net.minecraft.util.MovingObjectPosition#org.lwjgl.opengl.GL11源码实例Demo

下面列出了net.minecraft.util.MovingObjectPosition#org.lwjgl.opengl.GL11 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。

源代码1 项目: The-5zig-Mod   文件: GuiIngame.java
private void renderTextAboveHotbar() {
	int scaledWidth = The5zigMod.getVars().getScaledWidth();
	int scaledHeight = The5zigMod.getVars().getScaledHeight();
	if (this.hoverTextTime > 0) {
		int l3 = (int) (this.hoverTextTime * 256.0F / 10.0F);
		if (l3 > 255) {
			l3 = 255;
		}
		GLUtil.pushMatrix();
		GLUtil.translate((float) (scaledWidth / 2), (float) (scaledHeight - 78), 0.0F);
		GLUtil.enableBlend();
		GLUtil.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_FALSE, GL11.GL_TRUE);

		The5zigMod.getVars().drawString(this.hoverText, -The5zigMod.getVars().getStringWidth(this.hoverText) / 2, -4, 0xD33D3A + (l3 << 24));
		GLUtil.disableBlend();
		GLUtil.popMatrix();
	}
}
 
源代码2 项目: tribaltrouble   文件: LightningRenderer.java
private static void render(RenderQueues render_queues, Lightning lightning) {
	if (Globals.isBoundsEnabled(Globals.BOUNDING_PLAYERS)) {
		RenderTools.draw(lightning, 1f, 1f, 1f);
	}

	GL11.glBindTexture(GL11.GL_TEXTURE_2D, render_queues.getTexture(lightning.getTexture()).getHandle());
	GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
	GL11.glBegin(GL11.GL_QUADS);

	List particles = lightning.getParticles();
	for (int i = particles.size() - 1; i >= 0; i--) {
		StretchParticle particle = (StretchParticle)particles.get(i);
		render2DParticle(particle);
	}

	GL11.glEnd();
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE);
}
 
源代码3 项目: Custom-Main-Menu   文件: TextureURL.java
@Override
public void bind()
{
	if (this.textureID != -1)
	{
		GlStateManager.bindTexture(this.textureID);
	}
	else
	{
		if (bi != null)
		{
			setTextureID(TextureUtil.uploadTextureImageAllocate(GL11.glGenTextures(), bi, false, false));
			bind();
			return;
		}
		CustomMainMenu.bindTransparent();
	}
}
 
源代码4 项目: ExtraCells1   文件: GuiSolderingStation.java
@Override
public void drawScreen(int x, int y, float f)
{
	drawDefaultBackground();
	int posX = (this.width - xSize) / 2;
	int posY = (this.height - ySize) / 2;

	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	Minecraft.getMinecraft().renderEngine.bindTexture(guiTexture);

	drawTexturedModalRect(posX, posY, 0, 0, xSize, ySize);

	if (rightItem)
	{
		textfield_size.drawTextBox();
		textfield_types.drawTextBox();
	} else
	{
		this.fontRenderer.drawSplitString(StatCollector.translateToLocal("tooltip.solderingwarning.tutorial"), posX + 3, posY + 25, 170, 0x000064);
	}
	super.drawScreen(x, y, f);
}
 
源代码5 项目: slick2d-maven   文件: ImmediateModeOGLRenderer.java
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#initDisplay(int, int)
 */
public void initDisplay(int width, int height) {
	this.width = width;
	this.height = height;
	
	String extensions = GL11.glGetString(GL11.GL_EXTENSIONS);
	
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glShadeModel(GL11.GL_SMOOTH);        
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDisable(GL11.GL_LIGHTING);                    
       
	GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);                
       GL11.glClearDepth(1);                                       
       
       GL11.glEnable(GL11.GL_BLEND);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
       
       GL11.glViewport(0,0,width,height);
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
 
源代码6 项目: Gadomancy   文件: RenderGolemHelper.java
public static void renderCore(EntityGolemBase golem, AdditionalGolemCore core) {
    GL11.glPushMatrix();

    GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
    GL11.glTranslatef(0.0875F, -0.96F, 0.15F + (golem.getGolemDecoration().contains("P") ? 0.03F : 0.0F));
    GL11.glScaled(0.175D, 0.175D, 0.175D);
    GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);

    ItemStack coreItem = core.getItem();
    IIcon icon = coreItem.getItem().getIcon(coreItem, 0);
    float f1 = icon.getMaxU();
    float f2 = icon.getMinV();
    float f3 = icon.getMinU();
    float f4 = icon.getMaxV();
    Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationItemsTexture);
    ItemRenderer.renderItemIn2D(Tessellator.instance, f1, f2, f3, f4, icon.getIconWidth(), icon.getIconHeight(), 0.2F);

    GL11.glPopMatrix();
}
 
源代码7 项目: Signals   文件: GuiButtonSpecial.java
@Override
public void drawButton(Minecraft mc, int mouseX, int mouseY, float partialTicks){
    if(thisVisible) super.drawButton(mc, mouseX, mouseY, partialTicks);

    if(visible) {
        if(renderedStacks != null) {
            int middleX = this.x + width / 2;
            int startX = middleX - renderedStacks.length * 9 + 1;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            RenderHelper.enableGUIStandardItemLighting();
            for(int i = 0; i < renderedStacks.length; i++) {
                itemRenderer.renderItemAndEffectIntoGUI(renderedStacks[i], startX + i * 18, this.y + 2);
            }
            RenderHelper.disableStandardItemLighting();
            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        }
        if(resLoc != null) {
            mc.getTextureManager().bindTexture(resLoc);
            drawModalRectWithCustomSizedTexture(this.x + width / 2 - 8, this.y + 2, 0, 0, 16, 16, 16, 16);
        }
        if(enabled && !thisVisible && mouseX >= this.x && mouseY >= this.y && mouseX < this.x + width && mouseY < this.y + height) {
            Gui.drawRect(this.x, this.y, this.x + width, this.y + height, invisibleHoverColor);
        }
    }
}
 
源代码8 项目: LWJGUI   文件: GenericShader.java
protected static int createProgram(int vertexShaderId, int[] fragmentShaderIds, String[] attrs, int[] indices) {

		// build the shader program
		int id = GL20.glCreateProgram();
		GL20.glAttachShader(id, vertexShaderId);
		for (int fragmentShaderId : fragmentShaderIds) {
			GL20.glAttachShader(id, fragmentShaderId);
		}

		assert (attrs.length == indices.length);
		for (int i=0; i<attrs.length; i++) {
			GL20.glBindAttribLocation(id, indices[i], attrs[i]);
		}

		GL20.glLinkProgram(id);
		boolean isSuccess = GL20.glGetProgrami(id, GL20.GL_LINK_STATUS) == GL11.GL_TRUE;
		if (!isSuccess) {
			throw new RuntimeException("Shader program did not link:\n" + GL20.glGetProgramInfoLog(id, 4096));
		}

		return id;
	}
 
源代码9 项目: ehacks-pro   文件: GLUtils.java
public static void drawFullCircle(int cx, int cy, double r, int c) {
    GL11.glScalef(0.5f, 0.5f, 0.5f);
    r *= 2.0;
    cx *= 2;
    cy *= 2;
    float f = (c >> 24 & 255) / 255.0f;
    float f1 = (c >> 16 & 255) / 255.0f;
    float f2 = (c >> 8 & 255) / 255.0f;
    float f3 = (c & 255) / 255.0f;
    GL11.glEnable(3042);
    GL11.glDisable(3553);
    GL11.glEnable(2848);
    GL11.glBlendFunc(770, 771);
    GL11.glColor4f(f1, f2, f3, f);
    GL11.glBegin(6);
    for (int i = 0; i <= 360; ++i) {
        double x = Math.sin(i * 3.141592653589793 / 180.0) * r;
        double y = Math.cos(i * 3.141592653589793 / 180.0) * r;
        GL11.glVertex2d((cx + x), (cy + y));
    }
    GL11.glEnd();
    GL11.glDisable(2848);
    GL11.glEnable(3553);
    GL11.glDisable(3042);
    GL11.glScalef(2.0f, 2.0f, 2.0f);
}
 
源代码10 项目: PneumaticCraft   文件: WidgetVerticalScrollbar.java
@Override
public void render(int mouseX, int mouseY, float partialTick){
    GL11.glColor4d(1, 1, 1, 1);
    if(!Mouse.isButtonDown(0)) dragging = false;
    if(!wasClicking && Mouse.isButtonDown(0) && getBounds().contains(mouseX, mouseY)) {
        dragging = true;
    }
    if(!enabled) dragging = false;
    wasClicking = Mouse.isButtonDown(0);
    if(dragging) currentScroll = (float)(mouseY - 7 - getBounds().y) / (getBounds().height - 17);
    currentScroll = MathHelper.clamp_float(currentScroll, 0, 1);
    Minecraft.getMinecraft().getTextureManager().bindTexture(scrollTexture);
    Gui.func_146110_a(x, y, 12, 0, getBounds().width, 1, 26, 15);
    for(int i = 0; i < getBounds().height - 2; i++)
        Gui.func_146110_a(x, y + 1 + i, 12, 1, getBounds().width, 1, 26, 15);
    Gui.func_146110_a(x, y + getBounds().height - 1, 12, 14, getBounds().width, 1, 26, 15);

    if(!enabled) GL11.glColor4d(0.6, 0.6, 0.6, 1);
    Gui.func_146110_a(x + 1, y + 1 + (int)((getBounds().height - 17) * currentScroll), 0, 0, 12, 15, 26, 15);
    GL11.glColor4d(1, 1, 1, 1);
}
 
源代码11 项目: Wurst7   文件: MobEspHack.java
private void renderBoxes(double partialTicks)
{
	double extraSize = boxSize.getSelected().extraSize;
	
	for(MobEntity e : mobs)
	{
		GL11.glPushMatrix();
		
		GL11.glTranslated(e.prevX + (e.getX() - e.prevX) * partialTicks,
			e.prevY + (e.getY() - e.prevY) * partialTicks,
			e.prevZ + (e.getZ() - e.prevZ) * partialTicks);
		
		GL11.glScaled(e.getWidth() + extraSize, e.getHeight() + extraSize,
			e.getWidth() + extraSize);
		
		float f = MC.player.distanceTo(e) / 20F;
		GL11.glColor4f(2 - f, f, 0, 0.5F);
		
		GL11.glCallList(mobBox);
		
		GL11.glPopMatrix();
	}
}
 
源代码12 项目: TFC2   文件: PlayerInventory.java
public static void drawInventory(GuiContainer container, int screenWidth, int screenHeight, int upperGuiHeight)
{
	Core.bindTexture(invTexture);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	int guiX = (screenWidth - invXSize) / 2;
	int guiY = (screenHeight - (upperGuiHeight+invYSize)) / 2 + upperGuiHeight;
	container.drawTexturedModalRect(guiX, guiY, 0, 0, invXSize, invYSize);

	//encumbrance bar
	float eMult = Math.min(Core.getEncumbrance(net.minecraft.client.Minecraft.getMinecraft().player.inventory.mainInventory) / 80f, 1.0f);
	if(eMult < 0.5)
		GL11.glColor4f(0.0F, 0.8F, 0.0F, 1.0F);
	else if(eMult < 0.75)
		GL11.glColor4f(1.0F, 0.8F, 0.0F, 1.0F);
	else
		GL11.glColor4f(0.8F, 0.0F, 0.0F, 1.0F);
	container.drawTexturedModalRect(guiX+8, guiY+5, 2, 245, (int)(160 * eMult), 3);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	//encumbrance meter
	container.drawTexturedModalRect(guiX+7, guiY+4, 1, 249, 162, 5);
}
 
public static void renderMob(WrathSpawnerLogic spawnLogic, double par1, double y, double par5, float par7) {
    Entity entity = spawnLogic.getEntityForRender();

    if (entity != null) {
        entity.setWorld(spawnLogic.getSpawnerWorld());
        float f1 = 0.4375F;
        if (spawnLogic.getEntityNameToSpawn().equals("Ghast"))
            f1 = 0.1F;
        else if (spawnLogic.getEntityNameToSpawn().equals("Slime") || spawnLogic.getEntityNameToSpawn().equals("ThaumSlime"))
            f1 = 0.4F;
        else if (spawnLogic.getEntityNameToSpawn().equals("Enderman"))
            f1 = 0.3F;
        GL11.glTranslatef(0.0F, 0.4F, 0.0F);
        if (!spawnLogic.getSpawnerWorld().isBlockIndirectlyGettingPowered(spawnLogic.getSpawnerX(), spawnLogic.getSpawnerY(), spawnLogic.getSpawnerZ()))
            GL11.glRotatef((float) (spawnLogic.field_98284_d + (spawnLogic.field_98287_c - spawnLogic.field_98284_d) * (double) par7) * 10.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(-30.0F, 1.0F, 0.0F, 0.0F);
        GL11.glTranslatef(0.0F, -0.4F, 0.0F);
        GL11.glScalef(f1, f1, f1);
        entity.setLocationAndAngles(par1, y, par5, 0.0F, 0.0F);
        RenderManager.instance.renderEntityWithPosYaw(entity, 0.0D, 0.0D, 0.0D, 0.0F, par7);
    }
}
 
源代码14 项目: Wurst7   文件: EditBlockScreen.java
private void renderIcon(MatrixStack matrixStack, ItemStack stack, int x,
	int y, boolean large)
{
	GL11.glPushMatrix();
	
	GL11.glTranslated(x, y, 0);
	double scale = large ? 1.5 : 0.75;
	GL11.glScaled(scale, scale, scale);
	
	DiffuseLighting.enable();
	ItemStack grass = new ItemStack(Blocks.GRASS_BLOCK);
	ItemStack renderStack = !stack.isEmpty() ? stack : grass;
	WurstClient.MC.getItemRenderer().renderInGuiWithOverrides(renderStack,
		0, 0);
	DiffuseLighting.disable();
	
	GL11.glPopMatrix();
	
	if(stack.isEmpty())
		renderQuestionMark(matrixStack, x, y, large);
}
 
源代码15 项目: Wurst7   文件: ClickGui.java
public void renderPinnedWindows(MatrixStack matrixStack, float partialTicks)
{
	GL11.glDisable(GL11.GL_CULL_FACE);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glShadeModel(GL11.GL_SMOOTH);
	GL11.glLineWidth(1);
	
	for(Window window : windows)
		if(window.isPinned() && !window.isInvisible())
			renderWindow(matrixStack, window, Integer.MIN_VALUE,
				Integer.MIN_VALUE, partialTicks);
		
	GL11.glEnable(GL11.GL_CULL_FACE);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL11.GL_BLEND);
}
 
源代码16 项目: Wurst7   文件: TrajectoriesHack.java
private void drawLine(ArrayList<Vec3d> path, Vec3d camPos)
{
	GL11.glBegin(GL11.GL_LINE_STRIP);
	GL11.glColor4f(0, 1, 0, 0.75F);
	
	for(Vec3d point : path)
		GL11.glVertex3d(point.x - camPos.x, point.y - camPos.y,
			point.z - camPos.z);
	
	GL11.glEnd();
}
 
源代码17 项目: PneumaticCraft   文件: RenderItemVortexCannon.java
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data){

    switch(type){
        case ENTITY: {
            render(0.0F, 0.0F, 1.0F, 0.5F);
            return;
        }
        case EQUIPPED: {
            GL11.glRotatef(-30F, 0, 1.0F, 0.0F);
            GL11.glRotatef(70F, 0, 0F, 1.0F);
            render(0.5F, -0.5F, 0.5F, 1.0F);
            return;
        }
        case EQUIPPED_FIRST_PERSON: {
            GL11.glRotatef(-140F, 0, 1.2F, 0.0F);
            render(0.0F, 0.5F, 1.7F, 1.0F);
            return;
        }
        case INVENTORY: {
            render(0.0F, 0.0F, 1.0F, 1.0F);
            return;
        }
        default:
            return;
    }
}
 
源代码18 项目: ldparteditor   文件: GData4.java
@Override
public void drawGL20(Composite3D c3d) {
    if (!visible)
        return;
    if (a < 1f && c3d.isDrawingSolidMaterials() || !c3d.isDrawingSolidMaterials() && a == 1f)
        return;
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glColor4f(r, g, b, a);
    if (GData.globalNegativeDeterminant) {
        GL11.glNormal3f(xn, yn, zn);
        GL11.glVertex3f(x1, y1, z1);
        GL11.glVertex3f(x4, y4, z4);
        GL11.glVertex3f(x3, y3, z3);
        GL11.glVertex3f(x2, y2, z2);
        GL11.glNormal3f(-xn, -yn, -zn);
        GL11.glVertex3f(x1, y1, z1);
        GL11.glVertex3f(x2, y2, z2);
        GL11.glVertex3f(x3, y3, z3);
        GL11.glVertex3f(x4, y4, z4);
    } else {
        GL11.glNormal3f(-xn, -yn, -zn);
        GL11.glVertex3f(x1, y1, z1);
        GL11.glVertex3f(x4, y4, z4);
        GL11.glVertex3f(x3, y3, z3);
        GL11.glVertex3f(x2, y2, z2);
        GL11.glNormal3f(xn, yn, zn);
        GL11.glVertex3f(x1, y1, z1);
        GL11.glVertex3f(x2, y2, z2);
        GL11.glVertex3f(x3, y3, z3);
        GL11.glVertex3f(x4, y4, z4);
    }
    GL11.glEnd();
}
 
源代码19 项目: mocreaturesdev   文件: MoCRenderAnimal.java
/**
 * Changes the YOffset of the creature, i.e. sitting animals
 * @param mocreature
 */
protected void adjustYOffset(MoCIMoCreature mocreature)
{
    float f = mocreature.getAdjustedYOffset();
    if (f != 0)
    {
        GL11.glTranslatef(0.0F, f, 0.0F);
    }
}
 
源代码20 项目: LWJGUI   文件: BlurPane.java
private void blur(Context context) {
	// Bind final buffer
	this.buffer.bind();
	
	// Clear
	GL11.glClearColor(1, 1, 1, 1);
	GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
	
	// Render the blur buffer (uses the buffer temp as texture)
	this.buffer.render(context);
	
	// unbind
	this.buffer.unbind();
}
 
源代码21 项目: PneumaticCraft   文件: RenderAirCannon.java
public void renderModelAt(TileEntityAirCannon tile, double d, double d1, double d2, float f){
    GL11.glPushMatrix(); // start
    FMLClientHandler.instance().getClient().getTextureManager().bindTexture(Textures.MODEL_AIR_CANNON);
    GL11.glTranslatef((float)d + 0.5F, (float)d1 + 1.5F, (float)d2 + 0.5F); // size
    GL11.glScalef(1.0F, -1F, -1F); // to make your block have a normal
                                   // positioning. comment out to see what
                                   // happens
    float angle = (float)PneumaticCraftUtils.rotateMatrixByMetadata(tile.getBlockMetadata());
    float rotationAngle = tile.rotationAngle - angle + 180F;
    model.renderModel(0.0625F, rotationAngle, tile.heightAngle, false, false);
    GL11.glPopMatrix(); // end

}
 
public void renderItem(ItemRenderType type, ItemStack item, Object... data)
{
	Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("extracells", "textures/blocks/texmap_level_emitter_on.png"));
	GL11.glPushMatrix();
	GL11.glTranslatef(-0.5F, 0.5F, 0.5F);
	GL11.glScalef(1.0F, -1F, -1F);
	GL11.glRotatef(180F, 1, 0, 0);
	GL11.glRotatef(-90F, 0, 0, 1);
	model.render(0.0625f);
	cable.renderBase(-0.5, 0.5F, -0.5F, Colors.CLEAR);
	cable.renderExtend(-0.5, 0.5F, -0.5F, ForgeDirection.DOWN, Colors.CLEAR);
	GL11.glPopMatrix();
}
 
源代码23 项目: PneumaticCraft   文件: SearchUpgradeHandler.java
@Override
@SideOnly(Side.CLIENT)
public void render3D(float partialTicks){
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    RenderManager.instance.renderEngine.bindTexture(Textures.GLOW_RESOURCE);
    //  mc.func_110434_K().func_110577_a(Textures.GLOW_RESOURCE);
    for(Map.Entry<EntityItem, Integer> entry : searchedItems.entrySet()) {
        EntityItem item = entry.getKey();
        float height = MathHelper.sin((item.age + partialTicks) / 10.0F + item.hoverStart) * 0.1F + 0.2F;
        RenderSearchItemBlock.renderSearch(item.lastTickPosX + (item.posX - item.lastTickPosX) * partialTicks, item.lastTickPosY + (item.posY - item.lastTickPosY) * partialTicks + height, item.lastTickPosZ + (item.posZ - item.lastTickPosZ) * partialTicks, entry.getValue(), totalSearchedItemCount);
    }
    for(int i = 0; i < searchedBlocks.size(); i++) {
        if(!searchedBlocks.get(i).renderSearchBlock(totalSearchedItemCount)) {
            searchedBlocks.remove(i);
            i--;
        }
    }
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
 
源代码24 项目: bleachhack-1.14   文件: RenderUtilsLiving.java
public static void drawItem(double x, double y, double z, double offX, double offY, double scale, ItemStack item) {
	glSetup(x, y, z);
	
    GL11.glScaled(0.4*scale, 0.4*scale, 0);
    
    GL11.glTranslated(offX, offY, 0);
    if (item.getItem() instanceof BlockItem) GL11.glRotatef(180F, 1F, 180F, 10F);
    mc.getItemRenderer().renderItem(new ItemStack(item.getItem()), Type.GUI);
    if (item.getItem() instanceof BlockItem) GL11.glRotatef(-180F, -1F, -180F, -10F);
    GL11.glDisable(GL11.GL_LIGHTING);
    
    GL11.glScalef(-0.05F, -0.05F, 0);
    
    if (item.getCount() > 0) {
	    int w = mc.textRenderer.getStringWidth("x" + item.getCount()) / 2;
	    mc.textRenderer.drawWithShadow("x" + item.getCount(), 7 - w, 5, 0xffffff);
    }
    
    GL11.glScalef(0.85F, 0.85F, 0.85F);
    
    int c = 0;
    for (Entry<Enchantment, Integer> m: EnchantmentHelper.getEnchantments(item).entrySet()) {
    	int w1 = mc.textRenderer.getStringWidth(I18n.translate(m.getKey().getName(2).asString()).substring(0, 2) + m.getValue()) / 2;
    	mc.textRenderer.drawWithShadow(
    			I18n.translate(m.getKey().getName(2).asString()).substring(0, 2) + m.getValue(), -4 - w1, c*10-1,
    			m.getKey() == Enchantments.VANISHING_CURSE || m.getKey() == Enchantments.BINDING_CURSE
    			? 0xff5050 : 0xffb0e0);
    	c--;
    }
    
    GL11.glScalef(0.6F, 0.6F, 0.6F);
    String dur = item.getMaxDamage() - item.getDamage() + "";
       int color = 0x000000;
       try{ color = MathHelper.hsvToRgb(((float) (item.getMaxDamage() - item.getDamage()) / item.getMaxDamage()) / 3.0F, 1.0F, 1.0F); } catch (Exception e) {}
    if (item.isDamageable()) mc.textRenderer.drawWithShadow(dur, -8 - dur.length() * 3, 15,
    		new Color(color >> 16 & 255, color >> 8 & 255, color & 255).getRGB());
    glCleanup();
}
 
源代码25 项目: ldparteditor   文件: OpenGLRendererPrimitives20.java
private void drawPlus(float x, float y) {
    drawSignBackground(x, y);
    GL11.glColor4f(View.primitive_plusNminus_Colour_r[0], View.primitive_plusNminus_Colour_g[0], View.primitive_plusNminus_Colour_b[0], 1f);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glVertex3f(x + 14f, y + 15.75f, 0f);
    GL11.glVertex3f(x + 14f, y + 15.25f, 0f);
    GL11.glVertex3f(x + 16f, y + 15.25f, 0f);
    GL11.glVertex3f(x + 16f, y + 15.75f, 0f);
    GL11.glVertex3f(x + 14.75f, y + 16.4f, 0f);
    GL11.glVertex3f(x + 14.75f, y + 14.6f, 0f);
    GL11.glVertex3f(x + 15.25f, y + 14.6f, 0f);
    GL11.glVertex3f(x + 15.25f, y + 16.4f, 0f);
    GL11.glEnd();
}
 
源代码26 项目: Slyther   文件: Gui.java
public void drawCircle(float centerX, float centerY, float radius, int color) {
    GL11.glColor4f((color >> 16 & 0xFF) / 255.0F, (color >> 8 & 0xFF) / 255.0F, (color & 0xFF) / 255.0F, 1.0F);
    GL11.glPushMatrix();
    GL11.glTranslatef(centerX - radius, centerY - radius, 0.0F);
    radius /= 128.0F;
    GL11.glScalef(radius, radius, 1.0F);
    renderHandler.textureManager.bindTexture("/textures/circle.png");
    drawTexture(0.0F, 0.0F, 0.0F, 0.0F, 256.0F, 256.0F, 256.0F, 256.0F);
    GL11.glPopMatrix();
}
 
源代码27 项目: ehacks-pro   文件: GuiNBTTree.java
protected void overlayBackground(int par1, int par2, int par3, int par4) {
    Tessellator var5 = Tessellator.instance;
    Wrapper.INSTANCE.mc().renderEngine.bindTexture(new ResourceLocation("textures/blocks/bedrock.png"));
    GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    float var6 = 32.0f;
    var5.startDrawingQuads();
    var5.setColorRGBA_I(4210752, par4);
    var5.addVertexWithUV(0.0, par2, 0.0, 0.0, (par2 / var6));
    var5.addVertexWithUV(this.width, par2, 0.0, (this.width / var6), (par2 / var6));
    var5.setColorRGBA_I(4210752, par3);
    var5.addVertexWithUV(this.width, par1, 0.0, (this.width / var6), (par1 / var6));
    var5.addVertexWithUV(0.0, par1, 0.0, 0.0, (par1 / var6));
    var5.draw();
}
 
源代码28 项目: Wurst7   文件: MobEspHack.java
@Override
public void onDisable()
{
	EVENTS.remove(UpdateListener.class, this);
	EVENTS.remove(CameraTransformViewBobbingListener.class, this);
	EVENTS.remove(RenderListener.class, this);
	
	GL11.glDeleteLists(mobBox, 1);
	mobBox = 0;
}
 
源代码29 项目: PneumaticCraft   文件: RenderProgressingLine.java
@SideOnly(Side.CLIENT)
public void renderInterpolated(RenderProgressingLine lastTickLine, float partialTick){
    Tessellator tess = Tessellator.instance;
    tess.startDrawing(GL11.GL_LINES);
    tess.addVertex(getInter(startX, lastTickLine.startX, partialTick), getInter(startY, lastTickLine.startY, partialTick), getInter(startZ, lastTickLine.startZ, partialTick));
    tess.addVertex(getInter(startX, lastTickLine.startX, partialTick) + (getInter(endX, lastTickLine.endX, partialTick) - getInter(startX, lastTickLine.startX, partialTick)) * progress, getInter(startY, lastTickLine.startY, partialTick) + (getInter(startY, lastTickLine.startY, partialTick) - getInter(endY, lastTickLine.endY, partialTick)) * progress, getInter(startZ, lastTickLine.startZ, partialTick) + (getInter(endZ, lastTickLine.endZ, partialTick) - getInter(startZ, lastTickLine.startZ, partialTick)) * progress);
    tess.draw();
}
 
源代码30 项目: ehacks-pro   文件: BlockOverlay.java
private void drawESP(MovingObjectPosition position) {
    GL11.glPushMatrix();
    GL11.glEnable(3042);
    GL11.glBlendFunc(770, 771);
    GL11.glLineWidth(1.0f);
    GL11.glDisable(2896);
    GL11.glDisable(3553);
    GL11.glEnable(2848);
    GL11.glDisable(2929);
    GL11.glDepthMask(false);
    double blockX = RenderManager.renderPosX;
    double blockY = RenderManager.renderPosY;
    double blockZ = RenderManager.renderPosZ;
    Block block = Wrapper.INSTANCE.world().getBlock(position.blockX, position.blockY, position.blockZ);
    GL11.glColor4f(0.0f, 0.0f, 0.0f, 0.2f);
    BlockOverlay.drawOutlinedBoundingBox(block.getSelectedBoundingBoxFromPool(Wrapper.INSTANCE.world(), position.blockX, position.blockY, position.blockZ).expand(0.002, 0.002, 0.002).getOffsetBoundingBox(-blockX, -blockY, -blockZ));
    GL11.glColor4f(0.0f, 0.4f, 0.0f, 0.2f);
    BlockOverlay.drawBoundingBox(block.getSelectedBoundingBoxFromPool(Wrapper.INSTANCE.world(), position.blockX, position.blockY, position.blockZ).expand(0.002, 0.002, 0.002).getOffsetBoundingBox(-blockX, -blockY, -blockZ));
    GL11.glLineWidth(1.0f);
    GL11.glDisable(2848);
    GL11.glEnable(3553);
    GL11.glEnable(2896);
    GL11.glEnable(2929);
    GL11.glDepthMask(true);
    GL11.glDisable(3042);
    GL11.glPopMatrix();
}