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Java GL11.glNormal3f方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glNormal3f方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glNormal3f方法的具体用法?Java GL11.glNormal3f怎么用?Java GL11.glNormal3f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org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glNormal3f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: renderTieRear

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieRear(float width){
	GL11.glTexCoord2f(tieSideMinU, tieSideMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(width/2, height, -length/2);

	GL11.glTexCoord2f(tieSideMinU, tieSideMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(width/2, 0, -length/2);

	GL11.glTexCoord2f(tieSideMaxU, tieSideMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, 0, -length/2);

	GL11.glTexCoord2f(tieSideMaxU, tieSideMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, height, -length/2);
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:19,代码来源:DefaultSleeperType.java

示例2: renderTieLeft

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieLeft(float width){
	GL11.glTexCoord2f(tieEndMinU, tieEndMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, height, -length/2);

	GL11.glTexCoord2f(tieEndMinU, tieEndMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, 0, -length/2);

	GL11.glTexCoord2f(tieEndMaxU, tieEndMaxV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, 0, length/2);

	GL11.glTexCoord2f(tieEndMaxU, tieEndMinV);
	GL11.glNormal3f(0, 1, 0);
	GL11.glVertex3f(-width/2, height, length/2);
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:19,代码来源:DefaultSleeperType.java

示例3: renderTileEntityAt

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderTileEntityAt(TileEntityPictureFrameMultiple frame, double x, double y, double z,
		float partialTicks, int destroyStage) {
	if (frame.shouldrender) {
		// 1:normal 2:failtoload 3:loding
		int rendertype = 0;
		if (frame.istextureLoaded()) {
			if (frame.textureID != -1) {
				rendertype = 1;
			}
		} else {
			if (frame.hasImageName()) {
				if (frame.canLoadImage()) {
					frame.loadImage();
				}
				if (frame.isFailed()) {
					rendertype = 2;
				} else {
					rendertype = 3;
				}
			}
		}
		//render
		if (rendertype > 0) {
			boolean flippedX = false;
			boolean flippedY = false;
			GlStateManager.enableBlend();
			OpenGlHelper.glBlendFunc(770, 771, 1, 0);
			GlStateManager.disableLighting();
			GlStateManager.color(1, 1, 1, 1);

			switch (rendertype) {
			case 1:
				GlStateManager.bindTexture(frame.textureID);
				break;
			case 2:
				Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.FailToLoadImage);
				break;
			case 3:
				Minecraft.getMinecraft().getTextureManager().bindTexture(PictureFactory.LODINGIMAGE);
				break;
			default:
				return;
			}

			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

			GlStateManager.pushMatrix();
			GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);

			EnumFacing direction = EnumFacing.getFront(frame.getBlockMetadata() & 3);
			EnumStateType stateType = EnumStateType.HANDGING;
			applyDirection(direction);
			GlStateManager.enableRescaleNormal();
			GL11.glTranslated(0, (frame.height - 1) * 0.5, (frame.width - 1) * -0.5);
			GL11.glScaled(1, frame.height - 0.4, frame.width - 0.4);
			GL11.glTranslated(-0.93, 0, 0);

			GL11.glBegin(GL11.GL_POLYGON);
			GL11.glNormal3f(1.0f, 0.0F, 0.0f);

			GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 0 : 1, 0);
			GL11.glVertex3f(0.5F, -0.5f, -0.5f);
			GL11.glTexCoord3f(flippedY ? 0 : 1, flippedX ? 1 : 0, 0);
			GL11.glVertex3f(0.5f, 0.5f, -0.5f);
			GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 1 : 0, 0);
			GL11.glVertex3f(0.5f, 0.5f, 0.5f);
			GL11.glTexCoord3f(flippedY ? 1 : 0, flippedX ? 0 : 1, 0);
			GL11.glVertex3f(0.5f, -0.5f, 0.5f);
			GL11.glEnd();
			GlStateManager.popMatrix();

			GlStateManager.disableRescaleNormal();
			GlStateManager.disableBlend();
			GlStateManager.enableLighting();
		}
	}
}
 
开发者ID:PorPit,项目名称:MineCamera,代码行数:80,代码来源:PictureFrameMultipleTileRenderer.java

示例4: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(EntityProjectileHardStone entity, double x, double y, double z, float par8, float par9)
{
	bindEntityTexture(entity);
	GL11.glPushMatrix();
	GL11.glTranslatef((float)x, (float)y, (float)z);
	GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
	Tessellator tessellator = Tessellator.instance;
	float fx1 = 0.0F;
	float fx2 = 8 / 32.0F;
	float fy1 = 0.0F;
	float fy2 = 8 / 32.0F;

	float f10 = 0.05625F;

	GL11.glEnable(GL12.GL_RESCALE_NORMAL);

	GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
	GL11.glScalef(f10, f10, f10);
	GL11.glTranslatef(-4.0F, 0.0F, 0.0F);

	for (int i = 0; i < 2; ++i)
	{
		GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
		GL11.glNormal3f(0.0F, 0.0F, f10);
		tessellator.startDrawingQuads();
		tessellator.addVertexWithUV(-2.0D, -2.0D, 0.0D, fx1, fy1);
		tessellator.addVertexWithUV(2.0D, -2.0D, 0.0D, fx2, fy1);
		tessellator.addVertexWithUV(2.0D, 2.0D, 0.0D, fx2, fy2);
		tessellator.addVertexWithUV(-2.0D, 2.0D, 0.0D, fx1, fy2);
		tessellator.draw();
	}

	for (int i = 0; i < 2; ++i)
	{
		GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
		GL11.glNormal3f(0.0F, 0.0F, f10);
		tessellator.startDrawingQuads();
		tessellator.addVertexWithUV(0.0D, -2.0D, -2.0D, fx1, fy1);
		tessellator.addVertexWithUV(0.0D, -2.0D, 2.0D, fx2, fy1);
		tessellator.addVertexWithUV(0.0D, 2.0D, 2.0D, fx2, fy2);
		tessellator.addVertexWithUV(0.0D, 2.0D, -2.0D, fx1, fy2);
		tessellator.draw();
	}
	
	
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	GL11.glPopMatrix();
}
 
开发者ID:Wahazar,项目名称:TFCPrimitiveTech,代码行数:50,代码来源:RenderHardStone.java

示例5: renderName

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void renderName(EntityPlayer entityplayer, double d, double d1, double d2)
{
    if(Minecraft.isGuiEnabled() && entityplayer != renderManager.livingPlayer)
    {
        float f = 1.6F;
        float f1 = 0.01666667F * f;
        float f2 = entityplayer.getDistanceToEntity(renderManager.livingPlayer);
        float f3 = entityplayer.isSneaking() ? 32F : 64F;
        if(f2 < f3)
        {
            String s = entityplayer.username;
            if(!entityplayer.isSneaking())
            {
                if(entityplayer.isPlayerSleeping())
                {
                    renderLivingLabel(entityplayer, s, d, d1 - 1.5D, d2, 64);
                } else
                {
                    renderLivingLabel(entityplayer, s, d, d1, d2, 64);
                }
            } else
            {
                FontRenderer fontrenderer = getFontRendererFromRenderManager();
                GL11.glPushMatrix();
                GL11.glTranslatef((float)d + 0.0F, (float)d1 + 2.3F, (float)d2);
                GL11.glNormal3f(0.0F, 1.0F, 0.0F);
                GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
                GL11.glScalef(-f1, -f1, f1);
                GL11.glDisable(2896 /*GL_LIGHTING*/);
                GL11.glTranslatef(0.0F, 0.25F / f1, 0.0F);
                GL11.glDepthMask(false);
                GL11.glEnable(3042 /*GL_BLEND*/);
                GL11.glBlendFunc(770, 771);
                Tessellator tessellator = Tessellator.instance;
                GL11.glDisable(3553 /*GL_TEXTURE_2D*/);
                tessellator.startDrawingQuads();
                int i = fontrenderer.getStringWidth(s) / 2;
                tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
                tessellator.addVertex(-i - 1, -1D, 0.0D);
                tessellator.addVertex(-i - 1, 8D, 0.0D);
                tessellator.addVertex(i + 1, 8D, 0.0D);
                tessellator.addVertex(i + 1, -1D, 0.0D);
                tessellator.draw();
                GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
                GL11.glDepthMask(true);
                fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, 0, 0x20ffffff);
                GL11.glEnable(2896 /*GL_LIGHTING*/);
                GL11.glDisable(3042 /*GL_BLEND*/);
                GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
                GL11.glPopMatrix();
            }
        }
    }
}
 
开发者ID:jd-lang,项目名称:betaexpansion,代码行数:56,代码来源:RenderPlayer.java

示例6: drawRailSegment

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Draws a rail segment with the given coordinates.
 * 
 * @param texPoints
 * @param w1 - X-coordinate of first vertex.
 * @param w2 - X-coordinate of second vertex.
 * @param h1 - Y-coordinate of first vertex.
 * @param h2 - Y-coordinate of second vertex.
 * @param t1 - Y-texture offset of first vertex.
 * @param texScale - {@link openflextrack.api.IRailType#getTextureScale() Texture scale} of the rail segment.
 * @param holographic - {@code true} if the track is holographic.
 */
private static void drawRailSegment(List<float[]> texPoints, float w1, float w2, float h1, float h2, float t1, float texScale, boolean holographic) {

	/* Backup face mode. */
	final int glFaceMode = GL11.glGetInteger(GL11.GL_FRONT_FACE);
	final float t2 = t1 + (Math.abs(w2-w1) + Math.abs(h2-h1)) * texScale;

	for (byte b = 1; b > -2; b-=2)
	{
		GL11.glPushMatrix();

		/* If we're rendering the second rail, invert front face mode and scale.
		 * This will mirror the rail without the need to render vertices in different order. */
		if (b == -1) {
			if (glFaceMode == GL11.GL_CCW) {
				GL11.glFrontFace(GL11.GL_CW);
			}
			else {
				GL11.glFrontFace(GL11.GL_CCW);
			}
		}

		/* Actually render the rail. */
		GL11.glBegin(GL11.GL_QUAD_STRIP);
		{
			for (float[] point : texPoints) {

				if (!holographic) {
					OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, point[6]%65536, point[6]/65536);
				}

				GL11.glTexCoord2d(point[5], t2);
				GL11.glNormal3f(0, 1, 0);
				GL11.glVertex3d(point[0] + b*w1*point[4], point[1] + h1, point[2] + b*w1*point[3]);

				GL11.glTexCoord2d(point[5], t1);
				GL11.glNormal3f(0, 1, 0);
				GL11.glVertex3d(point[0] + b*w2*point[4], point[1] + h2, point[2] + b*w2*point[3]);
			}
		}
		GL11.glEnd();
		GL11.glPopMatrix();
	}

	/* Reset face mode. */
	GL11.glFrontFace(glFaceMode);
}
 
开发者ID:DonBruce64,项目名称:OpenFlexiTrack,代码行数:59,代码来源:RenderRails.java

示例7: renderName

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void renderName(EntityItemFrame entity, double x, double y, double z)
{
    if (Minecraft.isGuiEnabled() && entity.getDisplayedItem() != null && entity.getDisplayedItem().hasDisplayName() && this.renderManager.pointedEntity == entity)
    {
        float f = 1.6F;
        float f1 = 0.016666668F * f;
        double d0 = entity.getDistanceSqToEntity(this.renderManager.livingPlayer);
        float f2 = entity.isSneaking() ? 32.0F : 64.0F;

        if (d0 < (double)(f2 * f2))
        {
            String s = entity.getDisplayedItem().getDisplayName();

            if (entity.isSneaking())
            {
                FontRenderer fontrenderer = this.getFontRendererFromRenderManager();
                GlStateManager.pushMatrix();
                GlStateManager.translate((float)x + 0.0F, (float)y + entity.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.translate(0.0F, 0.25F / f1, 0.0F);
                GlStateManager.depthMask(false);
                GlStateManager.enableBlend();
                GlStateManager.blendFunc(770, 771);
                Tessellator tessellator = Tessellator.getInstance();
                WorldRenderer worldrenderer = tessellator.getWorldRenderer();
                int i = fontrenderer.getStringWidth(s) / 2;
                GlStateManager.disableTexture2D();
                worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR);
                worldrenderer.pos((double)(-i - 1), -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
                worldrenderer.pos((double)(-i - 1), 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
                worldrenderer.pos((double)(i + 1), 8.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
                worldrenderer.pos((double)(i + 1), -1.0D, 0.0D).color(0.0F, 0.0F, 0.0F, 0.25F).endVertex();
                tessellator.draw();
                GlStateManager.enableTexture2D();
                GlStateManager.depthMask(true);
                fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, 0, 553648127);
                GlStateManager.enableLighting();
                GlStateManager.disableBlend();
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
                GlStateManager.popMatrix();
            }
            else
            {
                this.renderLivingLabel(entity, s, x, y, z, 64);
            }
        }
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:53,代码来源:RenderItemFrame.java

示例8: renderTag

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderTag(Entity entity, double x, double y, double z) {
    String name = entity.getName();
    if(Wrapper.getFriends().isFriend(name)) {
    	name = "\2479" + name;
    }
    if (entity instanceof EntityLivingBase) {
    name = name + " \247a" + ((double)Math.round((((EntityLivingBase) entity).getHealth() * 100) / 100) / 2);
    }
    
    for(Friend friend: Wrapper.getFriends().friendsList) {
    	name.replace(friend.getName(), friend.getAlias());
    }
    float var13 = 1.6F;
    float var14 = (float) (0.016666668F * (Wrapper.getPlayer().getDistanceToEntity(entity)) / 2);
    GL11.glPushMatrix();
    GL11.glTranslatef((float) x, (float) y + entity.height + 0.5F, (float) z);
    GL11.glNormal3f(0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-RenderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(RenderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    GL11.glScalef(-var14, -var14, var14);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_LIGHTING);
    Tessellator var15 = Tessellator.getInstance();
    VertexBuffer vertexbuffer = var15.getBuffer();
    int var16 = (int) -Wrapper.getPlayer().getDistanceToEntity(entity) / (int) var13;
    if (entity.isSneaking()) {
        var16 += 4;
    } else if (var16 < -14) {
        var16 = -14;
    }

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    int var17 = Fonts.roboto18.getStringWidth(name) / 2;
    RenderUtils.drawBorderedRect(-var17 - 2, var16, var17 + 2, 11 + var16, 0.5F, 0xFF000000, 0x80000000);

    Fonts.roboto18.drawStringWithShadow(name, -var17, var16, 0xFFFFFF);
    
    Wrapper.getMinecraft().entityRenderer.disableLightmap();
    GL11.glLineWidth(1.0F);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    
    GL11.glPopMatrix();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:49,代码来源:Nametags.java

示例9: renderItemMap

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderItemMap(AbstractClientPlayer clientPlayer, float p_178097_2_, float p_178097_3_, float p_178097_4_)
{
    float f = -0.4F * MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI);
    float f1 = 0.2F * MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI * 2.0F);
    float f2 = -0.2F * MathHelper.sin(p_178097_4_ * (float)Math.PI);
    GlStateManager.translate(f, f1, f2);
    float f3 = this.func_178100_c(p_178097_2_);
    GlStateManager.translate(0.0F, 0.04F, -0.72F);
    GlStateManager.translate(0.0F, p_178097_3_ * -1.2F, 0.0F);
    GlStateManager.translate(0.0F, f3 * -0.5F, 0.0F);
    GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(f3 * -85.0F, 0.0F, 0.0F, 1.0F);
    GlStateManager.rotate(0.0F, 1.0F, 0.0F, 0.0F);
    this.renderPlayerArms(clientPlayer);
    float f4 = MathHelper.sin(p_178097_4_ * p_178097_4_ * (float)Math.PI);
    float f5 = MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI);
    GlStateManager.rotate(f4 * -20.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(f5 * -20.0F, 0.0F, 0.0F, 1.0F);
    GlStateManager.rotate(f5 * -80.0F, 1.0F, 0.0F, 0.0F);
    GlStateManager.scale(0.38F, 0.38F, 0.38F);
    GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
    GlStateManager.rotate(0.0F, 1.0F, 0.0F, 0.0F);
    GlStateManager.translate(-1.0F, -1.0F, 0.0F);
    GlStateManager.scale(0.015625F, 0.015625F, 0.015625F);
    this.mc.getTextureManager().bindTexture(RES_MAP_BACKGROUND);
    Tessellator tessellator = Tessellator.getInstance();
    WorldRenderer worldrenderer = tessellator.getWorldRenderer();
    GL11.glNormal3f(0.0F, 0.0F, -1.0F);
    worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
    worldrenderer.pos(-7.0D, 135.0D, 0.0D).tex(0.0D, 1.0D).endVertex();
    worldrenderer.pos(135.0D, 135.0D, 0.0D).tex(1.0D, 1.0D).endVertex();
    worldrenderer.pos(135.0D, -7.0D, 0.0D).tex(1.0D, 0.0D).endVertex();
    worldrenderer.pos(-7.0D, -7.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
    tessellator.draw();
    MapData mapdata = Items.filled_map.getMapData(this.itemToRender, this.mc.theWorld);

    if (mapdata != null)
    {
        this.mc.entityRenderer.getMapItemRenderer().renderMap(mapdata, false);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:43,代码来源:ItemRenderer.java

示例10: renderLivingLabel

import org.lwjgl.opengl.GL11; //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) {

	if (entityIn instanceof EntityOtherPlayerMP) {
		EventNameTags e = new EventNameTags();
		e.call();
		if (e.isCancelled())
			return;
	}

	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();
	}
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:57,代码来源:Render.java

示例11: doRender_PredictiveArrow

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void doRender_PredictiveArrow(Entity par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
{
    this.bindEntityTexture(par1EntityArrow);
    GL11.glPushMatrix();
    GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
    Tessellator tessellator = Tessellator.instance;
    byte b0 = 0;
    float f2 = 0.0F;
    float f3 = 0.5F;
    float f4 = (float)(0 + b0 * 10) / 32.0F;
    float f5 = (float)(5 + b0 * 10) / 32.0F;
    float f6 = 0.0F;
    float f7 = 0.15625F;
    float f8 = (float)(5 + b0 * 10) / 32.0F;
    float f9 = (float)(10 + b0 * 10) / 32.0F;
    float f10 = 0.05625F;
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);

    GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
    GL11.glScalef(f10, f10, f10);
    GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
    GL11.glNormal3f(f10, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
    tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
    tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
    tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
    tessellator.draw();
    GL11.glNormal3f(-f10, 0.0F, 0.0F);
    tessellator.startDrawingQuads();
    tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
    tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
    tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
    tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
    tessellator.draw();

    for (int i = 0; i < 4; ++i)
    {
        GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
        GL11.glNormal3f(0.0F, 0.0F, f10);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
        tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
        tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
        tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
        tessellator.draw();
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
开发者ID:Domochevsky,项目名称:minecraft-quiverbow,代码行数:54,代码来源:Render_Projectile.java

示例12: glNormal3f

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glNormal3f(float nx, float ny, float nz)
{
    GL11.glNormal3f(nx, ny, nz);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:5,代码来源:GlStateManager.java

示例13: doRender

import org.lwjgl.opengl.GL11; //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(EntityArrow entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    this.bindEntityTexture(entity);
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
    GlStateManager.pushMatrix();
    GlStateManager.translate((float)x, (float)y, (float)z);
    GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
    Tessellator tessellator = Tessellator.getInstance();
    WorldRenderer worldrenderer = tessellator.getWorldRenderer();
    int i = 0;
    float f = 0.0F;
    float f1 = 0.5F;
    float f2 = (float)(0 + i * 10) / 32.0F;
    float f3 = (float)(5 + i * 10) / 32.0F;
    float f4 = 0.0F;
    float f5 = 0.15625F;
    float f6 = (float)(5 + i * 10) / 32.0F;
    float f7 = (float)(10 + i * 10) / 32.0F;
    float f8 = 0.05625F;
    GlStateManager.enableRescaleNormal();
    float f9 = (float)entity.arrowShake - partialTicks;

    if (f9 > 0.0F)
    {
        float f10 = -MathHelper.sin(f9 * 3.0F) * f9;
        GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F);
    }

    GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
    GlStateManager.scale(f8, f8, f8);
    GlStateManager.translate(-4.0F, 0.0F, 0.0F);
    GL11.glNormal3f(f8, 0.0F, 0.0F);
    worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
    worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
    worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
    worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
    worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
    tessellator.draw();
    GL11.glNormal3f(-f8, 0.0F, 0.0F);
    worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
    worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f6).endVertex();
    worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f6).endVertex();
    worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f7).endVertex();
    worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f7).endVertex();
    tessellator.draw();

    for (int j = 0; j < 4; ++j)
    {
        GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
        GL11.glNormal3f(0.0F, 0.0F, f8);
        worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
        worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double)f, (double)f2).endVertex();
        worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double)f1, (double)f2).endVertex();
        worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double)f1, (double)f3).endVertex();
        worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double)f, (double)f3).endVertex();
        tessellator.draw();
    }

    GlStateManager.disableRescaleNormal();
    GlStateManager.popMatrix();
    super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:70,代码来源:RenderArrow.java

示例14: normal

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void normal(float x, float y, float z) {
	GL11.glNormal3f(x, y, z);
}
 
开发者ID:jm-organization,项目名称:connor41-etfuturum2,代码行数:4,代码来源:OpenGLHelper.java

示例15: doRender

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void doRender(Entity entity, double x, double y, double z, float p_76986_8_, float p_76986_9_) {
	if (!(entity instanceof EntityExplosiveAirGun) && !(entity instanceof EntityBasicAirGun)) {
		return;
	}
	GL11.glPushMatrix();
       GL11.glTranslated(x, y, z);

       GL11.glDisable(GL11.GL_TEXTURE_2D);
       GL11.glDisable(GL11.GL_LIGHTING);
       GL11.glDisable(GL11.GL_CULL_FACE);
       GL11.glEnable(GL11.GL_BLEND);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
       GL11.glDepthMask(false);
       
       Tessellator tessellator = Tessellator.instance;
       
       double r = entity.width / 2;
       
       GL11.glColor4f(0.5F, 0.5F, 0.5F, 0.5F);
               
       for (int i = 0; i < 4; ++i) {
           GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
           GL11.glNormal3f(0.0F, 0.0F, 1.0F);
           tessellator.startDrawingQuads();
           tessellator.addVertex( r, -r, r); // 右下
           tessellator.addVertex( r, r, r); // 右上
           tessellator.addVertex(-r, r, r); // 左上
           tessellator.addVertex(-r, -r, r); // 左下
           tessellator.draw();
       }
       
       GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
       for (int i = 0; i < 2; ++i) {
           GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
           GL11.glNormal3f(0.0F, 0.0F, 1.0F);
           tessellator.startDrawingQuads();
           tessellator.addVertex( r, -r, r); // 右下
           tessellator.addVertex( r, r, r); // 右上
           tessellator.addVertex(-r, r, r); // 左上
           tessellator.addVertex(-r, -r, r); // 左下
           tessellator.draw();
       }

       GL11.glDepthMask(true);
       GL11.glDisable(GL11.GL_BLEND);
       GL11.glEnable(GL11.GL_CULL_FACE);
       GL11.glEnable(GL11.GL_LIGHTING);
       GL11.glEnable(GL11.GL_TEXTURE_2D);

       GL11.glPopMatrix();
   }
 
开发者ID:Kanbe-Kotori,项目名称:ExtraAcC,代码行数:53,代码来源:RenderAirGun.java


注:本文中的org.lwjgl.opengl.GL11.glNormal3f方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。