本文整理汇总了Java中org.lwjgl.opengl.GL11.glRotatef方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glRotatef方法的具体用法?Java GL11.glRotatef怎么用?Java GL11.glRotatef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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glRotatef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: renderGL
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Render the GL scene, this isn't efficient and if you know
* OpenGL I'm assuming you can see why. If not, you probably
* don't want to use this feature anyway
*/
public void renderGL() {
FloatBuffer pos = BufferUtils.createFloatBuffer(4);
pos.put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f}).flip();
FloatBuffer red = BufferUtils.createFloatBuffer(4);
red.put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f}).flip();
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
float h = (float) 600 / (float) 800;
GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glTranslatef(0.0f, 0.0f, -40.0f);
GL11.glRotatef(rot,0,1,1);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
}
示例2: renderWithRotation
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderWithRotation(float scale)
{
if (!this.isHidden)
{
if (this.showModel)
{
if (!this.compiled)
{
this.compileDisplayList(scale);
}
GL11.glPushMatrix();
GL11.glTranslatef(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
if (this.rotateAngleY != 0.0F)
{
GL11.glRotatef(this.rotateAngleY * 57.29578F, 0.0F, 1.0F, 0.0F);
}
if (this.rotateAngleX != 0.0F)
{
GL11.glRotatef(this.rotateAngleX * 57.29578F, 1.0F, 0.0F, 0.0F);
}
if (this.rotateAngleZ != 0.0F)
{
GL11.glRotatef(this.rotateAngleZ * 57.29578F, 0.0F, 0.0F, 1.0F);
}
GL11.glCallList(this.displayList);
GL11.glPopMatrix();
}
}
}
示例3: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(double size, float partialTicks) {
double renderRotationAngle = oldRotationAngle + (rotationAngle - oldRotationAngle) * partialTicks;
BufferBuilder wr = Tessellator.getInstance().getBuffer();
GL11.glPushMatrix();
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
// GL11.glLineWidth((float)size * 20F);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glRotatef((float) renderRotationAngle, 0, 0, 1);
for (int j = 0; j < 2; j++) {
wr.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION);
for (int i = 0; i < PneumaticCraftUtils.circlePoints / 4; i++) {
wr.pos(PneumaticCraftUtils.cos[i] * size, PneumaticCraftUtils.sin[i] * size, 0).endVertex();
wr.pos(PneumaticCraftUtils.cos[i] * (size + 0.1D), PneumaticCraftUtils.sin[i] * (size + 0.1D), 0).endVertex();
}
Tessellator.getInstance().draw();
if (renderAsTagged) {
GL11.glColor4d(1, 0, 0, 1);
wr.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION);
for (int i = 0; i < PneumaticCraftUtils.circlePoints / 4; i++) {
wr.pos(PneumaticCraftUtils.cos[i] * size, PneumaticCraftUtils.sin[i] * size, 0).endVertex();
}
for (int i = PneumaticCraftUtils.circlePoints / 4 - 1; i >= 0; i--) {
wr.pos(PneumaticCraftUtils.cos[i] * (size + 0.1D), PneumaticCraftUtils.sin[i] * (size + 0.1D), 0).endVertex();
}
Tessellator.getInstance().draw();
GL11.glColor4d(1, 1, 0, 0.5);
}
GL11.glRotatef(180, 0, 0, 1);
}
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
示例4: func_22017_a
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void func_22017_a(EntityPlayer entityplayer, float f, float f1, float f2)
{
if(entityplayer.isEntityAlive() && entityplayer.isPlayerSleeping())
{
GL11.glRotatef(entityplayer.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
GL11.glRotatef(getDeathMaxRotation(entityplayer), 0.0F, 0.0F, 1.0F);
GL11.glRotatef(270F, 0.0F, 1.0F, 0.0F);
} else
{
super.rotateCorpse(entityplayer, f, f1, f2);
}
}
示例5: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(TileEntityAphorismTile te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
GL11.glScalef(1.0F, -1F, -1F);
PneumaticCraftUtils.rotateMatrixByMetadata(te.getBlockMetadata());
GL11.glTranslatef(0, 1, 0.5F - BBConstants.APHORISM_TILE_THICKNESS - 0.01F);
String[] textLines = te.getTextLines();
int lineWidth = getMaxLineWidth(textLines); // TODO we don't need to calculate this every single tick
int lineHeight = 10 * textLines.length;
float textScale = Math.min(14 / 16F / lineWidth, 14 / 16F / lineHeight);
GL11.glScalef(textScale, textScale, textScale);
GL11.glRotatef(te.textRotation * 90, 0, 0, 1);
int editedLine = -1;
if (FMLClientHandler.instance().getClient().currentScreen instanceof GuiAphorismTile) {
GuiAphorismTile gui = (GuiAphorismTile) FMLClientHandler.instance().getClient().currentScreen;
if (gui.tile == te && (gui.updateCounter & 0x0f) < 8) {
editedLine = gui.cursorY;
}
}
FontRenderer f = Minecraft.getMinecraft().getRenderManager().getFontRenderer();
for (int i = 0; i < textLines.length; i++) {
String textLine = textLines[i];
if (editedLine == i) textLine = ">" + textLine + "<";
f.drawString(textLine, -f.getStringWidth(textLine) / 2, -(textLines.length * 10) / 2 + i * 10 + 1, 0xFF000000);
}
GL11.glPopMatrix();
}
示例6: postRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void postRender(float f)
{
if(field_1402_i)
{
return;
}
if(!showModel)
{
return;
}
if(!compiled)
{
compileDisplayList(f);
}
if(rotateAngleX != 0.0F || rotateAngleY != 0.0F || rotateAngleZ != 0.0F)
{
GL11.glTranslatef(rotationPointX * f, rotationPointY * f, rotationPointZ * f);
if(rotateAngleZ != 0.0F)
{
GL11.glRotatef(rotateAngleZ * 57.29578F, 0.0F, 0.0F, 1.0F);
}
if(rotateAngleY != 0.0F)
{
GL11.glRotatef(rotateAngleY * 57.29578F, 0.0F, 1.0F, 0.0F);
}
if(rotateAngleX != 0.0F)
{
GL11.glRotatef(rotateAngleX * 57.29578F, 1.0F, 0.0F, 0.0F);
}
} else
if(rotationPointX != 0.0F || rotationPointY != 0.0F || rotationPointZ != 0.0F)
{
GL11.glTranslatef(rotationPointX * f, rotationPointY * f, rotationPointZ * f);
}
}
示例7: preCelestialRotate
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void preCelestialRotate()
{
setUpPosition();
GL11.glRotatef(sunPathRotation * 1.0F, 0.0F, 0.0F, 1.0F);
checkGLError("preCelestialRotate");
}
示例8: renderGust
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderGust() {
byte b0 = 0;
//float f2 = 0.0F;
//float f3 = 0.5F;
//float f4 = (0 + b0 * 10) / 16.0F;
// float f5 = (5 + b0 * 10) / 16.0F;
float f6 = 0.0F;
float f7 = 0.15625F;
float f8 = (5 + b0 * 10) / 16.0F;
float f9 = (10 + b0 * 10) / 16.0F;
float f10 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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);
BufferBuilder wr = Tessellator.getInstance().getBuffer();
wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
wr.pos(-7.0D, -2.0D, -2.0D).tex(f6, f8).endVertex();
wr.pos(-7.0D, -2.0D, 2.0D).tex(f7, f8).endVertex();
wr.pos(-7.0D, 2.0D, 2.0D).tex(f7, f9).endVertex();
wr.pos(-7.0D, 2.0D, -2.0D).tex(f6, f9).endVertex();
double start = 0d;
double end = 1 / 16d;
wr.pos(-7.0D, -2.0D, -2.0D).tex(start, start).endVertex();
wr.pos(-7.0D, -2.0D, 2.0D).tex(start, end).endVertex();
wr.pos(-7.0D, 2.0D, 2.0D).tex(end, end).endVertex();
wr.pos(-7.0D, 2.0D, -2.0D).tex(end, start).endVertex();
Tessellator.getInstance().draw();
GL11.glNormal3f(-f10, 0.0F, 0.0F);
wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
wr.pos(-7.0D, 2.0D, -2.0D).tex(f6, f8).endVertex();
wr.pos(-7.0D, 2.0D, 2.0D).tex(f7, f8).endVertex();
wr.pos(-7.0D, -2.0D, 2.0D).tex(f7, f9).endVertex();
wr.pos(-7.0D, -2.0D, -2.0D).tex(f6, f9).endVertex();
Tessellator.getInstance().draw();
}
示例9: renderEntity
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderEntity(int p_147046_0_, int p_147046_1_, float scale, float p_147046_3_, float p_147046_4_, float z, float rotate, EntityLivingBase p_147046_5_) {
GL11.glEnable(2903);
GL11.glPushMatrix();
GL11.glTranslatef((float) p_147046_0_, (float) p_147046_1_, z);//50.0F
GL11.glScalef((-scale), scale, scale);
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
float var6 = p_147046_5_.renderYawOffset;
float var7 = p_147046_5_.rotationYaw;
float var8 = p_147046_5_.rotationPitch;
float var9 = p_147046_5_.prevRotationYawHead;
float var10 = p_147046_5_.rotationYawHead;
RenderHelper.enableStandardItemLighting();
GL11.glRotatef(-((float) Math.atan((double) (p_147046_4_ / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
p_147046_5_.posX = p_147046_5_.posY = p_147046_5_.posZ = 0;
p_147046_5_.renderYawOffset = (float) Math.atan((double) (p_147046_3_ / 40.0F)) * rotate;
p_147046_5_.rotationYaw = (float) Math.atan((double) (p_147046_3_ / 40.0F)) * 40.0F;
p_147046_5_.rotationPitch = -((float) Math.atan((double) (p_147046_4_ / 40.0F))) * 20.0F;
p_147046_5_.rotationYawHead = (float) Math.atan((double) (p_147046_3_ / 40.0F)) * rotate;
p_147046_5_.prevRotationYawHead = 360f ;
RenderManager.instance.playerViewY = 180.0F;
RenderManager.instance.renderEntityWithPosYaw(p_147046_5_, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
p_147046_5_.renderYawOffset = var6;
p_147046_5_.rotationYaw = var7;
p_147046_5_.rotationPitch = var8;
p_147046_5_.prevRotationYawHead = var9;
p_147046_5_.rotationYawHead = var10;
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(2903);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(3553);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例10: glRotatef
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.SGL#glRotatef(float, float, float, float)
*/
public void glRotatef(float angle, float x, float y, float z) {
GL11.glRotatef(angle, x, y, z);
}
示例11: doRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void doRender(EntityRocket entity, double x, double y, double z, float yaw, float partialTick) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y, (float) z);
GL11.glColor4f(0.7F, 0.7F, 0.7F, 1F);
GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick - 90.0F,
0.0F, 1.0F, 0.0F);
GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F,
0.0F, 1.0F);
bindEntityTexture(entity);
// GL11.glTranslatef((float)entity.posX, (float)entity.posY,
// entity.posZ);
if (((EntityProjectileBase) entity).getCritical() == 2) {
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
ClientProxy.setColor(TF2Util.getTeamColor(((EntityProjectileBase) entity).shootingEntity), 1f, 0f, 0f, 1f);
model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F);
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
} else
model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
/*
* GL11.glScalef(1.5f, 1.5f, 1.5f); GL11.glEnable(GL11.GL_BLEND);
* //GL11.glDisable(GL11.GL_ALPHA_TEST); OpenGlHelper.glBlendFunc(770,
* 771, 1, 0);
*
* char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536;
* OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
* (float)j / 1.0F, (float)k / 1.0F);
*
* model.render(entity, 0F, 0F, 0.0F, 0.0F, 0.0F, 0.0625F);
* GL11.glDisable(GL11.GL_BLEND); // GL11.glEnable(GL11.GL_ALPHA_TEST);
*/
GL11.glColor4f(1F, 1F, 1F, 1F);
GL11.glPopMatrix();
/*
* IIcon iicon = TF2EventBusListener.pelletIcon;
*
* if (iicon != null) { GL11.glPushMatrix();
* GL11.glTranslatef((float)x,(float) y,(float) z);
* GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F,
* 0.5F); this.bindTexture(TextureMap.locationItemsTexture); Tessellator
* tessellator = Tessellator.instance;
*
* float f = iicon.getMinU(); float f1 = iicon.getMaxU(); float f2 =
* iicon.getMinV(); float f3 = iicon.getMaxV(); float f4 = 1.0F; float
* f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180.0F -
* this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
* GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
* tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F,
* 0.0F); tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F
* - f6), 0.0D, (double)f, (double)f3);
* tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6),
* 0.0D, (double)f1, (double)f3);
* tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6),
* 0.0D, (double)f1, (double)f2);
* tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6),
* 0.0D, (double)f, (double)f2); tessellator.draw();
* GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix();
*
* }
*/
}
示例12: renderEntityOnFire
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderEntityOnFire(Entity entity, double d, double d1, double d2,
float f)
{
GL11.glDisable(2896 /*GL_LIGHTING*/);
int i = Block.fire.blockIndexInTexture;
int j = (i & 0xf) << 4;
int k = i & 0xf0;
float f1 = (float)j / 256F;
float f3 = ((float)j + 15.99F) / 256F;
float f5 = (float)k / 256F;
float f7 = ((float)k + 15.99F) / 256F;
GL11.glPushMatrix();
GL11.glTranslatef((float)d, (float)d1, (float)d2);
float f9 = entity.width * 1.4F;
GL11.glScalef(f9, f9, f9);
loadTexture("/terrain.png");
Tessellator tessellator = Tessellator.instance;
float f10 = 0.5F;
float f11 = 0.0F;
float f12 = entity.height / f9;
float f13 = (float)(entity.posY - entity.boundingBox.minY);
GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)(int)f12 * 0.02F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float f14 = 0.0F;
int l = 0;
tessellator.startDrawingQuads();
while(f12 > 0.0F)
{
float f2;
float f4;
float f6;
float f8;
if(l % 2 == 0)
{
f2 = (float)j / 256F;
f4 = ((float)j + 15.99F) / 256F;
f6 = (float)k / 256F;
f8 = ((float)k + 15.99F) / 256F;
} else
{
f2 = (float)j / 256F;
f4 = ((float)j + 15.99F) / 256F;
f6 = (float)(k + 16) / 256F;
f8 = ((float)(k + 16) + 15.99F) / 256F;
}
if((l / 2) % 2 == 0)
{
float f15 = f4;
f4 = f2;
f2 = f15;
}
tessellator.addVertexWithUV(f10 - f11, 0.0F - f13, f14, f4, f8);
tessellator.addVertexWithUV(-f10 - f11, 0.0F - f13, f14, f2, f8);
tessellator.addVertexWithUV(-f10 - f11, 1.4F - f13, f14, f2, f6);
tessellator.addVertexWithUV(f10 - f11, 1.4F - f13, f14, f4, f6);
f12 -= 0.45F;
f13 -= 0.45F;
f10 *= 0.9F;
f14 += 0.03F;
l++;
}
tessellator.draw();
GL11.glPopMatrix();
GL11.glEnable(2896 /*GL_LIGHTING*/);
}
示例13: glRotatef
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glRotatef(float angle, float x, float y, float z) {
GL11.glRotatef(angle, x, y, z);
}
示例14: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(EntityProjectileSharpStone 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();
}
示例15: preCelestialRotate
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void preCelestialRotate()
{
GL11.glRotatef(sunPathRotation * 1.0F, 0.0F, 0.0F, 1.0F);
checkGLError("preCelestialRotate");
}