortal + (this.mc.thePlayer.timeInPortal - this.mc.thePlayer.prevTimeInPortal) * partialTicks;
if (f1 > 0.0F)
{
int i = 20;
if (this.mc.thePlayer.isPotionActive(MobEffects.NAUSEA))
{
i = 7;
}
float f2 = 5.0F / (f1 * f1 + 5.0F) - f1 * 0.04F;
f2 = f2 * f2;
GlStateManager.rotate(((float)this.rendererUpdateCount + partialTicks) * (float)i, 0.0F, 1.0F, 1.0F);
GlStateManager.scale(1.0F / f2, 1.0F, 1.0F);
GlStateManager.rotate(-((float)this.rendererUpdateCount + partialTicks) * (float)i, 0.0F, 1.0F, 1.0F);
}
this.orientCamera(partialTicks);
if (this.debugView)
{
switch (this.debugViewDirection)
{
case 0:
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
break;
case 1:
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case 2:
GlStateManager.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
break;
case 3:
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
break;
case 4:
GlStateManager.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
}
}
}
示例12: renderHand
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* Render player hand
*/
private void renderHand(float partialTicks, int pass)
{
if (!this.debugView)
{
GlStateManager.matrixMode(5889);
GlStateManager.loadIdentity();
float f = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(-(pass * 2 - 1)) * 0.07F, 0.0F, 0.0F);
}
Project.gluPerspective(this.getFOVModifier(partialTicks, false), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
GlStateManager.matrixMode(5888);
GlStateManager.loadIdentity();
if (this.mc.gameSettings.anaglyph)
{
GlStateManager.translate((float)(pass * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
GlStateManager.pushMatrix();
this.hurtCameraEffect(partialTicks);
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(partialTicks);
}
boolean flag = this.mc.getRenderViewEntity() instanceof EntityLivingBase && ((EntityLivingBase)this.mc.getRenderViewEntity()).isPlayerSleeping();
if (!net.minecraftforge.client.ForgeHooksClient.renderFirstPersonHand(mc.renderGlobal, partialTicks, pass))
if (this.mc.gameSettings.thirdPersonView == 0 && !flag && !this.mc.gameSettings.hideGUI && !this.mc.playerController.isSpectator())
{
this.enableLightmap();
this.itemRenderer.renderItemInFirstPerson(partialTicks);
this.disableLightmap();
}
GlStateManager.popMatrix();
if (this.mc.gameSettings.thirdPersonView == 0 && !flag)
{
this.itemRenderer.renderOverlays(partialTicks);
this.hurtCameraEffect(partialTicks);
}
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(partialTicks);
}
}
}
示例13: renderHand
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
private void renderHand(float p_78476_1_, int p_78476_2_)
{
if (this.debugViewDirection <= 0)
{
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
float var3 = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GL11.glTranslatef((float)(-(p_78476_2_ * 2 - 1)) * var3, 0.0F, 0.0F);
}
if (this.cameraZoom != 1.0D)
{
GL11.glTranslatef((float)this.cameraYaw, (float)(-this.cameraPitch), 0.0F);
GL11.glScaled(this.cameraZoom, this.cameraZoom, 1.0D);
}
Project.gluPerspective(this.getFOVModifier(p_78476_1_, false), (float)this.mc.displayWidth / (float)this.mc.displayHeight, 0.05F, this.farPlaneDistance * 2.0F);
if (this.mc.playerController.enableEverythingIsScrewedUpMode())
{
float var4 = 0.6666667F;
GL11.glScalef(1.0F, var4, 1.0F);
}
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
if (this.mc.gameSettings.anaglyph)
{
GL11.glTranslatef((float)(p_78476_2_ * 2 - 1) * 0.1F, 0.0F, 0.0F);
}
GL11.glPushMatrix();
this.hurtCameraEffect(p_78476_1_);
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(p_78476_1_);
}
if (this.mc.gameSettings.thirdPersonView == 0 && !this.mc.renderViewEntity.isPlayerSleeping() && !this.mc.gameSettings.hideGUI && !this.mc.playerController.enableEverythingIsScrewedUpMode())
{
this.enableLightmap((double)p_78476_1_);
this.itemRenderer.renderItemInFirstPerson(p_78476_1_);
this.disableLightmap((double)p_78476_1_);
}
GL11.glPopMatrix();
if (this.mc.gameSettings.thirdPersonView == 0 && !this.mc.renderViewEntity.isPlayerSleeping())
{
this.itemRenderer.renderOverlays(p_78476_1_);
this.hurtCameraEffect(p_78476_1_);
}
if (this.mc.gameSettings.viewBobbing)
{
this.setupViewBobbing(p_78476_1_);
}
}
}
示例14: setupRendering
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* Sets up 3d projection, shadowing, skybox, all that good stuff.
*/
private void setupRendering(Camera cam, long time) {
//sets up the camera projection and position
GlStateManager.matrixMode(GL_PROJECTION);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
Project.gluPerspective(mc.gameSettings.fovSetting, (float)mc.displayWidth / mc.displayHeight, 0.001F, 50000);
GL11.glRotatef((float)cam.rot.y, 1F, 0F, 0F);
GL11.glRotatef((float)cam.rot.x, 0F, 1F, 0F);
GL11.glRotatef((float)cam.rot.z, 0F, 0F, 1F);
GL11.glTranslatef((float)-cam.pos.x, (float)-cam.pos.y, (float)-cam.pos.z);
//sets up the model space
GlStateManager.matrixMode(GL_MODELVIEW);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
//glScalef(0.6f, 1f, 0.6f);
//GL11.glRotatef(-time * following.getOrbit().getRotation(), 0, 1, 0);
//enables depth
glEnable(GL_DEPTH_TEST);
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.pushMatrix();
renderSkybox(cam.pos);
//sets up shadowing
GlStateManager.enableLighting();
GlStateManager.enableLight(0);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, setColorBuffer(0f, 0f, 0f, 1f));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, setColorBuffer(0.6f, 0.6f, 0.6f, 1.0F));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, setColorBuffer(0f, 0f, 0f, 1.0F));
GlStateManager.shadeModel(GL_SMOOTH);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, setColorBuffer(0f, 0f, 0f, 1.0F));
}
示例15: drawPanorama
import org.lwjgl.util.glu.Project; //导入依赖的package包/类
/**
* Draws the main menu panorama
*/
private void drawPanorama(float partialTicks) {
int panoramaTimer = (useGlobalPanoramaTimer ? LaminateInternal.globalPanoramaTimer : this.panoramaTimer);
TessellatorAccess tess = LaminateInternal.tess();
GL.matrixMode(5889);
GL.pushMatrix();
GL.loadIdentity();
Project.gluPerspective(120.0F, 1.0F, 0.05F, 10.0F);
GL.matrixMode(5888);
GL.pushMatrix();
GL.loadIdentity();
GL.color(1.0F, 1.0F, 1.0F, 1.0F);
GL.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GL.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GL.enableBlend();
GL.disableAlpha();
GL.disableCull();
GL.depthMask(false);
GL.tryBlendFuncSeparate(770, 771, 1, 0);
int i = 8;
for (int j = 0; j < i * i; ++j) {
GL.pushMatrix();
float f = ((float) (j % i) / (float) i - 0.5F) / 64.0F;
float f1 = ((float) (j / i) / (float) i - 0.5F) / 64.0F;
float f2 = 0.0F;
GL.translate(f, f1, f2);
GL.rotate(MathHelper.sin((panoramaTimer + partialTicks) / 400.0F) * 25.0F + 20.0F, 1.0F, 0.0F, 0.0F);
GL.rotate(-(panoramaTimer + partialTicks) * 0.1F, 0.0F, 1.0F, 0.0F);
for (int k = 0; k < 6; ++k) {
GL.pushMatrix();
if (k == 1) {
GL.rotate(90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 2) {
GL.rotate(180.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 3) {
GL.rotate(-90.0F, 0.0F, 1.0F, 0.0F);
}
if (k == 4) {
GL.rotate(90.0F, 1.0F, 0.0F, 0.0F);
}
if (k == 5) {
GL.rotate(-90.0F, 1.0F, 0.0F, 0.0F);
}
Minecraft.getMinecraft().getTextureManager().bindTexture(panoramaPaths[k]);
tess.begin(GL11.GL_QUADS, TessellatorAccess.Format.POSITION_TEX_COLOR);
int l = 255 / (j + 1);
tess.pos(-1.0D, -1.0D, 1.0D).tex(0.0D, 0.0D).color(255, 255, 255, l).endVertex();
tess.pos(1.0D, -1.0D, 1.0D).tex(1.0D, 0.0D).color(255, 255, 255, l).endVertex();
tess.pos(1.0D, 1.0D, 1.0D).tex(1.0D, 1.0D).color(255, 255, 255, l).endVertex();
tess.pos(-1.0D, 1.0D, 1.0D).tex(0.0D, 1.0D).color(255, 255, 255, l).endVertex();
tess.draw();
GL.popMatrix();
}
GL.popMatrix();
GL.colorMask(true, true, true, false);
}
GL.colorMask(true, true, true, true);
GL.matrixMode(5889);
GL.popMatrix();
GL.matrixMode(5888);
GL.popMatrix();
GL.depthMask(true);
GL.enableCull();
GL.enableDepth();
}