本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.rotate方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.rotate方法的具体用法?Java GlStateManager.rotate怎么用?Java GlStateManager.rotate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.rotate方法的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: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityIronGolem entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
if (entitylivingbaseIn.getHoldRoseTick() != 0)
{
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.enableRescaleNormal();
GlStateManager.pushMatrix();
GlStateManager.rotate(5.0F + 180.0F * ((ModelIronGolem)this.ironGolemRenderer.getMainModel()).ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-0.9375F, -0.625F, -0.9375F);
float f = 0.5F;
GlStateManager.scale(f, -f, f);
int i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.ironGolemRenderer.bindTexture(TextureMap.locationBlocksTexture);
blockrendererdispatcher.renderBlockBrightness(Blocks.red_flower.getDefaultState(), 1.0F);
GlStateManager.popMatrix();
GlStateManager.disableRescaleNormal();
}
}
示例2: renderChest
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderChest(ChestType typeIn, float lidAngle) {
ChestType type = typeIn;
Calendar calendar = Calendar.getInstance();
if (calendar.get(2) + 1 == 12 && calendar.get(5) >= 24 && calendar.get(5) <= 26 && type == ChestType.NORMAL) {
type = ChestType.CHRISTMAS;
}
GlStateManager.color(1, 1, 1, 1);
RenderUtils.bindTexture(type.getTexture());
GlStateManager.pushMatrix();
GlStateManager.enableRescaleNormal();
GlStateManager.color(1, 1, 1, 1);
GlStateManager.translate(0, 1.0, 1.0F);
GlStateManager.scale(1.0F, -1.0F, -1.0F);
GlStateManager.translate(0.5F, 0.5F, 0.5F);
GlStateManager.rotate(2 * 90, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(-0.5F, -0.5F, -0.5F);
CHEST_MODEL.chestLid.rotateAngleX = lidAngle;
CHEST_MODEL.renderAll();
GlStateManager.popMatrix();
}
示例3: setupRotation
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void setupRotation(EntityBoat p_188311_1_, float p_188311_2_, float p_188311_3_)
{
GlStateManager.rotate(180.0F - p_188311_2_, 0.0F, 1.0F, 0.0F);
float f = (float)p_188311_1_.getTimeSinceHit() - p_188311_3_;
float f1 = p_188311_1_.getDamageTaken() - p_188311_3_;
if (f1 < 0.0F)
{
f1 = 0.0F;
}
if (f > 0.0F)
{
GlStateManager.rotate(MathHelper.sin(f) * f * f1 / 10.0F * (float)p_188311_1_.getForwardDirection(), 1.0F, 0.0F, 0.0F);
}
GlStateManager.scale(-1.0F, -1.0F, 1.0F);
}
示例4: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityEnderman entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
IBlockState iblockstate = entitylivingbaseIn.getHeldBlockState();
if (iblockstate.getBlock().getMaterial() != Material.air)
{
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.enableRescaleNormal();
GlStateManager.pushMatrix();
GlStateManager.translate(0.0F, 0.6875F, -0.75F);
GlStateManager.rotate(20.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(45.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.25F, 0.1875F, 0.25F);
float f = 0.5F;
GlStateManager.scale(-f, -f, f);
int i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.endermanRenderer.bindTexture(TextureMap.locationBlocksTexture);
blockrendererdispatcher.renderBlockBrightness(iblockstate, 1.0F);
GlStateManager.popMatrix();
GlStateManager.disableRescaleNormal();
}
}
示例5: rotateCorpse
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void rotateCorpse(EntitySquid entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
float f = entityLiving.prevSquidPitch + (entityLiving.squidPitch - entityLiving.prevSquidPitch) * partialTicks;
float f1 = entityLiving.prevSquidYaw + (entityLiving.squidYaw - entityLiving.prevSquidYaw) * partialTicks;
GlStateManager.translate(0.0F, 0.5F, 0.0F);
GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(f, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(f1, 0.0F, 1.0F, 0.0F);
GlStateManager.translate(0.0F, -1.2F, 0.0F);
}
示例6: renderEffect
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderEffect(IBakedModel model)
{
if (!Config.isCustomItems() || CustomItems.isUseGlint())
{
GlStateManager.depthMask(false);
GlStateManager.depthFunc(514);
GlStateManager.disableLighting();
GlStateManager.blendFunc(768, 1);
this.textureManager.bindTexture(RES_ITEM_GLINT);
GlStateManager.matrixMode(5890);
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F / 8.0F;
GlStateManager.translate(f, 0.0F, 0.0F);
GlStateManager.rotate(-50.0F, 0.0F, 0.0F, 1.0F);
this.renderModel(model, -8372020);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f1 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F / 8.0F;
GlStateManager.translate(-f1, 0.0F, 0.0F);
GlStateManager.rotate(10.0F, 0.0F, 0.0F, 1.0F);
this.renderModel(model, -8372020);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.blendFunc(770, 771);
GlStateManager.enableLighting();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
this.textureManager.bindTexture(TextureMap.locationBlocksTexture);
}
}
示例7: renderEnchantedGlint
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderEnchantedGlint(RenderLivingBase<?> p_188364_0_, EntityLivingBase p_188364_1_, ModelBase model, float p_188364_3_, float p_188364_4_, float p_188364_5_, float p_188364_6_, float p_188364_7_, float p_188364_8_, float p_188364_9_)
{
float f = (float)p_188364_1_.ticksExisted + p_188364_5_;
p_188364_0_.bindTexture(ENCHANTED_ITEM_GLINT_RES);
GlStateManager.enableBlend();
GlStateManager.depthFunc(514);
GlStateManager.depthMask(false);
float f1 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
for (int i = 0; i < 2; ++i)
{
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE);
float f2 = 0.76F;
GlStateManager.color(0.38F, 0.19F, 0.608F, 1.0F);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f3 = 0.33333334F;
GlStateManager.scale(0.33333334F, 0.33333334F, 0.33333334F);
GlStateManager.rotate(30.0F - (float)i * 60.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.translate(0.0F, f * (0.001F + (float)i * 0.003F) * 20.0F, 0.0F);
GlStateManager.matrixMode(5888);
model.render(p_188364_1_, p_188364_3_, p_188364_4_, p_188364_6_, p_188364_7_, p_188364_8_, p_188364_9_);
}
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.depthMask(true);
GlStateManager.depthFunc(515);
GlStateManager.disableBlend();
}
示例8: onRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void onRender()
{
GlStateManager.pushMatrix();
float scx = (getMaxAge() - getAge()) / (float)getMaxAge();
GlStateManager.translate(getWidth() / 2, getHeight() / 2, 0);
GlStateManager.scale(scx, scx, 1);
GlStateManager.rotate(rotation, 0, 0, 1);
GlStateManager.translate(-(getWidth() / 2), -(getHeight() / 2), 0);
DrawingTools.drawTexture(TEXTURE, 0, 0, (int) getWidth(), (int) getHeight(), texIndex * (int)getWidth(), 0, (int) getWidth() * TEX_COUNT, (int) getHeight());
GlStateManager.popMatrix();
}
示例9: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
EntityBoat entityboat = (EntityBoat)entityIn;
this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
for (int i = 0; i < 5; ++i)
{
this.boatSides[i].render(scale);
}
this.renderPaddle(entityboat, 0, scale, limbSwing);
this.renderPaddle(entityboat, 1, scale, limbSwing);
}
示例10: renderArms
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private static void renderArms() {
Minecraft mc = Minecraft.getMinecraft();
if (!mc.player.isInvisible()) {
GlStateManager.disableCull();
GlStateManager.pushMatrix();
GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
renderArm(EnumHandSide.RIGHT);
renderArm(EnumHandSide.LEFT);
GlStateManager.popMatrix();
GlStateManager.enableCull();
}
}
示例11: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* 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 doe
*/
public void doRender(EntityFireball entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
this.bindEntityTexture(entity);
GlStateManager.translate((float)x, (float)y, (float)z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(this.scale, this.scale, this.scale);
TextureAtlasSprite textureatlassprite = Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getParticleIcon(Items.fire_charge);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
float f = textureatlassprite.getMinU();
float f1 = textureatlassprite.getMaxU();
float f2 = textureatlassprite.getMinV();
float f3 = textureatlassprite.getMaxV();
float f4 = 1.0F;
float f5 = 0.5F;
float f6 = 0.25F;
GlStateManager.rotate(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
worldrenderer.pos(-0.5D, -0.25D, 0.0D).tex((double)f, (double)f3).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(0.5D, -0.25D, 0.0D).tex((double)f1, (double)f3).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(0.5D, 0.75D, 0.0D).tex((double)f1, (double)f2).normal(0.0F, 1.0F, 0.0F).endVertex();
worldrenderer.pos(-0.5D, 0.75D, 0.0D).tex((double)f, (double)f2).normal(0.0F, 1.0F, 0.0F).endVertex();
tessellator.draw();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例12: rotateCorpse
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void rotateCorpse(AbstractClientPlayer bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
if (bat.isEntityAlive() && bat.isPlayerSleeping())
{
GlStateManager.rotate(bat.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.getDeathMaxRotation(bat), 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
}
else
{
super.rotateCorpse(bat, p_77043_2_, p_77043_3_, partialTicks);
}
}
示例13: drawCard
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void drawCard() {
if (pressed < 0)
return; // no card selected
double scale = 0.5d;
TarotInfo t = data.get(pressed);
ScaledResolution sr = new ScaledResolution(mc);
int left = ((sr.getScaledWidth() - 252) / 2);
int top = ((sr.getScaledHeight() - 192) / 2);
int cardX = (int) (left + ((252 - 192 * scale) / 2));
int cardY = (int) (top + 15 + ((146 - 256 * scale) / 2));
GL11.glPushMatrix();
if (t.isReversed()) {
GlStateManager.translate(cardX + (192 * scale / 2), cardY + (256 * scale / 2), 0); // Center on the card center
GlStateManager.rotate(180, 0, 0, 1);// Rotate everything
GlStateManager.translate(-cardX - (192 * scale / 2), -cardY - (256 * scale / 2), 0); // Go back
}
Minecraft.getMinecraft().renderEngine.bindTexture(t.getTexture());
drawModalRectWithCustomSizedTexture(cardX, cardY, 0f, 0f, (int) (192 * scale), (int) (256 * scale), (int) (192 * scale), (int) (256 * scale));
Minecraft.getMinecraft().renderEngine.bindTexture(t.hasNumber() ? card_frame_number : card_frame);
drawModalRectWithCustomSizedTexture((int) (left + ((252 - 192 * scale) / 2)), (int) (top + 15 + ((146 - 256 * scale) / 2)), 0f, 0f, (int) (192 * scale), (int) (256 * scale), (int) (192 * scale), (int) (256 * scale));
if (t.hasNumber()) {
String num = "" + t.getNumber();
mc.fontRenderer.drawString(num, left + ((252 - mc.fontRenderer.getStringWidth(num)) / 2), top + 139, 0xFCD71C, true);
}
GL11.glPopMatrix();
String name = I18n.format(t.getUnlocalizedName());
mc.fontRenderer.drawString(name, left + ((252 - mc.fontRenderer.getStringWidth(name)) / 2), top + 14, 0xFCD71C, true);
}
示例14: postRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Allows the changing of Angles after a box has been rendered
*/
public void postRender(float scale)
{
if (!this.isHidden && this.showModel)
{
if (!this.compiled)
{
this.compileDisplayList(scale);
}
if (this.rotateAngleX == 0.0F && this.rotateAngleY == 0.0F && this.rotateAngleZ == 0.0F)
{
if (this.rotationPointX != 0.0F || this.rotationPointY != 0.0F || this.rotationPointZ != 0.0F)
{
GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
}
}
else
{
GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
if (this.rotateAngleZ != 0.0F)
{
GlStateManager.rotate(this.rotateAngleZ * (180F / (float)Math.PI), 0.0F, 0.0F, 1.0F);
}
if (this.rotateAngleY != 0.0F)
{
GlStateManager.rotate(this.rotateAngleY * (180F / (float)Math.PI), 0.0F, 1.0F, 0.0F);
}
if (this.rotateAngleX != 0.0F)
{
GlStateManager.rotate(this.rotateAngleX * (180F / (float)Math.PI), 1.0F, 0.0F, 0.0F);
}
}
}
}
示例15: renderLivingLabel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders an entity's name above its head
*/
protected void renderLivingLabel(T entityIn, String str, double x, double y, double z, int maxDistance)
{
double d0 = entityIn.getDistanceSqToEntity(this.renderManager.livingPlayer);
if (d0 <= (double)(maxDistance * maxDistance))
{
FontRenderer fontrenderer = this.getFontRendererFromRenderManager();
float f = 1.6F;
float f1 = 0.016666668F * f;
GlStateManager.pushMatrix();
GlStateManager.translate((float)x + 0.0F, (float)y + entityIn.height + 0.5F, (float)z);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(-f1, -f1, f1);
GlStateManager.disableLighting();
GlStateManager.depthMask(false);
GlStateManager.disableDepth();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
int i = 0;
if (str.equals("deadmau5"))
{
i = -10;
}
int j = fontrenderer.getStringWidth(str) / 2;
GlStateManager.disableTexture2D();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
worldrenderer.pos((double)(-j - 1), (double)(-1 + i), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(-j - 1), (double)(8 + i), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(j + 1), (double)(8 + i), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
worldrenderer.pos((double)(j + 1), (double)(-1 + i), 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
fontrenderer.drawString(str, -fontrenderer.getStringWidth(str) / 2, i, 553648127);
GlStateManager.enableDepth();
GlStateManager.depthMask(true);
fontrenderer.drawString(str, -fontrenderer.getStringWidth(str) / 2, i, -1);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
}