本文整理汇总了Java中org.lwjgl.opengl.GL11.glScalef方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glScalef方法的具体用法?Java GL11.glScalef怎么用?Java GL11.glScalef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.glScalef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: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(DefierTileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
super.render(te, x, y, z, partialTicks, destroyStage, alpha);
GL11.glPushMatrix();
if(te.render_pulsate_increase){
te.render_pulsate++;
if(te.render_pulsate >= 100){
te.render_pulsate_increase = false;
}
}else{
te.render_pulsate--;
if(te.render_pulsate <= 0)te.render_pulsate_increase = true;
}
GL11.glTranslated(x+0.5, y + 0.5, z+0.5);
float scale = 0.7F + te.render_pulsate/1000F;
GL11.glScalef(scale, scale, scale);
if(te.rf.getMaxEnergyStored() == 0)GL11.glColor4d(0, 0, 0, 1);
else GL11.glColor4d(te.rf.getEnergyStored()/(double)te.rf.getMaxEnergyStored() * 0.7, 0, 0, 1);
ResourceLocation rL = new ResourceLocation(Defier.MODID + ":textures/blocks/blank.png");
Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
GL11.glCallList(ClientProxy.defierSphereIdOutside);
GL11.glCallList(ClientProxy.defierSphereIdInside);
GL11.glColor4d(1, 1, 1, 1);
GL11.glPopMatrix();
}
示例2: drawFullCircle
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawFullCircle(int cx, int cy, double r, int c) {
GL11.glScalef(0.5F, 0.5F, 0.5F);
r *= 2;
cx *= 2;
cy *= 2;
float f = (float) (c >> 24 & 0xff) / 255F;
float f1 = (float) (c >> 16 & 0xff) / 255F;
float f2 = (float) (c >> 8 & 0xff) / 255F;
float f3 = (float) (c & 0xff) / 255F;
GL11.glEnable(3042);
GL11.glDisable(3553);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glBlendFunc(770, 771);
GL11.glColor4f(f1, f2, f3, f);
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
for (int i = 0; i <= 360; i++) {
double x = Math.sin((i * Math.PI / 180)) * r;
double y = Math.cos((i * Math.PI / 180)) * r;
GL11.glVertex2d(cx + x, cy + y);
}
GL11.glEnd();
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glEnable(3553);
GL11.glDisable(3042);
GL11.glScalef(2F, 2F, 2F);
}
示例3: enableLighting
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void enableLighting() {
GL11.glDisable((int)3042);
GL11.glEnable((int)3553);
GL11.glDisable((int)2848);
GL11.glDisable((int)3042);
OpenGlHelper.setActiveTexture((int)OpenGlHelper.lightmapTexUnit);
GL11.glMatrixMode((int)5890);
GL11.glLoadIdentity();
float var3 = 0.0039063f;
GL11.glScalef((float)var3, (float)var3, (float)var3);
GL11.glTranslatef((float)8.0f, (float)8.0f, (float)8.0f);
GL11.glMatrixMode((int)5888);
GL11.glTexParameteri((int)3553, (int)10241, (int)9729);
GL11.glTexParameteri((int)3553, (int)10240, (int)9729);
GL11.glTexParameteri((int)3553, (int)10242, (int)10496);
GL11.glTexParameteri((int)3553, (int)10243, (int)10496);
GL11.glColor4f((float)1.0f, (float)1.0f, (float)1.0f, (float)1.0f);
OpenGlHelper.setActiveTexture((int)OpenGlHelper.defaultTexUnit);
}
示例4: drawScreen
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawScreen(int i, int j, float f)
{
drawDefaultBackground();
Tessellator tessellator = Tessellator.instance;
char c = '\u0112';
int k = width / 2 - c / 2;
byte byte0 = 30;
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("/title/mclogo.png"));
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
drawTexturedModalRect(k + 0, byte0 + 0, 0, 0, 155, 44);
drawTexturedModalRect(k + 155, byte0 + 0, 0, 45, 155, 44);
tessellator.setColorOpaque_I(0xffffff);
GL11.glPushMatrix();
GL11.glTranslatef(width / 2 + 90, 70F, 0.0F);
GL11.glRotatef(-20F, 0.0F, 0.0F, 1.0F);
float f1 = 1.8F - MathHelper.abs(MathHelper.sin(((float)(System.currentTimeMillis() % 1000L) / 1000F) * 3.141593F * 2.0F) * 0.1F);
f1 = (f1 * 100F) / (float)(fontRenderer.getStringWidth(splashText) + 32);
GL11.glScalef(f1, f1, f1);
drawCenteredString(fontRenderer, splashText, 0, -8, 0xffff00);
GL11.glPopMatrix();
drawString(fontRenderer, "Minecraft Beta 1.7.3", 2, 2, 0x505050);
drawString(fontRenderer, "BetaExpansion "+mod_BetaExpansion.version, 2, height-10, 0x505050);
String s = "Copyright Mojang AB. Do not distribute.";
drawString(fontRenderer, s, width - fontRenderer.getStringWidth(s) - 2, height - 10, 0xffffff);
super.drawScreen(i, j, f);
}
示例5: drawName
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void drawName(final String text, final float scale) {
GL11.glScalef(scale, scale, scale);
int strWidth = Client.font.getStringWidth(text);
strWidth *= (int)scale;
int x = this.x + (this.x1 - this.x) / 2 - strWidth / 2;
int y = this.y + (this.y1 - this.y) / 2 - 4;
x /= (int)scale;
y /= (int)scale;
Client.font.drawStringWithShadow(text, x, y, -1);
GL11.glScalef(1.0f / scale, 1.0f / scale, 1.0f / scale);
}
示例6: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float limbSwing, float limbSwingAmount, float rotateFloat, float rotateYaw,
float rotatePitch, float scale) {
GL11.glScalef(0.014F, 0.014F, 0.014F);
GL11.glTranslatef(0F, -165F, 0F);
this.setRotationAngles(limbSwing, limbSwingAmount, rotateFloat, rotateYaw, rotatePitch, scale, entity);
this.top1.render(scale);
this.top2.render(scale);
this.top3.render(scale);
// this.top3.setTextureOffset(120, 0);
// this.top2.offsetY=0F;
// this.top1.rotationPointX=0F;
// this.leg1.setRotationPoint(0, 0, 0);
// setRotation(leg1, 0F,0.4F,1.2F);
// leg1.mirror = true;
this.leg1.render(scale);
this.leg1.offsetX = 3F;
this.leg2.offsetX = 3F;
this.leg3.offsetX = 3F;
this.leg1.offsetY = 18F;
this.leg2.offsetY = 18F;
this.leg3.offsetY = 18F;
this.leg1.offsetZ = -2F;
this.leg2.offsetZ = -2F;
this.leg3.offsetZ = -2F;
// this.leg2.setRotationPoint(0, 0, 0);
// setRotation(leg2, 0F, 0.4F, 1.9F);
this.leg2.render(scale);
// this.leg3.setRotationPoint(0, 0, 0);
// setRotation(leg3, 0F,-0.4F, 1.6F);
this.leg3.render(scale);
}
示例7: renderEquippedItems
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void renderEquippedItems(EntityLivingBase entity, float unknown)
{
GL11.glColor3f(1.0F, 1.0F, 1.0F);
super.renderEquippedItems(entity, unknown);
ItemStack itemstack = entity.getHeldItem(); // The weapon you're holding
if (itemstack != null && itemstack.getItem() != null)
{
GL11.glPushMatrix();
GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
float scale = 0.625F;
GL11.glTranslatef(0.3F, 0.2F, -0.25F); // 0.0F, 0.1875F, 0.0F, left/right, up/down, forward/backward?
GL11.glScalef(scale, -scale, scale);
GL11.glRotatef(-20.0F, 1.0F, 0.0F, 0.0F); // -100
GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
int color = itemstack.getItem().getColorFromItemStack(itemstack, 0);
float colorR = (float) (color >> 16 & 255) / 255.0F;
float colorB = (float) (color >> 8 & 255) / 255.0F;
float colorG = (float) (color & 255) / 255.0F;
GL11.glColor4f(colorR, colorB, colorG, 1.0F);
this.renderManager.itemRenderer.renderItem(entity, itemstack, 0);
GL11.glPopMatrix();
}
this.renderStoredItems((Entity_BB) entity);
}
示例8: renderItem
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void renderItem(ItemStack stack, TransformType transformType) {
GL11.glPushMatrix();
GL11.glTranslated(0.5, .5, .5);
GL11.glScalef(0.7F, 0.7F, 0.7F);
GL11.glColor4f(0f, 0f, 0f, 1f);
ResourceLocation rL = new ResourceLocation(Defier.MODID + ":textures/blocks/blank.png");
Minecraft.getMinecraft().getTextureManager().bindTexture(rL);
GL11.glCallList(ClientProxy.defierSphereIdOutside);
GL11.glCallList(ClientProxy.defierSphereIdInside);
GL11.glPopMatrix();
GL11.glColor4f(1f, 1f, 1f, 1f);
}
示例9: drawEnchantTag
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void drawEnchantTag(final String text, int x, int y) {
GlStateManager.pushMatrix();
GlStateManager.disableDepth();
x *= (int)1.75;
y -= 4;
GL11.glScalef(0.57f, 0.57f, 0.57f);
Client.font.drawStringWithShadow(text, x, -36 - y, -1286);
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
示例10: 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 doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
Icon icon = this.field_94151_a.getIconFromDamage(this.field_94150_f);
if (icon != null)
{
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(0.5F, 0.5F, 0.5F);
this.bindEntityTexture(par1Entity);
Tessellator tessellator = Tessellator.instance;
if (icon == ItemPotion.func_94589_d("bottle_splash"))
{
int i = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
float f2 = (float)(i >> 16 & 255) / 255.0F;
float f3 = (float)(i >> 8 & 255) / 255.0F;
float f4 = (float)(i & 255) / 255.0F;
GL11.glColor3f(f2, f3, f4);
GL11.glPushMatrix();
this.func_77026_a(tessellator, ItemPotion.func_94589_d("overlay"));
GL11.glPopMatrix();
GL11.glColor3f(1.0F, 1.0F, 1.0F);
}
this.func_77026_a(tessellator, icon);
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
}
示例11: scale
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void scale(float x, float y, float z)
{
GL11.glScalef(x, y, z);
}
示例12: doRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void doRender(EntityStickProjectile 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.glScalef(0.25f, 0.25f, 0.25f);
GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick, 0.0F, 1.0F,
0.0F);
GL11.glRotatef(
(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick) * -1, 1.0F,
0.0F, 0.0F);
bindEntityTexture(entity);
// GL11.glTranslatef((float)entity.posX, (float)entity.posY,
// entity.posZ);
if (entity.getCritical() == 2) {
// GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
// GL11.glColor4f(0.0F, 0.0F, 1.0F, 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13: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(String text, Vec2 pos, float size, Alignment align)
{
LineMetrics metrics = font.getLineMetrics(text, frc);
GlyphVector vector = font.createGlyphVector(frc, text);
Rectangle2D bounds = vector.getLogicalBounds();
Vec2 rad = new Vec2((float)bounds.getWidth(), (float)bounds.getHeight()).mult(0.5f);
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, 0.0f);
GL11.glScalef(size, -size, 0.0f);
GL11.glTranslatef((align.x - 1.0f)*rad.x, (-align.y + 1.0f)*rad.y - metrics.getDescent(), 0.0f);
float[] coords = new float[6];
float loopX = 0.0f, loopY = 0.0f;
float px = 0.0f, py = 0.0f;
GL11.glBegin(GL11.GL_LINES);
for (PathIterator path = vector.getOutline().getPathIterator(identity); !path.isDone(); path.next())
{
int code = path.currentSegment(coords);
float x = coords[0], y = coords[1];
switch (code)
{
case PathIterator.SEG_MOVETO: //End segment and move to a new position.
px = x;
py = y;
loopX = x;
loopY = y;
break;
default: //Draw line from previous to current.
GL11.glVertex2f(px, py);
GL11.glVertex2f(x, y);
px = x;
py = y;
break;
case PathIterator.SEG_CLOSE: //Draw line to close loop.
GL11.glVertex2f(x, y);
GL11.glVertex2f(loopX, loopY);
px = 0.0f;
py = 0.0f;
loopX = 0.0f;
loopY = 0.0f;
break;
}
}
GL11.glEnd();
GL11.glPopMatrix();
}
示例14: preRenderCallback
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void preRenderCallback(EntityLivingBase entityliving, float patialTickTime) {
GL11.glScalef(0.65F, 0.65F, 0.65F);
}
示例15: 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();
}