use of net.minecraft.client.renderer.entity.RenderManager in project Galacticraft by micdoodle8.
the class GuiExtendedInventory method drawPlayerOnGui.
public static void drawPlayerOnGui(Minecraft mc, int x, int y, int scale, float mouseX) {
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, 50.0F);
GlStateManager.scale(-scale, scale, scale);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f2 = mc.thePlayer.renderYawOffset;
float f3 = mc.thePlayer.rotationYaw;
float f4 = mc.thePlayer.rotationPitch;
float f5 = mc.thePlayer.rotationYawHead;
mouseX -= 19;
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
mc.thePlayer.renderYawOffset = GuiExtendedInventory.rotation;
mc.thePlayer.rotationYaw = (float) Math.atan(mouseX / 40.0F) * 40.0F;
mc.thePlayer.rotationYaw = GuiExtendedInventory.rotation;
mc.thePlayer.rotationYawHead = mc.thePlayer.rotationYaw;
mc.thePlayer.rotationPitch = (float) Math.sin(mc.getSystemTime() / 500.0F) * 3.0F;
GlStateManager.translate(0.0F, (float) mc.thePlayer.getYOffset(), 0.0F);
mc.getRenderManager().playerViewY = 180.0F;
mc.getRenderManager().renderEntityWithPosYaw(mc.thePlayer, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.renderEntityWithPosYaw(mc.thePlayer, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
rendermanager.setRenderShadow(true);
mc.thePlayer.renderYawOffset = f2;
mc.thePlayer.rotationYaw = f3;
mc.thePlayer.rotationPitch = f4;
mc.thePlayer.rotationYawHead = f5;
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
use of net.minecraft.client.renderer.entity.RenderManager in project Galacticraft by micdoodle8.
the class GuiSlimeling method drawSlimelingOnGui.
public static void drawSlimelingOnGui(EntitySlimeling slimeling, int x, int y, int scale, float mouseX, float mouseY) {
GuiSlimeling.renderingOnGui = true;
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, 50.0F);
GlStateManager.scale(-scale / 2.0F, scale / 2.0F, scale / 2.0F);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f2 = slimeling.renderYawOffset;
float f3 = slimeling.rotationYaw;
float f4 = slimeling.rotationPitch;
mouseX += 40;
mouseY -= 20;
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-((float) Math.atan(mouseY / 40.0F)) * 20.0F, 1.0F, 0.0F, 0.0F);
slimeling.renderYawOffset = (float) Math.atan(mouseX / 40.0F) * 20.0F;
slimeling.rotationYaw = (float) Math.atan(mouseX / 40.0F) * 40.0F;
slimeling.rotationPitch = -((float) Math.atan(mouseY / 40.0F)) * 20.0F;
slimeling.rotationYawHead = slimeling.rotationYaw;
GlStateManager.translate(0.0F, (float) slimeling.getYOffset(), 0.0F);
RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.renderEntityWithPosYaw(slimeling, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
rendermanager.setRenderShadow(true);
slimeling.renderYawOffset = f2;
slimeling.rotationYaw = f3;
slimeling.rotationPitch = f4;
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
GlStateManager.color(1.0F, 1.0F, 1.0F);
GuiSlimeling.renderingOnGui = false;
}
use of net.minecraft.client.renderer.entity.RenderManager in project Wurst-MC-1.12 by Wurst-Imperium.
the class TrajectoriesMod method onRender.
@Override
public void onRender(float partialTicks) {
EntityPlayerSP player = WMinecraft.getPlayer();
// check if player is holding item
ItemStack stack = player.inventory.getCurrentItem();
if (stack == null)
return;
// check if item is throwable
if (!WItem.isThrowable(stack))
return;
boolean usingBow = stack.getItem() instanceof ItemBow;
// calculate starting position
double arrowPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * mc.timer.renderPartialTicks - WMath.cos((float) Math.toRadians(player.rotationYaw)) * 0.16F;
double arrowPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * Minecraft.getMinecraft().timer.renderPartialTicks + player.getEyeHeight() - 0.1;
double arrowPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * Minecraft.getMinecraft().timer.renderPartialTicks - WMath.sin((float) Math.toRadians(player.rotationYaw)) * 0.16F;
// calculate starting motion
float arrowMotionFactor = usingBow ? 1F : 0.4F;
float yaw = (float) Math.toRadians(player.rotationYaw);
float pitch = (float) Math.toRadians(player.rotationPitch);
float arrowMotionX = -WMath.sin(yaw) * WMath.cos(pitch) * arrowMotionFactor;
float arrowMotionY = -WMath.sin(pitch) * arrowMotionFactor;
float arrowMotionZ = WMath.cos(yaw) * WMath.cos(pitch) * arrowMotionFactor;
double arrowMotion = Math.sqrt(arrowMotionX * arrowMotionX + arrowMotionY * arrowMotionY + arrowMotionZ * arrowMotionZ);
arrowMotionX /= arrowMotion;
arrowMotionY /= arrowMotion;
arrowMotionZ /= arrowMotion;
if (usingBow) {
float bowPower = (72000 - player.getItemInUseCount()) / 20F;
bowPower = (bowPower * bowPower + bowPower * 2F) / 3F;
if (bowPower > 1F || bowPower <= 0.1F)
bowPower = 1F;
bowPower *= 3F;
arrowMotionX *= bowPower;
arrowMotionY *= bowPower;
arrowMotionZ *= bowPower;
} else {
arrowMotionX *= 1.5D;
arrowMotionY *= 1.5D;
arrowMotionZ *= 1.5D;
}
// GL settings
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(2);
RenderManager renderManager = mc.getRenderManager();
// draw trajectory line
double gravity = usingBow ? 0.05D : stack.getItem() instanceof ItemPotion ? 0.4D : stack.getItem() instanceof ItemFishingRod ? 0.15D : 0.03D;
Vec3d playerVector = new Vec3d(player.posX, player.posY + player.getEyeHeight(), player.posZ);
GL11.glColor4f(0, 1, 0, 0.75F);
GL11.glBegin(GL11.GL_LINE_STRIP);
for (int i = 0; i < 1000; i++) {
GL11.glVertex3d(arrowPosX - renderManager.renderPosX, arrowPosY - renderManager.renderPosY, arrowPosZ - renderManager.renderPosZ);
arrowPosX += arrowMotionX * 0.1;
arrowPosY += arrowMotionY * 0.1;
arrowPosZ += arrowMotionZ * 0.1;
arrowMotionX *= 0.999D;
arrowMotionY *= 0.999D;
arrowMotionZ *= 0.999D;
arrowMotionY -= gravity * 0.1;
if (WMinecraft.getWorld().rayTraceBlocks(playerVector, new Vec3d(arrowPosX, arrowPosY, arrowPosZ)) != null)
break;
}
GL11.glEnd();
// draw end of trajectory line
double renderX = arrowPosX - renderManager.renderPosX;
double renderY = arrowPosY - renderManager.renderPosY;
double renderZ = arrowPosZ - renderManager.renderPosZ;
GL11.glPushMatrix();
GL11.glTranslated(renderX - 0.5, renderY - 0.5, renderZ - 0.5);
GL11.glColor4f(0F, 1F, 0F, 0.25F);
RenderUtils.drawSolidBox();
GL11.glColor4f(0, 1, 0, 0.75F);
RenderUtils.drawOutlinedBox();
GL11.glPopMatrix();
// GL resets
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glPopMatrix();
}
use of net.minecraft.client.renderer.entity.RenderManager in project Tropicraft by Tropicraft.
the class GuiTropicsLoading method drawScreenEntity.
private void drawScreenEntity(Entity ent, float x, float y, float scale, float yaw, float pitch) {
if (ent == null)
return;
GlStateManager.enableColorMaterial();
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, 500.0F);
GlStateManager.scale(-scale, scale, scale);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
float f, f1, f2, f3, f4;
f = f1 = f2 = f3 = f4 = 0;
if (ent instanceof EntityTropicraftWaterBase) {
EntityTropicraftWaterBase fish = (EntityTropicraftWaterBase) ent;
fish.swimYaw = -yaw;
fish.swimPitch = pitch * 0.25f;
}
if (ent instanceof EntityLivingBase) {
EntityLivingBase liv = (EntityLivingBase) ent;
f = liv.renderYawOffset;
f1 = liv.rotationYaw;
f2 = liv.rotationPitch;
f3 = liv.prevRotationYawHead;
f4 = liv.rotationYawHead;
liv.renderYawOffset = yaw;
liv.rotationYaw = yaw;
liv.rotationPitch = pitch;
liv.rotationYawHead = ent.rotationYaw;
liv.prevRotationYawHead = ent.rotationYaw;
}
GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
// RenderHelper.enableGUIStandardItemLighting();
RenderHelper.enableStandardItemLighting();
GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-((float) Math.atan((double) (pitch / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, 0.0F, 0.0F);
RenderManager rendermanager = mc.getRenderManager();
rendermanager.setPlayerViewY(180.0F);
rendermanager.setRenderShadow(false);
rendermanager.renderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
rendermanager.setRenderShadow(true);
if (ent instanceof EntityLivingBase) {
EntityLivingBase liv = (EntityLivingBase) ent;
liv.renderYawOffset = f;
liv.rotationYaw = f1;
liv.rotationPitch = f2;
liv.prevRotationYawHead = f3;
liv.rotationYawHead = f4;
}
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GlStateManager.disableTexture2D();
GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
use of net.minecraft.client.renderer.entity.RenderManager in project DynamicSurroundings by OreCruncher.
the class LightLevelHUD method doRender.
@SubscribeEvent
public static void doRender(@Nonnull final RenderWorldLastEvent event) {
if (!showHUD || nextCoord == 0)
return;
final EntityPlayer player = EnvironState.getPlayer();
if (player == null)
return;
final RenderManager manager = Minecraft.getMinecraft().getRenderManager();
final OpenGlState glState = OpenGlState.push();
GlStateManager.enableTexture2D();
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.enableDepth();
GlStateManager.depthFunc(GL11.GL_LEQUAL);
GlStateManager.depthMask(true);
if (useOldRenderMethod())
drawStringRender(player, manager);
else
textureRender(player, manager);
OpenGlState.pop(glState);
}
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