本文整理汇总了Java中org.lwjgl.opengl.GL11.glScaled方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glScaled方法的具体用法?Java GL11.glScaled怎么用?Java GL11.glScaled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.glScaled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: drawArrow
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawArrow(float progress) {
double arrowBaseWidth = 0.4D;
double arrowBaseLength = 0.8D;
double arrowLength = 1.5D;
double arrowWidth = 0.7D;
double scale = 0.1D;
GL11.glPushMatrix();
GL11.glScaled(scale, scale, scale);
GL11.glTranslatef(0, progress * 4, 0);
BufferBuilder wr = Tessellator.getInstance().getBuffer();
wr.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
wr.pos(-arrowBaseWidth, -arrowLength * 0.5D, 0).endVertex();
wr.pos(-arrowBaseWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
wr.pos(-arrowWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
wr.pos(0, arrowLength * 0.5D, 0).endVertex();
wr.pos(arrowWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
wr.pos(arrowBaseWidth, -arrowLength * 0.5D + arrowBaseLength, 0).endVertex();
wr.pos(arrowBaseWidth, -arrowLength * 0.5D, 0).endVertex();
Tessellator.getInstance().draw();
GL11.glPopMatrix();
}
示例2: renderDynamic
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void renderDynamic(float scale, float partialTicks) {
shape1.render(scale);
shape2.render(scale);
float pressure = 0f;
float dangerPressure = 5f;
float critPressure = 7f;
if (gaugeModule != null && gaugeModule.getTube() instanceof TileEntityPneumaticBase) {
TileEntityPneumaticBase base = (TileEntityPneumaticBase) gaugeModule.getTube();
pressure = base.getPressure();
critPressure = base.criticalPressure;
dangerPressure = base.dangerPressure;
}
GL11.glTranslated(0, 1, 0.378);
double widgetScale = 0.007D;
GL11.glScaled(widgetScale, widgetScale, widgetScale);
GL11.glRotated(180, 0, 1, 0);
GL11.glDisable(GL11.GL_LIGHTING);
GuiUtils.drawPressureGauge(FMLClientHandler.instance().getClient().fontRenderer, -1, critPressure, dangerPressure, -1, pressure, 0, 0, 0);
GL11.glEnable(GL11.GL_LIGHTING);
}
示例3: drawPlusAndMinus
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawPlusAndMinus() {
double scale = 0.05D;
GL11.glPushMatrix();
GL11.glTranslated(0.26D, 13.95D / 16D, 0);
GL11.glRotated(90, 1, 0, 0);
GL11.glScaled(scale, scale, scale);
GL11.glColor4d(0, 1, 0, 1);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferBuilder = tessellator.getBuffer();
bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
bufferBuilder.pos(-1, 0, 0).endVertex();
bufferBuilder.pos(1, 0, 0).endVertex();
bufferBuilder.pos(0, -1, 0).endVertex();
bufferBuilder.pos(0, 1, 0).endVertex();
tessellator.draw();
GL11.glTranslated(-0.52D / scale, 0, 0);
GL11.glColor4d(1, 0, 0, 1);
bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
bufferBuilder.pos(-1, 0, 0).endVertex();
bufferBuilder.pos(1, 0, 0).endVertex();
tessellator.draw();
GL11.glColor4d(1, 1, 1, 1);
GL11.glPopMatrix();
}
示例4: drawTileEntityTags
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawTileEntityTags(){
/* TILE ENTITIES */
GL11.glEnable(GL11.GL_TEXTURE_2D);
for(Map.Entry<BlockPos, String> e : BLOCKS_NANO.entrySet()){
GL11.glPushMatrix();
double offX = (e.getKey().getX() + 0.5D);
double offY = (e.getKey().getY() + 0.5D);
double offZ = (e.getKey().getZ() + 0.5D);
GL11.glTranslated(offX, offY, offZ);
GL11.glRotated(-RENDER_MANAGER.playerViewY, 0.0, 1.0, 0.0);
GL11.glRotated(RENDER_MANAGER.playerViewX, 1.0, 0.0, 0.0);
/* Flip it! */
GL11.glScaled(-0.015, -0.015, 0.015);
FONT_RENDERER.drawString(e.getValue(), -FONT_RENDERER.getStringWidth(e.getValue()) / 2, 0, 0xCCCCCC /* GRAY */);
GL11.glPopMatrix();
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
示例5: renderExtraInfo
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderExtraInfo() {
if (getExtraStringInfo() != null) {
GL11.glPushMatrix();
GL11.glScaled(0.5, 0.5, 0.5);
FontRenderer fr = Minecraft.getMinecraft().fontRenderer;
String[] splittedInfo = WordUtils.wrap(getExtraStringInfo(), 40).split(System.getProperty("line.separator"));
for (int i = 0; i < splittedInfo.length; i++) {
int stringLength = fr.getStringWidth(splittedInfo[i]);
int startX = getWidth() / 2 - stringLength / 4;
int startY = getHeight() / 2 - (fr.FONT_HEIGHT + 1) * (splittedInfo.length - 1) / 4 + (fr.FONT_HEIGHT + 1) * i / 2 - fr.FONT_HEIGHT / 4;
Gui.drawRect(startX * 2 - 1, startY * 2 - 1, startX * 2 + stringLength + 1, startY * 2 + fr.FONT_HEIGHT + 1, 0xFFFFFFFF);
fr.drawString(splittedInfo[i], startX * 2, startY * 2, 0xFF000000);
}
GL11.glPopMatrix();
GL11.glColor4d(1, 1, 1, 1);
}
}
示例6: drawStringWithShadow_scaled
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawStringWithShadow_scaled(String str, int x, int y, int color, double scale) {
if (str == null) return;
double scaleFactor = (scale / 0.5) * 2;
GL11.glPushMatrix();
GL11.glScaled(scale, scale, scale);
boolean blend = GL11.glIsEnabled(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_BLEND);
if (scale < 1)
fontRenderer().func_78261_a(str, (int) (x * scaleFactor), (int) (y * scaleFactor), color);
else
fontRenderer().func_78261_a(str, (int) (((x / scaleFactor) * 2)), (int) (((y / scaleFactor) * 2)), color);
if (blend) GL11.glEnable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
示例7: drawGuiContainerForegroundLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void drawGuiContainerForegroundLayer(int x, int y) {
fontRenderer.drawString(I18n.format("gui.tab.upgrades"), 91, 83, 4210752);
String containerName = I18n.format(te.getName() + ".name");
GL11.glPushMatrix();
GL11.glScaled(0.95, 0.97, 1);
fontRenderer.drawString(containerName, xSize / 2 - fontRenderer.getStringWidth(containerName) / 2 + 1, 5, 4210752);
GL11.glPopMatrix();
super.drawGuiContainerForegroundLayer(x, y);
}
示例8: applyHandDepth
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void applyHandDepth()
{
if ((double)configHandDepthMul != 1.0D)
{
GL11.glScaled(1.0D, 1.0D, (double)configHandDepthMul);
}
}
示例9: drawMessage
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawMessage() {
drawCenteredString(mc.fontRendererObj, "Message will display as", this.width / 2, this.height / 2 - 78, Color.WHITE.getRGB());
if (!ChatColor.formatUnformat('&', text.getText()).isEmpty()) {
GlStateManager.pushMatrix();
GL11.glScaled(message.getScale(), message.getScale(), 1.0);
drawCenteredString(mc.fontRendererObj, ChatColor.translateAlternateColorCodes(MessageParser.parseAll(this.text.getText())), (int) ((this.width / 2) / message.getScale()), (int) ((this.height / 2 - 68) / message.getScale()), message.isChroma() ? Message.getColor() : Color.WHITE.getRGB(), message.useShadow());
GlStateManager.popMatrix();
}
}
示例10: 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();
}
}
}
示例11: scale
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void scale(double x, double y, double z)
{
GL11.glScaled(x, y, z);
}
示例12: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks, double x1, double y1, double z1, double x2, double y2, double z2) {
Minecraft mc = FMLClientHandler.instance().getClient();
TextureManager textureManager = mc.renderEngine;
double laserLength = PneumaticCraftUtils.distBetween(x1, y1, z1, x2, y2, z2);
double laserSize = 0.4;
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.glTranslated(x1, y1, z1);
double dx = x2 - x1;
double dy = y2 - y1;
double dz = z2 - z1;
float f3 = MathHelper.sqrt(dx * dx + dz * dz);
double rotYaw = Math.atan2(dx, dz) * 180.0D / Math.PI;
double rotPitch = 90 - (float) (Math.atan2(dy, f3) * 180.0D / Math.PI);
GL11.glRotated(rotYaw, 0, 1, 0);
GL11.glRotated(rotPitch, 1, 0, 0);
GL11.glScaled(laserSize, laserSize, laserSize);
GL11.glTranslated(0, 0.6, 0);
GL11.glRotated((ticksExisted + partialTicks) * 200, 0, 1, 0);
GL11.glPushMatrix();
GL11.glScaled(1, laserLength / laserSize, 1);
/* GL11.glTranslated(0, -0.01, 0);
textureManager.bindTexture(Textures.RENDER_LASER_ANIMATION);
renderAnimation(partialTicks, laserLength / laserSize);
GL11.glTranslated(0, 0.01, 0);*/
textureManager.bindTexture(Textures.RENDER_LASER);
renderQuad(glowColor);
textureManager.bindTexture(Textures.RENDER_LASER_OVERLAY);
renderQuad(coreColor);
GL11.glPopMatrix();
GL11.glRotated(180, 1, 0, 0);
textureManager.bindTexture(Textures.RENDER_LASER_START);
renderQuad(glowColor);
textureManager.bindTexture(Textures.RENDER_LASER_START_OVERLAY);
renderQuad(coreColor);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4d(1, 1, 1, 1);
}
示例13: renderTileEntityAt
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderTileEntityAt(BlockInfusedBlockOre block, TileInfusedOre tile, double x, double y, double z,
float partialTicks) {
GL11.glPushMatrix();
GL11.glTranslated(x - 0.001D, y - 0.001D, z - 0.001D);
double scale = 1.002F;
GL11.glScaled(scale, scale, scale);
Tessellator tessellator = Tessellator.instance;
int brightness = setBrightness(tessellator, tile.getWorldObj(), tile.xCoord, tile.yCoord, tile.zCoord, block);
int metadata = tile.getWorldObj().getBlockMetadata(tile.xCoord, tile.yCoord, tile.zCoord);
if (metadata < 6) {
EntityLivingBase viewer = Minecraft.getMinecraft().renderViewEntity;
double viewDistance = 0D;
double currentDistance = viewer.getDistance(tile.xCoord + 0.5D, tile.yCoord + 0.5D, tile.zCoord + 0.5D);
boolean hasVisualAcuity = false;
boolean hasWarpVisualAcuity = false;
boolean canView = false;
if (viewer instanceof EntityPlayer) {
hasVisualAcuity = ThaumUtils.isComplete((EntityPlayer) viewer, TOThaum.riVisualAcuity);
hasWarpVisualAcuity = ThaumUtils.isComplete((EntityPlayer) viewer, TOThaum.riWarpVisualAcuity);
if ((((EntityPlayer) viewer).inventory.armorItemInSlot(3) != null)
&& (((EntityPlayer) viewer).inventory.armorItemInSlot(3).getItem() instanceof IRevealer)
&& (((IRevealer) ((EntityPlayer) viewer).inventory.armorItemInSlot(3).getItem())
.showNodes(((EntityPlayer) viewer).inventory.armorItemInSlot(3), viewer))) {
canView = true;
viewDistance = hasVisualAcuity ? 32.0D : 16.0D;
} else if ((((EntityPlayer) viewer).inventory.getCurrentItem() != null)
&& (((EntityPlayer) viewer).inventory.getCurrentItem().getItem() instanceof ItemThaumometer)
&& (UtilsFX.isVisibleTo(0.44F, viewer, tile.xCoord, tile.yCoord, tile.zCoord))) {
canView = true;
viewDistance = hasVisualAcuity ? 16.0D : 8.0D;
}
if (hasWarpVisualAcuity) {
int warp = ThaumUtils.getWarp((EntityPlayer) viewer);
canView = true;
double warpViewDistance = warp * TOConfig.generalWarpVisualAcuityModifier;
if (warpViewDistance > viewDistance)
viewDistance = warpViewDistance;
}
}
if (canView && currentDistance <= viewDistance) {
if (TOConfig.generalGraphicsRenderInfusedOreParticlesGlasses && viewer.worldObj.rand
.nextInt(TOConfig.generalGraphicsRenderInfusedOreParticlesGlassesChance) == 0)
UtilsFX.infusedStoneSparkle(viewer.worldObj, tile.xCoord, tile.yCoord, tile.zCoord, metadata + 1);
draw(tessellator, block.icon[6], brightness, metadata);
} else if (TOConfig.generalGraphicsRenderInfusedOreParticles
&& viewer.worldObj.rand.nextInt(TOConfig.generalGraphicsRenderInfusedOreParticlesChance) == 0)
UtilsFX.infusedStoneSparkle(viewer.worldObj, tile.xCoord, tile.yCoord, tile.zCoord, metadata + 1);
}
GL11.glPopMatrix();
}
示例14: onRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
// check hitResult
if(mc.objectMouseOver == null)
return;
// check position
BlockPos pos = mc.objectMouseOver.getBlockPos();
if(pos == null)
return;
// check if hitting block
if(!mc.playerController.getIsHittingBlock())
return;
// GL settings
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(2);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glPushMatrix();
GL11.glTranslated(-mc.getRenderManager().renderPosX,
-mc.getRenderManager().renderPosY,
-mc.getRenderManager().renderPosZ);
// set position
GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ());
// get progress
float progress = mc.playerController.curBlockDamageMP;
// set size
GL11.glTranslated(0.5, 0.5, 0.5);
GL11.glScaled(progress, progress, progress);
GL11.glTranslated(-0.5, -0.5, -0.5);
// get color
float red = progress * 2F;
float green = 2 - red;
// draw box
GL11.glColor4f(red, green, 0, 0.25F);
RenderUtils.drawSolidBox();
GL11.glColor4f(red, green, 0, 0.5F);
RenderUtils.drawOutlinedBox();
GL11.glPopMatrix();
// GL resets
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
示例15: onRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
if(target == null)
return;
// GL settings
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(2);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glPushMatrix();
GL11.glTranslated(-mc.getRenderManager().renderPosX,
-mc.getRenderManager().renderPosY,
-mc.getRenderManager().renderPosZ);
// set position
GL11.glTranslated(target.posX, target.posY, target.posZ);
// set size
double boxWidth = target.width + 0.1;
double boxHeight = target.height + 0.1;
GL11.glScaled(boxWidth, boxHeight, boxWidth);
// move to center
GL11.glTranslated(0, 0.5, 0);
double v = 1 / velocity;
GL11.glScaled(v, v, v);
// draw outline
GL11.glColor4d(1, 0, 0, 0.5F * velocity);
RenderUtils.drawOutlinedBox(TARGET_BOX);
// draw box
GL11.glColor4d(1, 0, 0, 0.25F * velocity);
RenderUtils.drawSolidBox(TARGET_BOX);
GL11.glPopMatrix();
// GL resets
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
}